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- Exhumed: Eliminate initsectp
global.
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parent
d30ce9691a
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7 changed files with 6 additions and 26 deletions
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@ -56,8 +56,6 @@ enum {
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kSectLava = 0x4000,
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};
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extern sectortype* initsectp;
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extern int nCurChunkNum;
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// all static counters combined in an array for easier maintenance.
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@ -942,7 +942,7 @@ void DrawWeapons(double interpfrac)
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int var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
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int8_t nShade = initsectp->ceilingshade;
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int8_t nShade = PlayerList[nLocalPlayer].pActor->sector()->ceilingshade;
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int nDouble = PlayerList[nLocalPlayer].nDouble;
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int nPal = kPalNormal;
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@ -39,8 +39,6 @@ enum
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kTagRamses = 61,
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};
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sectortype* initsectp;
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int nCurChunkNum = 0;
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int Counters[kNumCounters];
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@ -146,7 +144,6 @@ uint8_t LoadLevel(MapRecord* map)
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DVector3 initpos;
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int16_t mapang;
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loadMap(currentLevel->fileName, 0, &initpos, &mapang, &initsect, spawned);
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initsectp = initsect;
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auto actors = spawnactors(spawned);
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int i;
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@ -165,7 +162,7 @@ uint8_t LoadLevel(MapRecord* map)
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for (int i = 0; i < nTotalPlayers; i++)
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{
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SetSavePoint(i, initpos, initsectp, DAngle::fromBuild(mapang));
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SetSavePoint(i, initpos, initsect, DAngle::fromBuild(mapang));
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RestartPlayer(i);
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InitPlayerKeys(i);
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}
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@ -767,7 +764,7 @@ void ExamineSprites(TArray<DExhumedActor*>& actors)
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if (nNetPlayerCount)
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{
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auto pActor = insertActor(initsectp, 0);
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auto pActor = insertActor(PlayerList[nLocalPlayer].pActor->sector(), 0);
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pActor->spr.pos = PlayerList[nLocalPlayer].pActor->spr.pos;
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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@ -849,8 +846,7 @@ void SerializeInit(FSerializer& arc)
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{
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if (arc.BeginObject("init"))
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{
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arc("initsect", initsectp)
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("curchunk", nCurChunkNum)
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arc("curchunk", nCurChunkNum)
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.Array("counters", Counters, kNumCounters)
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.EndObject();
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}
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@ -45,6 +45,7 @@ void GrabMap()
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void UpdateMap()
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{
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const auto initsectp = PlayerList[nLocalPlayer].pActor->sector();
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if (initsectp->ceilingpal != 3 || (PlayerList[nLocalPlayer].nTorch != 0)) {
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MarkSectorSeen(initsectp);
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}
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@ -936,15 +936,6 @@ void MoveSector(sectortype* pSector, DAngle nAngle, DVector2& nVel)
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}
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nVel = vect;
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/*
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Update player position variables, in case the player sprite was moved by a sector,
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Otherwise these can be out of sync when used in sound code (before being updated in PlayerFunc()).
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Can cause local player sounds to play off-centre.
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TODO: Might need to be done elsewhere too?
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*/
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auto pActor = PlayerList[nLocalPlayer].pActor;
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initsectp = pActor->sector();
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}
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//---------------------------------------------------------------------------
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@ -78,7 +78,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
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if (!pActor) return CCMD_SHOWHELP;
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auto c = parm->parms[0];
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auto& initpos = pActor->spr.pos;
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auto sectp = initsectp;
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auto sectp = pActor->sector();
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auto inita = pActor->spr.Angles.Yaw;
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if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initpos, sectp, inita, false);
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else if (!stricmp(c, "spider")) BuildSpider(nullptr, initpos, sectp, inita);
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@ -2583,12 +2583,6 @@ sectdone:
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}
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}
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// loc_1C3B4:
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if (nPlayer == nLocalPlayer)
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{
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initsectp = pPlayerActor->sector();
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}
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if (!PlayerList[nPlayer].nHealth)
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{
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PlayerList[nPlayer].nThrust.Zero();
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