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- SW: turned flag #defines into enums.
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1 changed files with 92 additions and 94 deletions
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@ -1220,37 +1220,42 @@ typedef struct
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///////////////////////////////////////////////////////////////////////////////////////////
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// flags in EXTRA variable
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#define SECTFX_SINK BIT(0)
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#define SECTFX_OPERATIONAL BIT(1)
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#define SECTFX_WARP_SECTOR BIT(2)
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#define SECTFX_CURRENT BIT(3)
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#define SECTFX_Z_ADJUST BIT(4) // adjust ceiling/floor
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#define SECTFX_NO_RIDE BIT(5) // moving sector - don't ride it
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#define SECTFX_DYNAMIC_AREA BIT(6)
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#define SECTFX_DIVE_AREA BIT(7) // Diving area
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#define SECTFX_UNDERWATER BIT(8) // Underwater area
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#define SECTFX_UNDERWATER2 BIT(9) // Underwater area
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#define SECTFX_LIQUID_MASK (BIT(10)|BIT(11)) // only valid for sectors with depth
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#define SECTFX_LIQUID_NONE (0)
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#define SECTFX_LIQUID_LAVA BIT(10)
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#define SECTFX_LIQUID_WATER BIT(11)
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#define SECTFX_SECTOR_OBJECT BIT(12) // for collision detection
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#define SECTFX_VATOR BIT(13) // denotes that this is a vertical moving sector
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// vator type
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#define SECTFX_TRIGGER BIT(14) // trigger type to replace tags.h trigger types
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enum
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{
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SECTFX_SINK = BIT(0),
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SECTFX_OPERATIONAL = BIT(1),
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SECTFX_WARP_SECTOR = BIT(2),
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SECTFX_CURRENT = BIT(3),
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SECTFX_Z_ADJUST = BIT(4), // adjust ceiling/floor
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SECTFX_NO_RIDE = BIT(5), // moving sector - don't ride it
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SECTFX_DYNAMIC_AREA = BIT(6),
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SECTFX_DIVE_AREA = BIT(7), // Diving area
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SECTFX_UNDERWATER = BIT(8), // Underwater area
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SECTFX_UNDERWATER2 = BIT(9), // Underwater area
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SECTFX_LIQUID_MASK = (BIT(10)|BIT(11)), // only valid for sectors with depth
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SECTFX_LIQUID_NONE = (0),
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SECTFX_LIQUID_LAVA = BIT(10),
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SECTFX_LIQUID_WATER = BIT(11),
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SECTFX_SECTOR_OBJECT = BIT(12), // for collision detection
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SECTFX_VATOR = BIT(13), // denotes that this is a vertical moving sector vator type
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SECTFX_TRIGGER = BIT(14), // trigger type to replace tags.h trigger types
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};
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// flags in sector USER structure
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#define SECTFU_SO_DONT_BOB BIT(0)
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#define SECTFU_SO_SINK_DEST BIT(1)
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#define SECTFU_SO_DONT_SINK BIT(2)
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#define SECTFU_DONT_COPY_PALETTE BIT(3)
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#define SECTFU_SO_SLOPE_FLOOR_TO_POINT BIT(4)
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#define SECTFU_SO_SLOPE_CEILING_TO_POINT BIT(5)
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#define SECTFU_DAMAGE_ABOVE_SECTOR BIT(6)
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#define SECTFU_VATOR_BOTH BIT(7) // vators set up for both ceiling and floor
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#define SECTFU_CANT_SURFACE BIT(8) // for diving
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#define SECTFU_SLIDE_SECTOR BIT(9) // for diving
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enum
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{
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SECTFU_SO_DONT_BOB = BIT(0),
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SECTFU_SO_SINK_DEST = BIT(1),
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SECTFU_SO_DONT_SINK = BIT(2),
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SECTFU_DONT_COPY_PALETTE = BIT(3),
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SECTFU_SO_SLOPE_FLOOR_TO_POINT = BIT(4),
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SECTFU_SO_SLOPE_CEILING_TO_POINT = BIT(5),
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SECTFU_DAMAGE_ABOVE_SECTOR = BIT(6),
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SECTFU_VATOR_BOTH = BIT(7), // vators set up for both ceiling and floor
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SECTFU_CANT_SURFACE = BIT(8), // for diving
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SECTFU_SLIDE_SECTOR = BIT(9), // for diving
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};
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#define MAKE_STAG_ENUM
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enum stag_id
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@ -1261,16 +1266,18 @@ typedef enum stag_id STAG_ID;
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#undef MAKE_STAG_ENUM
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#define WALLFX_LOOP_DONT_SPIN BIT(0)
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#define WALLFX_LOOP_REVERSE_SPIN BIT(1)
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#define WALLFX_LOOP_SPIN_2X BIT(2)
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#define WALLFX_LOOP_SPIN_4X BIT(3)
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#define WALLFX_LOOP_OUTER BIT(4) // for sector object
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#define WALLFX_DONT_MOVE BIT(5) // for sector object
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#define WALLFX_SECTOR_OBJECT BIT(6) // for collision detection
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#define WALLFX_DONT_STICK BIT(7) // for bullet holes and stars
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#define WALLFX_DONT_SCALE BIT(8) // for sector object
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#define WALLFX_LOOP_OUTER_SECONDARY BIT(9) // for sector object
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enum {
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WALLFX_LOOP_DONT_SPIN = BIT(0),
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WALLFX_LOOP_REVERSE_SPIN = BIT(1),
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WALLFX_LOOP_SPIN_2X = BIT(2),
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WALLFX_LOOP_SPIN_4X = BIT(3),
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WALLFX_LOOP_OUTER = BIT(4), // for sector object
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WALLFX_DONT_MOVE = BIT(5), // for sector object
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WALLFX_SECTOR_OBJECT = BIT(6), // for collision detection
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WALLFX_DONT_STICK = BIT(7), // for bullet holes and stars
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WALLFX_DONT_SCALE = BIT(8), // for sector object
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WALLFX_LOOP_OUTER_SECONDARY = BIT(9), // for sector object
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};
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enum ShrapType
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{
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@ -1348,7 +1355,13 @@ typedef struct SINE_WAVE_FLOOR
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uint8_t flags;
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} *SINE_WAVE_FLOORp;
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#define MAX_SINE_WAVE 6
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enum
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{
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MAX_SINE_WAVE = 6,
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MAX_SINE_WALL = 10,
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MAX_SINE_WALL_POINTS = 64,
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};
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extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
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typedef struct SINE_WALL
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@ -1358,8 +1371,6 @@ typedef struct SINE_WALL
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int16_t sintable_ndx, speed_shift, type;
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} *SINE_WALLp;
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#define MAX_SINE_WALL 10
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#define MAX_SINE_WALL_POINTS 64
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extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
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struct SPRING_BOARD
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@ -1565,44 +1576,48 @@ struct SECTOR_OBJECTstruct
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};
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#define MAX_SECTOR_OBJECTS 20
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#define SOBJ_SPEED_UP BIT(0)
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#define SOBJ_SLOW_DOWN BIT(1)
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#define SOBJ_ZUP BIT(2)
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#define SOBJ_ZDOWN BIT(3)
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#define SOBJ_ZDIFF_MODE BIT(4)
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#define SOBJ_MOVE_VERTICAL BIT(5) // for sprite objects - move straight up/down
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#define SOBJ_ABSOLUTE_ANGLE BIT(7)
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#define SOBJ_SPRITE_OBJ BIT(8)
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#define SOBJ_DONT_ROTATE BIT(9)
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#define SOBJ_WAIT_FOR_EVENT BIT(10)
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#define SOBJ_HAS_WEAPON BIT(11)
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#define SOBJ_SYNC1 BIT(12) // for syncing up several SO's perfectly
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#define SOBJ_SYNC2 BIT(13) // for syncing up several SO's perfectly
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#define SOBJ_DYNAMIC BIT(14) // denotes scaling or morphing object
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#define SOBJ_ZMID_FLOOR BIT(15) // can't remember which sector objects need this
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// think its the bobbing and sinking ones
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#define SOBJ_SLIDE BIT(16)
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#define SOBJ_OPERATIONAL BIT(17)
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#define SOBJ_KILLABLE BIT(18)
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#define SOBJ_DIE_HARD BIT(19)
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#define SOBJ_UPDATE_ONCE BIT(20)
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#define SOBJ_UPDATE BIT(21)
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#define SOBJ_NO_QUAKE BIT(22)
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#define SOBJ_REMOTE_ONLY BIT(23)
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#define SOBJ_RECT_CLIP BIT(24)
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#define SOBJ_BROKEN BIT(25)
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enum
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{
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SOBJ_SPEED_UP = BIT(0) ,
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SOBJ_SLOW_DOWN = BIT(1) ,
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SOBJ_ZUP = BIT(2) ,
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SOBJ_ZDOWN = BIT(3) ,
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SOBJ_ZDIFF_MODE = BIT(4) ,
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SOBJ_MOVE_VERTICAL = BIT(5) ,// for sprite objects - move straight up/down
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SOBJ_ABSOLUTE_ANGLE = BIT(7) ,
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SOBJ_SPRITE_OBJ = BIT(8) ,
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SOBJ_DONT_ROTATE = BIT(9) ,
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SOBJ_WAIT_FOR_EVENT = BIT(10),
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SOBJ_HAS_WEAPON = BIT(11),
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SOBJ_SYNC1 = BIT(12), // for syncing up several SO's perfectly
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SOBJ_SYNC2 = BIT(13), // for syncing up several SO's perfectly
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SOBJ_DYNAMIC = BIT(14), // denotes scaling or morphing object
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SOBJ_ZMID_FLOOR = BIT(15), // can't remember which sector objects need this think its the bobbing and sinking ones
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SOBJ_SLIDE = BIT(16),
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SOBJ_OPERATIONAL = BIT(17),
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SOBJ_KILLABLE = BIT(18),
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SOBJ_DIE_HARD = BIT(19),
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SOBJ_UPDATE_ONCE = BIT(20),
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SOBJ_UPDATE = BIT(21),
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SOBJ_NO_QUAKE = BIT(22),
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SOBJ_REMOTE_ONLY = BIT(23),
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SOBJ_RECT_CLIP = BIT(24),
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SOBJ_BROKEN = BIT(25),
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};
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// track set to these to tell them apart
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#define SO_OPERATE_TRACK_START 90
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#define SO_TURRET_MGUN 96 // machine gun
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#define SO_TURRET 97
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#define SO_VEHICLE 98
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// #define SO_SPEED_BOAT 99
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enum
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{
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MAX_SECTOR_OBJECTS = 20,
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SO_OPERATE_TRACK_START = 90,
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SO_TURRET_MGUN = 96, // machine gun
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SO_TURRET = 97,
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SO_VEHICLE = 98,
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// #define SO_SPEED_BOAT 99
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MAXSO = INT32_MAX
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};
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#define SO_EMPTY(sop) ((sop)->xmid == INT32_MAX)
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inline bool SO_EMPTY(SECTOR_OBJECT* sop) { return (sop->xmid == INT32_MAX); }
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extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
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@ -1792,18 +1807,6 @@ extern short connecthead, connectpoint2[MAXPLAYERS];
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extern int *lastpacket2clock;
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///////////////////////////
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//
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// TEXT PRINTING
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//
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///////////////////////////
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#define TEXT_TEST_LINE (200/2)
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#define TEXT_XCENTER(width) ((320 - width)/2)
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#define TEXT_YCENTER(h) ((200 - height)/2)
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#define TEXT_TEST_COL(width) TEXT_XCENTER(width)
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#define TEXT_TEST_TIME 2
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///////////////////////////
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//
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// RECENT network additions
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extern double smoothratio;
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extern int MoveSkip4, MoveSkip2, MoveSkip8;
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extern int MinEnemySkill;
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#define MASTER_SWITCHING 1
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extern short screenpeek;
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#define STAT_DAMAGE_LIST_SIZE 20
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@ -1834,8 +1834,6 @@ extern bool NightVision;
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#define MAXSO (INT32_MAX)
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///////////////////////////////////////////////////////////////
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//
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// Stuff added by JonoF. These should get put into their own
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