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https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- renamed ESyncBits so that the replacement can take that name later.
This commit is contained in:
parent
78a024a50c
commit
36d676ca20
9 changed files with 37 additions and 37 deletions
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@ -56,8 +56,8 @@ enum ESyncBits_ : uint32_t
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};
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};
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// enforce type safe operations on the input bits.
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// enforce type safe operations on the input bits.
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using ESyncBits = TFlags<ESyncBits_, uint32_t>;
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using EDukeSyncBits = TFlags<ESyncBits_, uint32_t>;
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DEFINE_TFLAGS_OPERATORS(ESyncBits)
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DEFINE_TFLAGS_OPERATORS(EDukeSyncBits)
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union SYNCFLAGS
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union SYNCFLAGS
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{
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{
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@ -178,7 +178,7 @@ struct InputPacket
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// Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter.
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// Making this a union lets some constructs fail. Since these names are transitional only the added memory use doesn't really matter.
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// for Duke
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// for Duke
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ESyncBits sbits;
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EDukeSyncBits sbits;
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// for SW
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// for SW
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int32_t bits;
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int32_t bits;
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@ -112,10 +112,10 @@ void playerJump(int snum, int fz, int cz);
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void applylook(int snum, double factor, fixed_t adjustment);
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void applylook(int snum, double factor, fixed_t adjustment);
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void checklook(int snum, int sb_snum);
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void checklook(int snum, int sb_snum);
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void playerCenterView(int snum);
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void playerCenterView(int snum);
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void playerLookUp(int snum, ESyncBits sb_snum);
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void playerLookUp(int snum, EDukeSyncBits sb_snum);
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void playerLookDown(int snum, ESyncBits sb_snum);
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void playerLookDown(int snum, EDukeSyncBits sb_snum);
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void playerAimUp(int snum, ESyncBits sb_snum);
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void playerAimUp(int snum, EDukeSyncBits sb_snum);
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void playerAimDown(int snum, ESyncBits sb_snum);
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void playerAimDown(int snum, EDukeSyncBits sb_snum);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz);
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bool view(struct player_struct* pp, int* vx, int* vy, int* vz, short* vsectnum, int ang, int horiz);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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int hits(int i);
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int hits(int i);
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@ -116,22 +116,22 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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inline bool PlayerInput(int pl, ESyncBits bit)
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inline bool PlayerInput(int pl, EDukeSyncBits bit)
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{
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{
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return (!!((sync[pl].sbits) & bit));
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return (!!((sync[pl].sbits) & bit));
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}
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}
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inline void PlayerSetInput(int pl, ESyncBits bit)
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inline void PlayerSetInput(int pl, EDukeSyncBits bit)
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{
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{
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sync[pl].sbits |= bit;
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sync[pl].sbits |= bit;
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}
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}
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inline void PlayerClearInput(int pl, ESyncBits bit)
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inline void PlayerClearInput(int pl, EDukeSyncBits bit)
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{
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{
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sync[pl].sbits &= ~bit;
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sync[pl].sbits &= ~bit;
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}
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}
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inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
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inline EDukeSyncBits PlayerInputBits(int pl, EDukeSyncBits bits)
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{
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{
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return (sync[pl].sbits & bits);
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return (sync[pl].sbits & bits);
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}
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}
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@ -40,7 +40,7 @@ source as it is released.
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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static int WeaponToSend;
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static int WeaponToSend;
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static ESyncBits BitsToSend;
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static EDukeSyncBits BitsToSend;
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// State timer counters.
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// State timer counters.
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static int nonsharedtimer;
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static int nonsharedtimer;
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@ -665,7 +665,7 @@ static void processInputBits(player_struct *p, ControlInfo &info)
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz < 0) j = 12;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select) && info.dz < 0) j = 12;
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if (j && (loc.sbits & SKB_WEAPONMASK_BITS) == 0)
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if (j && (loc.sbits & SKB_WEAPONMASK_BITS) == 0)
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loc.sbits |= ESyncBits::FromInt(j * SKB_FIRST_WEAPON_BIT);
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loc.sbits |= EDukeSyncBits::FromInt(j * SKB_FIRST_WEAPON_BIT);
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}
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}
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@ -1050,7 +1050,7 @@ void playerCenterView(int snum)
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}
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}
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}
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}
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void playerLookUp(int snum, ESyncBits sb_snum)
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void playerLookUp(int snum, EDukeSyncBits sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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@ -1062,7 +1062,7 @@ void playerLookUp(int snum, ESyncBits sb_snum)
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}
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}
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}
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}
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void playerLookDown(int snum, ESyncBits sb_snum)
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void playerLookDown(int snum, EDukeSyncBits sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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@ -1074,7 +1074,7 @@ void playerLookDown(int snum, ESyncBits sb_snum)
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}
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}
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}
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}
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void playerAimUp(int snum, ESyncBits sb_snum)
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void playerAimUp(int snum, EDukeSyncBits sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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@ -1085,7 +1085,7 @@ void playerAimUp(int snum, ESyncBits sb_snum)
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}
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}
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}
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}
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void playerAimDown(int snum, ESyncBits sb_snum)
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void playerAimDown(int snum, EDukeSyncBits sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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SetGameVarID(g_iReturnVarID, 0, p->i, snum);
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@ -41,7 +41,7 @@ source as it is released.
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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void fireweapon_ww(int snum);
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void fireweapon_ww(int snum);
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void operateweapon_ww(int snum, ESyncBits sb_snum, int psect);
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void operateweapon_ww(int snum, EDukeSyncBits sb_snum, int psect);
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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@ -1548,7 +1548,7 @@ void checkweapons_d(struct player_struct* p)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void operateJetpack(int snum, ESyncBits sb_snum, int psectlotag, int fz, int cz, int shrunk)
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static void operateJetpack(int snum, EDukeSyncBits sb_snum, int psectlotag, int fz, int cz, int shrunk)
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{
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{
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int j;
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int j;
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auto p = &ps[snum];
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auto p = &ps[snum];
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@ -1622,7 +1622,7 @@ static void operateJetpack(int snum, ESyncBits sb_snum, int psectlotag, int fz,
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void movement(int snum, ESyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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static void movement(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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{
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{
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int j;
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int j;
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auto p = &ps[snum];
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auto p = &ps[snum];
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@ -1809,7 +1809,7 @@ static void movement(int snum, ESyncBits sb_snum, int psect, int fz, int cz, int
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void underwater(int snum, ESyncBits sb_snum, int psect, int fz, int cz)
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static void underwater(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz)
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{
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{
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int j;
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int j;
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auto p = &ps[snum];
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auto p = &ps[snum];
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void operateweapon(int snum, ESyncBits sb_snum, int psect)
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static void operateweapon(int snum, EDukeSyncBits sb_snum, int psect)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void processweapon(int snum, ESyncBits sb_snum, int psect)
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static void processweapon(int snum, EDukeSyncBits sb_snum, int psect)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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@ -2599,7 +2599,7 @@ void processinput_d(int snum)
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{
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{
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int j, i, k, doubvel, fz, cz, hz, lz, truefdist;
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int j, i, k, doubvel, fz, cz, hz, lz, truefdist;
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char shrunk;
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char shrunk;
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ESyncBits sb_snum;
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EDukeSyncBits sb_snum;
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short psect, psectlotag, pi;
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short psect, psectlotag, pi;
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struct player_struct* p;
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struct player_struct* p;
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spritetype* s;
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spritetype* s;
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processweapon(snum, sb_snum, psect);
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processweapon(snum, sb_snum, psect);
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}
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}
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void processweapon_d(int s, ESyncBits ss, int p)
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void processweapon_d(int s, EDukeSyncBits ss, int p)
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{
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{
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processweapon(s, ss, p);
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processweapon(s, ss, p);
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}
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}
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void processmove_d(int snum, ESyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist)
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void processmove_d(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist)
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{
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{
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int psectlotag = sector[psect].lotag;
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int psectlotag = sector[psect].lotag;
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auto p = &ps[snum];
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auto p = &ps[snum];
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@ -1509,7 +1509,7 @@ void checkweapons_r(struct player_struct* p)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void onMotorcycle(int snum, ESyncBits &sb_snum)
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static void onMotorcycle(int snum, EDukeSyncBits &sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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auto pi = p->i;
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auto pi = p->i;
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@ -1802,7 +1802,7 @@ static void onMotorcycle(int snum, ESyncBits &sb_snum)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void onBoat(int snum, ESyncBits& sb_snum)
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static void onBoat(int snum, EDukeSyncBits& sb_snum)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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auto pi = p->i;
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auto pi = p->i;
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void movement(int snum, ESyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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static void movement(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist, int psectlotag)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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auto pi = p->i;
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auto pi = p->i;
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void underwater(int snum, ESyncBits sb_snum, int psect, int fz, int cz)
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static void underwater(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz)
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{
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{
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int j;
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int j;
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auto p = &ps[snum];
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auto p = &ps[snum];
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void operateweapon(int snum, ESyncBits sb_snum, int psect)
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static void operateweapon(int snum, EDukeSyncBits sb_snum, int psect)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void processweapon(int snum, ESyncBits sb_snum, int psect)
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static void processweapon(int snum, EDukeSyncBits sb_snum, int psect)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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@ -3397,7 +3397,7 @@ void processinput_r(int snum)
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{
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{
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int j, i, k, doubvel, fz, cz, hz, lz, truefdist, var60;
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int j, i, k, doubvel, fz, cz, hz, lz, truefdist, var60;
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char shrunk;
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char shrunk;
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ESyncBits sb_snum;
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EDukeSyncBits sb_snum;
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short psect, psectlotag, pi;
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short psect, psectlotag, pi;
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struct player_struct* p;
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struct player_struct* p;
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spritetype* s;
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spritetype* s;
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void processweapon_r(int s, ESyncBits ss, int p)
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void processweapon_r(int s, EDukeSyncBits ss, int p)
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{
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{
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processweapon(s, ss, p);
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processweapon(s, ss, p);
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}
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}
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void processmove_r(int snum, ESyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist)
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void processmove_r(int snum, EDukeSyncBits sb_snum, int psect, int fz, int cz, int shrunk, int truefdist)
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{
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{
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int psectlotag = sector[psect].lotag;
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int psectlotag = sector[psect].lotag;
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auto p = &ps[snum];
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auto p = &ps[snum];
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void operateweapon_ww(int snum, ESyncBits sb_snum, int psect)
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void operateweapon_ww(int snum, EDukeSyncBits sb_snum, int psect)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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input *syn;
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input *syn;
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struct player_struct *p;
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struct player_struct *p;
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int i, j, k, doubvel, fz, cz, hz, lz, x, y;
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int i, j, k, doubvel, fz, cz, hz, lz, x, y;
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ESyncBits sb_snum;
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EDukeSyncBits sb_snum;
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short psect, psectlotag, tempsect, backcstat;
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short psect, psectlotag, tempsect, backcstat;
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uint8_t shrunk, spritebridge;
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uint8_t shrunk, spritebridge;
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