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- use switch types to cut doen the first switch/case block in checkhitswitch
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parent
808fb3c433
commit
564e9d2905
2 changed files with 21 additions and 93 deletions
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@ -237,53 +237,24 @@ bool checkhitswitch_d(int snum, walltype* wwal, DDukeActor *act)
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switchpal = wwal->pal;
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switchpal = wwal->pal;
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}
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}
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texid = tileGetTextureID(picnum);
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texid = tileGetTextureID(picnum);
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auto& ext = GetExtInfo(texid);
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auto& swdef = switches[ext.switchindex];
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switch (picnum)
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switch (swdef.type)
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{
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{
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case DTILE_DIPSWITCH:
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case SwitchDef::Combo:
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case DTILE_DIPSWITCHON:
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case DTILE_TECHSWITCH:
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case DTILE_TECHSWITCHON:
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case DTILE_ALIENSWITCH:
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case DTILE_ALIENSWITCHON:
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break;
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break;
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case DTILE_ACCESSSWITCH:
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case DTILE_ACCESSSWITCH2:
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case SwitchDef::Access:
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if (checkaccessswitch_d(snum, switchpal, act, wwal))
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if (checkaccessswitch_d(snum, switchpal, act, wwal))
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return 0;
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return 0;
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[[fallthrough]];
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[[fallthrough]];
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case DTILE_DIPSWITCH2:
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case DTILE_DIPSWITCH2ON:
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case SwitchDef::Regular:
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case DTILE_DIPSWITCH3:
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case SwitchDef::Multi:
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case DTILE_DIPSWITCH3ON:
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case DTILE_MULTISWITCH:
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case DTILE_MULTISWITCH_2:
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case DTILE_MULTISWITCH_3:
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case DTILE_MULTISWITCH_4:
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case DTILE_PULLSWITCH:
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case DTILE_PULLSWITCHON:
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case DTILE_HANDSWITCH:
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case DTILE_HANDSWITCHON:
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case DTILE_SLOTDOOR:
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case DTILE_SLOTDOORON:
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case DTILE_LIGHTSWITCH:
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case DTILE_LIGHTSWITCHON:
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case DTILE_SPACELIGHTSWITCH:
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case DTILE_SPACELIGHTSWITCHON:
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case DTILE_SPACEDOORSWITCH:
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case DTILE_SPACEDOORSWITCHON:
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case DTILE_FRANKENSTINESWITCH:
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case DTILE_FRANKENSTINESWITCHON:
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case DTILE_LIGHTSWITCH2:
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case DTILE_LIGHTSWITCH2ON:
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case DTILE_POWERSWITCH1:
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case DTILE_POWERSWITCH1ON:
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case DTILE_LOCKSWITCH1:
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case DTILE_LOCKSWITCH1ON:
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case DTILE_POWERSWITCH2:
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case DTILE_POWERSWITCH2ON:
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if (check_activator_motion(lotag)) return 0;
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if (check_activator_motion(lotag)) return 0;
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break;
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break;
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default:
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default:
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if (isadoorwall(texid) == 0) return 0;
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if (isadoorwall(texid) == 0) return 0;
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break;
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break;
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@ -207,73 +207,30 @@ bool checkhitswitch_r(int snum, walltype* wwal, DDukeActor* act)
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switchpal = wwal->pal;
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switchpal = wwal->pal;
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}
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}
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texid = tileGetTextureID(picnum);
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texid = tileGetTextureID(picnum);
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auto& ext = GetExtInfo(texid);
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auto& swdef = switches[ext.switchindex];
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switch (picnum)
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switch (swdef.type)
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{
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{
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case RTILE_DIPSWITCH:
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case SwitchDef::Combo:
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case RTILE_DIPSWITCHON:
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case RTILE_TECHSWITCH:
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case RTILE_TECHSWITCHON:
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case RTILE_ALIENSWITCH:
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case RTILE_ALIENSWITCHON:
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break;
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break;
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case RTILE_ACCESSSWITCH:
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case RTILE_ACCESSSWITCH2:
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case SwitchDef::Access:
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if (checkaccessswitch_r(snum, switchpal, act, wwal))
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if (checkaccessswitch_r(snum, switchpal, act, wwal))
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return 0;
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return 0;
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goto goOn1;
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case RTILE_MULTISWITCH2:
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case RTILE_MULTISWITCH2_2:
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case RTILE_MULTISWITCH2_3:
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case RTILE_MULTISWITCH2_4:
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case RTILE_IRONWHEELSWITCH:
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case RTILE_BELLSWITCH:
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if (!isRRRA()) break;
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[[fallthrough]];
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[[fallthrough]];
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case RTILE_DIPSWITCH2:
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case RTILE_DIPSWITCH2ON:
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case SwitchDef::Regular:
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case RTILE_DIPSWITCH3:
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case SwitchDef::Multi:
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case RTILE_DIPSWITCH3ON:
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case RTILE_MULTISWITCH:
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case RTILE_MULTISWITCH_2:
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case RTILE_MULTISWITCH_3:
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case RTILE_MULTISWITCH_4:
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case RTILE_PULLSWITCH:
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case RTILE_PULLSWITCHON:
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case RTILE_HANDSWITCH:
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case RTILE_HANDSWITCHON:
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case RTILE_SLOTDOOR:
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case RTILE_SLOTDOORON:
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case RTILE_LIGHTSWITCH:
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case RTILE_LIGHTSWITCHON:
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case RTILE_SPACELIGHTSWITCH:
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case RTILE_SPACELIGHTSWITCHON:
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case RTILE_SPACEDOORSWITCH:
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case RTILE_SPACEDOORSWITCHON:
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case RTILE_FRANKENSTINESWITCH:
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case RTILE_FRANKENSTINESWITCHON:
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case RTILE_LIGHTSWITCH2:
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case RTILE_LIGHTSWITCH2ON:
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case RTILE_POWERSWITCH1:
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case RTILE_POWERSWITCH1ON:
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case RTILE_LOCKSWITCH1:
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case RTILE_LOCKSWITCH1ON:
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case RTILE_POWERSWITCH2:
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case RTILE_POWERSWITCH2ON:
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case RTILE_CONTESTSWITCH:
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case RTILE_ALERTSWITCH:
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case RTILE_ALERTSWITCHON:
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case RTILE_HANDLESWITCH:
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case RTILE_HANDLESWITCHON:
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goOn1:
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if (check_activator_motion(lotag)) return 0;
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if (check_activator_motion(lotag)) return 0;
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break;
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break;
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default:
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default:
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if (isadoorwall(texid) == 0) return 0;
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if (isadoorwall(texid) == 0) return 0;
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break;
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break;
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}
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}
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DukeStatIterator it(STAT_DEFAULT);
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DukeStatIterator it(STAT_DEFAULT);
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while (auto other = it.Next())
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while (auto other = it.Next())
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{
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{
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