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-XWALL::references is not needed anymore.
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parent
db9d12d19f
commit
576a473ec8
4 changed files with 2 additions and 10 deletions
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@ -260,7 +260,6 @@ unsigned short dbInsertXWall(int nWall)
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I_Error("Out of free XWalls");
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}
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memset(&xwall[nXWall], 0, sizeof(XWALL));
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xwall[nXWall].reference = nWall;
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wall[nWall].extra = nXWall;
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return nXWall;
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}
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@ -281,10 +280,6 @@ unsigned short dbInsertXSector(int nSector)
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void dbInit(void)
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{
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XWallsUsed = XSectorsUsed = 1; // 0 is not usable because it's the default for 'extra' and some code actually uses it to clobber the contents in here. :(
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for (int i = 1; i < kMaxXWalls; i++)
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{
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xwall[i].reference = -1;
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}
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for (int i = 1; i < kMaxXSectors; i++)
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{
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xsector[i].reference = -1;
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@ -744,7 +739,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int
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assert(nCount <= nXWallSize);
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fr.Read(pBuffer, nCount);
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BitReader bitReader(pBuffer, nCount);
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pXWall->reference = bitReader.readSigned(14);
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/*pXWall->reference =*/ bitReader.readSigned(14);
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pXWall->state = bitReader.readUnsigned(1);
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pXWall->busy = bitReader.readUnsigned(17);
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pXWall->data = bitReader.readSigned(16);
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@ -775,7 +770,6 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int
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pXWall->dudeLockout = bitReader.readUnsigned(1);
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bitReader.readUnsigned(4);
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bitReader.readUnsigned(32);
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xwall[wall[i].extra].reference = i;
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xwall[wall[i].extra].busy = IntToFixed(xwall[wall[i].extra].state);
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}
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@ -244,7 +244,6 @@ struct XWALL {
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};
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uint32_t busy;
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int16_t reference;
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int16_t data; // Data
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uint16_t txID; // TX ID
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uint16_t rxID; // RX ID
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@ -533,7 +533,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* d
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{
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arc("flags", w.flags, def->flags)
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("busy", w.busy, def->busy)
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("reference", w.reference, def->reference)
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("data", w.data, def->data)
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("txid", w.txID, def->txID)
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("rxid", w.rxID, def->rxID)
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@ -371,7 +371,7 @@ bool condCmp(int val, int arg1, int arg2, int comOp);
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bool condCmpne(int arg1, int arg2, int comOp);
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void condError(DBloodActor* pXCond, const char* pzFormat, ...);
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void condUpdateObjectIndex(DBloodActor* oldplayer, DBloodActor* newplayer);
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DBloodActor* evrListRedirectors(int objType, int objXIndex, DBloodActor* objActor, DBloodActor* pXRedir, int* tx);
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DBloodActor* evrListRedirectors(int objType, int objIndex, DBloodActor* objActor, DBloodActor* pXRedir, int* tx);
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void seqSpawnerOffSameTx(DBloodActor* actor);
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// ------------------------------------------------------------------------- //
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void aiPatrolSetMarker(DBloodActor* actor);
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