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- replaced fallthrough__ with [[fallthrough]] as we are requiring C++17 and don't need workarounds for that.
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7 changed files with 12 additions and 16 deletions
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@ -15,10 +15,6 @@
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////////// Language and compiler feature polyfills //////////
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# define fallthrough__ [[fallthrough]]
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////////// Architecture detection //////////
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#ifdef WORDS_BIGENDIAN
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# define B_BIG_ENDIAN 1
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#else
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@ -1042,7 +1042,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int
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}
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}
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}
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fallthrough__;
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[[fallthrough]];
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case 1:
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for (int i = 0; i < numsectors; i++)
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{
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@ -1053,7 +1053,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, int
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pXSector->freq >>= 1;
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}
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}
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fallthrough__;
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[[fallthrough]];
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case 2:
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for (int i = 0; i < kMaxSprites; i++)
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{
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@ -160,7 +160,7 @@ void PrecacheDude(spritetype *pSprite)
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case kDudeGargoyleStatueStone:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+6, palette); //???
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fallthrough__;
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[[fallthrough]];
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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@ -182,7 +182,7 @@ void PrecacheDude(spritetype *pSprite)
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case kDudeCerberusTwoHead:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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fallthrough__;
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[[fallthrough]];
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case kDudeHand:
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case kDudeBoneEel:
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case kDudeBat:
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@ -196,10 +196,10 @@ void PrecacheDude(spritetype *pSprite)
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case kDudeZombieAxeBuried:
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seqPrecacheId(pDudeInfo->seqStartID+12, palette);
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seqPrecacheId(pDudeInfo->seqStartID+9, palette);
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fallthrough__;
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[[fallthrough]];
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case kDudeZombieAxeLaying:
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seqPrecacheId(pDudeInfo->seqStartID+10, palette);
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fallthrough__;
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[[fallthrough]];
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case kDudeZombieAxeNormal:
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seqPrecacheId(pDudeInfo->seqStartID+6, palette);
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seqPrecacheId(pDudeInfo->seqStartID+7, palette);
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@ -306,7 +306,7 @@ void OperateSprite(DBloodActor* actor, EVENT event)
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break;
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case kCmdSpriteProximity:
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if (pXSprite->state) break;
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fallthrough__;
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[[fallthrough]];
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case kCmdOn:
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case kCmdSpritePush:
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case kCmdSpriteTouch:
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@ -494,7 +494,7 @@ void OperateSprite(DBloodActor* actor, EVENT event)
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break;
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case kThingTNTBarrel:
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if (pSprite->flags & kHitagRespawn) return;
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fallthrough__;
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[[fallthrough]];
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case kThingArmedTNTStick:
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case kThingArmedTNTBundle:
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case kThingArmedSpray:
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@ -528,7 +528,7 @@ void OperateSprite(DBloodActor* actor, EVENT event)
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sfxPlay3DSound(pSprite, 452, 0, 0);
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evPostActor(actor, 30, kCmdOff);
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pXSprite->state = 1;
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fallthrough__;
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[[fallthrough]];
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case kCmdOn:
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sfxPlay3DSound(pSprite, 451, 0, 0);
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pXSprite->Proximity = 1;
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@ -817,7 +817,7 @@ loc_flag:
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nQuake[nPlayer] = 128;
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}
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// fall through
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fallthrough__;
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[[fallthrough]];
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}
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case kWeaponPistol:
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{
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@ -314,7 +314,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, short nLotag, short nHitag)
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{
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nVal = 3 * (nHitag / 3);
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// fall through to 6,7 etc
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fallthrough__;
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[[fallthrough]];
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}
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case 6:
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case 7:
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@ -1374,7 +1374,7 @@ void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag)
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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// Fall through to case 62
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fallthrough__;
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[[fallthrough]];
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}
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case 63: // Ceiling door, kill trigger (Enemy death triggers door)
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{
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