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- Removed unnecessary 'id' variable from AActor.
- Removed unused 'backpack' variable from player_t. - Removed duplicate code from b_move.cpp. - General cleanup.
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parent
0f19356e24
commit
5de6b535ae
9 changed files with 20 additions and 43 deletions
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@ -937,9 +937,6 @@ public:
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TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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//Added by MC:
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SDWORD id; // Player ID (for items, # in list.)
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BYTE smokecounter;
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BYTE FloatBobPhase;
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BYTE FriendPlayer; // [RH] Player # + 1 this friendly monster works for (so 0 is no player, 1 is player 0, etc)
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@ -249,7 +249,7 @@ shootmissile:
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if (m)
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{
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if (inc[actor->id])
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if (inc[actor->player - players])
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actor->player->angle += m;
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else
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actor->player->angle -= m;
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@ -257,7 +257,7 @@ shootmissile:
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if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
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{
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inc[actor->id] = !inc[actor->id];
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inc[actor->player - players] = !inc[actor->player - players];
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}
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if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
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@ -17,20 +17,7 @@
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#include "gi.h"
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#include "a_keys.h"
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#include "d_event.h"
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enum dirtype_t
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{
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DI_EAST,
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DI_NORTHEAST,
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DI_NORTH,
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DI_NORTHWEST,
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DI_WEST,
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DI_SOUTHWEST,
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DI_SOUTH,
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DI_SOUTHEAST,
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DI_NODIR,
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NUMDIRS
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};
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#include "p_enemy.h"
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static FRandom pr_botopendoor ("BotOpenDoor");
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static FRandom pr_bottrywalk ("BotTryWalk");
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@ -39,10 +26,6 @@ static FRandom pr_botnewchasedir ("BotNewChaseDir");
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// borrow some tables from p_enemy.cpp
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extern dirtype_t opposite[9];
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extern dirtype_t diags[4];
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extern fixed_t xspeed[8];
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extern fixed_t yspeed[8];
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extern TArray<line_t *> spechit;
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//Called while the bot moves after its player->dest mobj
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//which can be a weapon/enemy/item whatever.
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@ -60,9 +60,6 @@
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static FRandom pr_pickteam ("PickRandomTeam");
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extern bool st_firsttime;
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EXTERN_CVAR (Bool, teamplay)
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CVAR (Float, autoaim, 5000.f, CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
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CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
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@ -76,8 +76,6 @@ FPlayerColorSet *P_GetPlayerColorSet(FName classname, int setnum);
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void P_EnumPlayerColorSets(FName classname, TArray<int> *out);
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const char *GetPrintableDisplayName(const PClass *cls);
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class player_t;
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS (APlayerPawn, AActor)
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@ -398,8 +396,7 @@ public:
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int inventorytics;
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BYTE CurrentPlayerClass; // class # for this player instance
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bool backpack;
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int frags[MAXPLAYERS]; // kills of other players
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int fragcount; // [RH] Cumulative frags for this player
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int lastkilltime; // [RH] For multikills
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@ -1025,7 +1025,7 @@ void AInventory::Touch (AActor *toucher)
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && this == players[i].dest)
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players[i].dest = NULL;
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players[i].dest = NULL;
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}
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}
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@ -252,9 +252,13 @@ void AActor::Serialize (FArchive &arc)
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<< MinMissileChance
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<< SpawnFlags
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<< Inventory
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<< InventoryID
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<< id
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<< FloatBobPhase
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<< InventoryID;
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if (SaveVersion < 4513)
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{
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SDWORD id;
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arc << id;
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}
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arc << FloatBobPhase
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<< Translation
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<< SeeSound
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<< AttackSound
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@ -4358,9 +4362,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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mobj->pitch = mobj->roll = 0;
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mobj->health = p->health;
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//Added by MC: Identification (number in the players[MAXPLAYERS] array)
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mobj->id = playernum;
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// [RH] Set player sprite based on skin
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if (!(mobj->flags4 & MF4_NOSKIN))
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{
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@ -240,7 +240,6 @@ player_t::player_t()
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health(0),
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inventorytics(0),
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CurrentPlayerClass(0),
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backpack(0),
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fragcount(0),
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lastkilltime(0),
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multicount(0),
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@ -341,7 +340,6 @@ player_t &player_t::operator=(const player_t &p)
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health = p.health;
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inventorytics = p.inventorytics;
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CurrentPlayerClass = p.CurrentPlayerClass;
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backpack = p.backpack;
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memcpy(frags, &p.frags, sizeof(frags));
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fragcount = p.fragcount;
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lastkilltime = p.lastkilltime;
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@ -2889,9 +2887,13 @@ void player_t::Serialize (FArchive &arc)
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<< vely
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<< centering
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<< health
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<< inventorytics
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<< backpack
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<< fragcount
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<< inventorytics;
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if (SaveVersion < 4513)
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{
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bool backpack;
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arc << backpack;
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}
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arc << fragcount
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<< spreecount
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<< multicount
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<< lastkilltime
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4512
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#define SAVEVER 4513
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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