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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 05:31:00 +00:00
- fixed some issues with the bodyque and moved this variable into FLevelLocals
* it was never saved in savegames, leaving the state of dead bodies undefined * it shouldn't be subjected to pointer substitution because all it contains is old dead bodies, not live ones.
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02de10f657
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12 changed files with 47 additions and 45 deletions
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@ -38,7 +38,6 @@
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#include "actor.h"
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#include "doomstat.h" // Ideally, DObjects can be used independant of Doom.
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#include "d_player.h" // See p_user.cpp to find out why this doesn't work.
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#include "g_game.h" // Needed for bodyque.
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#include "c_dispatch.h"
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#include "dsectoreffect.h"
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#include "serializer.h"
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@ -500,16 +499,6 @@ size_t DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
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last = probe;
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}
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// Go through the bodyque.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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if (bodyque[i] == old)
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{
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bodyque[i] = notOld;
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changed++;
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}
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}
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// Go through players.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -325,15 +325,8 @@ static void MarkRoot()
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FCanvasTextureInfo::Mark();
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Mark(E_FirstEventHandler);
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Mark(E_LastEventHandler);
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for (auto &s : level.sectorPortals)
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{
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Mark(s.mSkybox);
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}
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// Mark dead bodies.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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Mark(bodyque[i]);
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}
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level.Mark();
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// Mark players.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -224,7 +224,10 @@ template<class T,class U> inline T barrier_cast(TObjPtr<U> &o)
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return static_cast<T>(static_cast<U>(o));
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}
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template<class T> inline void GC::Mark(TObjPtr<T> &obj)
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namespace GC
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{
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GC::Mark(&obj.o);
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template<class T> inline void Mark(TObjPtr<T> &obj)
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{
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GC::Mark(&obj.o);
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}
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}
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@ -197,8 +197,6 @@ EXTERN_CVAR (Float, mouse_sensitivity)
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// debug flag to cancel adaptiveness
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extern bool singletics;
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extern int bodyqueslot;
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// Needed to store the number of the dummy sky flat.
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@ -70,6 +70,7 @@
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#include "p_spec.h"
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#include "serializer.h"
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#include "vm.h"
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#include "dobjgc.h"
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#include "g_hub.h"
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#include "g_levellocals.h"
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@ -211,9 +212,6 @@ FString savedescription;
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// [RH] Name of screenshot file to generate (usually NULL)
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FString shotfile;
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AActor* bodyque[BODYQUESIZE];
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int bodyqueslot;
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FString savename;
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FString BackupSaveName;
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@ -1676,13 +1674,14 @@ DEFINE_ACTION_FUNCTION(DObject, G_PickPlayerStart)
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static void G_QueueBody (AActor *body)
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{
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// flush an old corpse if needed
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int modslot = bodyqueslot%BODYQUESIZE;
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int modslot = level.bodyqueslot%level.BODYQUESIZE;
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level.bodyqueslot = modslot + 1;
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if (bodyqueslot >= BODYQUESIZE && bodyque[modslot] != NULL)
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if (level.bodyqueslot >= level.BODYQUESIZE && level.bodyque[modslot] != NULL)
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{
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bodyque[modslot]->Destroy ();
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level.bodyque[modslot]->Destroy ();
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}
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bodyque[modslot] = body;
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level.bodyque[modslot] = body;
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// Copy the player's translation, so that if they change their color later, only
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// their current body will change and not all their old corpses.
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@ -1706,7 +1705,6 @@ static void G_QueueBody (AActor *body)
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body->Scale.Y *= skin.Scale.Y / defaultActor->Scale.Y;
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}
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bodyqueslot++;
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}
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//
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@ -30,6 +30,7 @@
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struct event_t;
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#include "dobjgc.h"
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//
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// GAME
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@ -94,10 +95,6 @@ void G_AddViewPitch (int look, bool mouse = false);
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// Adds to consoleplayer's viewangle if allowed
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void G_AddViewAngle (int yaw, bool mouse = false);
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#define BODYQUESIZE 32
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class AActor;
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extern AActor *bodyque[BODYQUESIZE];
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extern int bodyqueslot;
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class AInventory;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern int SendItemDropAmount;
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@ -1956,6 +1956,24 @@ void FLevelLocals::Tick ()
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//
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//==========================================================================
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void FLevelLocals::Mark()
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{
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for (auto &s : sectorPortals)
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{
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GC::Mark(s.mSkybox);
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}
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// Mark dead bodies.
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for (auto &p : bodyque)
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{
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GC::Mark(p);
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}
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}
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//==========================================================================
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//
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//
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//==========================================================================
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void FLevelLocals::AddScroller (int secnum)
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{
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if (secnum < 0)
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@ -47,6 +47,7 @@
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struct FLevelLocals
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{
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void Tick ();
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void Mark();
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void AddScroller (int secnum);
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void SetInterMusic(const char *nextmap);
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void SetMusicVolume(float v);
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@ -85,6 +86,11 @@ struct FLevelLocals
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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static const int BODYQUESIZE = 32;
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TObjPtr<AActor*> bodyque[BODYQUESIZE];
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int bodyqueslot;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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@ -5772,10 +5772,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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}
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DObject::StaticPointerSubstitution (oldactor, p->mo);
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// PointerSubstitution() will also affect the bodyque, so undo that now.
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for (int ii=0; ii < BODYQUESIZE; ++ii)
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if (bodyque[ii] == p->mo)
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bodyque[ii] = oldactor;
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E_PlayerRespawned(int(p - players));
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FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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@ -971,7 +971,9 @@ void G_SerializeLevel(FSerializer &arc, bool hubload)
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("level.skytexture2", level.skytexture2)
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("level.fogdensity", level.fogdensity)
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("level.outsidefogdensity", level.outsidefogdensity)
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("level.skyfog", level.skyfog);
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("level.skyfog", level.skyfog)
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("level.bodyqueslot", level.bodyqueslot)
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.Array("level.bodyque", level.bodyque, level.BODYQUESIZE);
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// Hub transitions must keep the current total time
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if (!hubload)
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@ -4048,12 +4048,12 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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FixHoles();
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}
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bodyqueslot = 0;
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level.bodyqueslot = 0;
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// phares 8/10/98: Clear body queue so the corpses from previous games are
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// not assumed to be from this one.
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for (i = 0; i < BODYQUESIZE; i++)
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bodyque[i] = NULL;
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for(auto & p : level.bodyque)
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p = nullptr;
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CreateSections(level.sections);
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@ -49,6 +49,7 @@
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#include "vm.h"
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#include "v_text.h"
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#include "m_crc32.h"
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#include "g_levellocals.h"
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#include "gi.h"
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@ -926,7 +927,7 @@ void R_InitTranslationTables ()
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// Each player corpse has its own translation so they won't change
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// color if the player who created them changes theirs.
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for (i = 0; i < BODYQUESIZE; ++i)
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for (i = 0; i < level.BODYQUESIZE; ++i)
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{
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PushIdentityTable(TRANSLATION_PlayerCorpses);
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}
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