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- Added some simple translucency map analysis for BOOM maps to more
intelligently pick the value to use for TranslucentLine's second argument. - Added a queryiwad_key cvar to control which key can force the IWAD selection to appear. It can be either "shift" or "control". Any other value will disable its functionality. - Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's inventory to the new dismembered head "player". SVN r268 (trunk)
This commit is contained in:
parent
6d389c6b7d
commit
361f855de0
7 changed files with 101 additions and 8 deletions
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@ -1,3 +1,12 @@
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July 19, 2006
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- Added some simple translucency map analysis for BOOM maps to more
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intelligently pick the value to use for TranslucentLine's second argument.
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- Added a queryiwad_key cvar to control which key can force the IWAD selection
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to appear. It can be either "shift" or "control". Any other value will
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disable its functionality.
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- Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's
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inventory to the new dismembered head "player".
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July 18, 2006
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- Fixed: C_midPrint() needs a NULL status bar check.
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@ -212,6 +212,7 @@ void A_SkullPop (AActor *actor)
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// Attach player mobj to bloody skull
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player = actor->player;
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actor->player = NULL;
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mo->ObtainInventory (actor);
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mo->player = player;
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mo->health = actor->health;
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mo->angle = actor->angle;
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@ -284,6 +284,7 @@ void A_FreezeDeathChunks (AActor *actor)
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head->momy = pr_freeze.Random2 () << (FRACBITS-7);
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head->player = actor->player;
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actor->player = NULL;
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head->ObtainInventory (actor);
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head->health = actor->health;
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head->angle = actor->angle;
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head->player->mo = head;
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@ -120,6 +120,7 @@ struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
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struct
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{
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short tag, special;
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short alpha;
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DWORD map;
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} a;
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@ -1715,12 +1716,18 @@ void P_FinishLoadingLineDefs ()
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switch (ld->special)
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{ // killough 4/11/98: handle special types
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int j;
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int alpha;
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case TranslucentLine: // killough 4/11/98: translucent 2s textures
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// [RH] Second arg controls how opaque it is.
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alpha = sidetemp[ld->sidenum[0]].a.alpha;
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if (alpha < 0)
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{
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alpha = ld->args[1];
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}
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if (!ld->args[0])
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{
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ld->alpha = (byte)ld->args[1];
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ld->alpha = (BYTE)alpha;
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if (ld->args[2] == 1)
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{
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sides[ld->sidenum[0]].Flags |= WALLF_ADDTRANS;
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@ -1736,7 +1743,7 @@ void P_FinishLoadingLineDefs ()
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{
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if (lines[j].id == ld->args[0])
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{
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lines[j].alpha = (byte)ld->args[1];
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lines[j].alpha = (BYTE)alpha;
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if (lines[j].args[2] == 1)
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{
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sides[lines[j].sidenum[0]].Flags |= WALLF_ADDTRANS;
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@ -1930,6 +1937,7 @@ static void P_AllocateSideDefs (int count)
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for (i = 0; i < count; i++)
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{
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sidetemp[i].a.special = sidetemp[i].a.tag = 0;
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sidetemp[i].a.alpha = -1;
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sidetemp[i].a.map = NO_SIDE;
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}
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if (count < numsides)
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@ -2075,6 +2083,28 @@ static void P_LoopSidedefs ()
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sidetemp = NULL;
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}
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int P_DetermineTranslucency (int lumpnum)
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{
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FWadLump tranmap = Wads.OpenLumpNum (lumpnum);
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BYTE index;
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PalEntry newcolor;
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tranmap.Seek (GPalette.BlackIndex * 256 + GPalette.WhiteIndex, SEEK_SET);
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tranmap.Read (&index, 1);
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newcolor = GPalette.BaseColors[GPalette.Remap[index]];
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if (developer)
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{
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char lumpname[9];
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lumpname[8] = 0;
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Wads.GetLumpName (lumpname, lumpnum);
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Printf ("%s appears to be translucency %d (%d%%)\n", lumpname, newcolor.r,
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newcolor.r*100/255);
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}
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return newcolor.r;
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}
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// killough 4/4/98: delay using texture names until
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// after linedefs are loaded, to allow overloading.
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// killough 5/3/98: reformatted, cleaned up
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@ -2171,8 +2201,37 @@ void P_LoadSideDefs2 (MapData * map)
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}
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break;
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/*
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case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture
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if (!map->HasBehavior)
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{
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int lumpnum;
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if (strnicmp ("TRANMAP", msd->midtexture, 8) == 0)
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{
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// The translator set the alpha argument already; no reason to do it again.
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sd->midtexture = 0;
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}
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else if ((lumpnum = Wads.CheckNumForName (msd->midtexture)) > 0 &&
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Wads.LumpLength (lumpnum) == 65536)
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{
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sidetemp[i].a.alpha = P_DetermineTranslucency (lumpnum);
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sd->midtexture = 0;
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}
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else
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{
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strncpy (name, msd->midtexture, 8);
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sd->midtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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}
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strncpy (name, msd->toptexture, 8);
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sd->toptexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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strncpy (name, msd->bottomtexture, 8);
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sd->bottomtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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break;
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}
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// Fallthrough for Hexen maps is intentional
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#if 0
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sd->midtexture = strncasecmp("TRANMAP", msd->midtexture, 8) ?
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(sd->special = W_CheckNumForName(msd->midtexture)) < 0 ||
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W_LumpLength(sd->special) != 65536 ?
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(sd->special++, 0) : (sd->special=0);
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sd->toptexture = R_TextureNumForName(msd->toptexture);
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sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
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break;
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*/
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#endif
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default: // normal cases
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strncpy (name, msd->midtexture, 8);
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sd->midtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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@ -148,6 +148,12 @@ void FPalette::SetPalette (const BYTE *colors)
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BaseColors[i] = PalEntry (colors[0], colors[1], colors[2]);
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Remap[i] = i;
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}
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// Find white and black from the original palette so that they can be
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// used to make an educated guess of the translucency % for a BOOM
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// translucency map.
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WhiteIndex = BestColor ((DWORD *)BaseColors, 255, 255, 255);
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BlackIndex = BestColor ((DWORD *)BaseColors, 0, 0, 0);
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}
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// In ZDoom's new texture system, color 0 is used as the transparent color.
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@ -54,10 +54,12 @@ struct FPalette
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void MakeGoodRemap ();
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//PalEntry Colors[256]; // gamma corrected palette
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PalEntry BaseColors[256]; // non-gamma corrected palette
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BYTE Remap[256]; // remap original palette indices to in-game indices
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BYTE WhiteIndex; // white in original palette index
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BYTE BlackIndex; // black in original palette index
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// Given an array of colors, fills in remap with values to remap the
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// passed array of colors to this palette.
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void MakeRemap (const DWORD *colors, BYTE *remap, const BYTE *useful, int numcolors) const;
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@ -616,6 +616,7 @@ void I_PrintStr (const char *cp, bool lineBreak)
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}
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EXTERN_CVAR (Bool, queryiwad);
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CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
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static WadStuff *WadList;
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static int NumWads;
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static int DefaultWad;
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@ -698,7 +699,21 @@ BOOL CALLBACK IWADBoxCallback (HWND hDlg, UINT message, WPARAM wParam, LPARAM lP
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int I_PickIWad (WadStuff *wads, int numwads, bool showwin, int defaultiwad)
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{
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if (showwin || GetAsyncKeyState(VK_SHIFT))
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int vkey;
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if (stricmp (queryiwad_key, "shift") == 0)
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{
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vkey = VK_SHIFT;
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}
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else if (stricmp (queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
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{
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vkey = VK_CONTROL;
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}
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else
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{
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vkey = 0;
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}
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if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
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{
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WadList = wads;
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NumWads = numwads;
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