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https://github.com/ZDoom/raze-gles.git
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-resetpspritevars
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parent
913253bb0c
commit
19b6064129
3 changed files with 157 additions and 162 deletions
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@ -125,7 +125,7 @@ typedef struct {
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};
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} playerspawn_t;
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typedef struct {
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typedef struct STATUSBARTYPE {
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int16_t got_access, last_extra, inv_amount[GET_MAX], curr_weapon, holoduke_on;
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int16_t last_weapon, weapon_pos, kickback_pic;
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int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
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@ -201,7 +201,6 @@ typedef struct player_struct {
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int32_t truefz, truecz, player_par;
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int32_t randomflamex, exitx, exity;
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int32_t runspeed;
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int32_t autostep, autostep_sbw;
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uint32_t interface_toggle_flag;
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uint16_t max_actors_killed, actors_killed;
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@ -30,6 +30,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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BEGIN_DUKE_NS
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int which_palookup = 9;
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//---------------------------------------------------------------------------
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//
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@ -497,5 +498,158 @@ void resetprestat(int snum,int g)
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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 resetpspritevars(int g)
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{
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short i, j, nexti, circ;
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int firstx, firsty;
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spritetype* s;
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char aimmode[MAXPLAYERS], autoaim[MAXPLAYERS];
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STATUSBARTYPE tsbar[MAXPLAYERS];
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EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz,
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TILE_APLAYER, 0, 0, 0, ps[0].getang(), 0, 0, 0, 10);
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if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
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{
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aimmode[i] = ps[i].aim_mode;
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autoaim[i] = ps[i].auto_aim;
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if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
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{
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for (j = 0; j < MAX_WEAPONS; j++)
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{
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tsbar[i].ammo_amount[j] = ps[i].ammo_amount[j];
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tsbar[i].gotweapon.Set(j, ps[i].gotweapon[j]);
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}
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tsbar[i].shield_amount = ps[i].shield_amount;
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tsbar[i].curr_weapon = ps[i].curr_weapon;
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tsbar[i].inven_icon = ps[i].inven_icon;
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tsbar[i].firstaid_amount = ps[i].firstaid_amount;
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tsbar[i].steroids_amount = ps[i].steroids_amount;
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tsbar[i].holoduke_amount = ps[i].holoduke_amount;
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tsbar[i].jetpack_amount = ps[i].jetpack_amount;
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tsbar[i].heat_amount = ps[i].heat_amount;
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tsbar[i].scuba_amount = ps[i].scuba_amount;
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tsbar[i].boot_amount = ps[i].boot_amount;
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}
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}
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resetplayerstats(0);
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for (i = 1; i < MAXPLAYERS; i++)
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memcpy(&ps[i], &ps[0], sizeof(ps[0]));
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if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
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{
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ps[i].aim_mode = aimmode[i];
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ps[i].auto_aim = autoaim[i];
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if (ud.multimode > 1 && ud.coop == 1 && ud.last_level >= 0)
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{
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for (j = 0; j < MAX_WEAPONS; j++)
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{
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ps[i].ammo_amount[j] = tsbar[i].ammo_amount[j];
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ps[i].gotweapon.Set(j, tsbar[i].gotweapon[j]);
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}
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ps[i].shield_amount = tsbar[i].shield_amount;
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ps[i].curr_weapon = tsbar[i].curr_weapon;
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ps[i].inven_icon = tsbar[i].inven_icon;
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ps[i].firstaid_amount = tsbar[i].firstaid_amount;
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ps[i].steroids_amount = tsbar[i].steroids_amount;
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ps[i].holoduke_amount = tsbar[i].holoduke_amount;
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ps[i].jetpack_amount = tsbar[i].jetpack_amount;
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ps[i].heat_amount = tsbar[i].heat_amount;
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ps[i].scuba_amount = tsbar[i].scuba_amount;
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ps[i].boot_amount = tsbar[i].boot_amount;
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}
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}
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numplayersprites = 0;
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circ = 2048 / ud.multimode;
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which_palookup = 9;
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j = connecthead;
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i = headspritestat[10]; // 10 == players...
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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s = &sprite[i];
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if (numplayersprites == MAXPLAYERS)
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I_Error("Too many player sprites (max 16.)");
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if (numplayersprites == 0)
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{
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firstx = ps[0].posx;
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firsty = ps[0].posy;
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}
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po[numplayersprites].ox = s->x;
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po[numplayersprites].oy = s->y;
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po[numplayersprites].oz = s->z;
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po[numplayersprites].oa = s->ang;
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po[numplayersprites].os = s->sectnum;
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numplayersprites++;
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if (j >= 0)
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{
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s->owner = i;
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s->shade = 0;
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s->xrepeat = isRR() ? 24 : 42;
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s->yrepeat = isRR() ? 17 : 36;
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s->cstat = 1 + 256;
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s->xoffset = 0;
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s->clipdist = 64;
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if ((g & MODE_EOL) != MODE_EOL || ps[j].last_extra == 0)
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{
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ps[j].last_extra = max_player_health;
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s->extra = max_player_health;
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}
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else s->extra = ps[j].last_extra;
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s->yvel = j;
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if (ud.last_level == -1)
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{
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if (s->pal == 0)
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{
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s->pal = ps[j].palookup = which_palookup;
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//ud.user_pals[j] = which_palookup;
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which_palookup++;
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if (which_palookup == 17) which_palookup = 9;
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}
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else /*ud.user_pals[j] =*/ ps[j].palookup = s->pal;
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}
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else
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s->pal = ps[j].palookup = g_player[j].pcolor;// ud.user_pals[j];
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ps[j].i = i;
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ps[j].frag_ps = j;
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hittype[i].owner = i;
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hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x;
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hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y;
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hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z;
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ps[j].setang(s->ang);
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ps[j].setoang(s->ang);
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updatesector(s->x, s->y, &ps[j].cursectnum);
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j = connectpoint2[j];
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}
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else deletesprite(i);
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i = nexti;
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}
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}
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END_DUKE_NS
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@ -44,7 +44,7 @@ void addtorch(int i);
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void addlightning(int i);
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static int32_t g_whichPalForPlayer = 9;
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extern int which_palookup;
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static uint8_t precachehightile[2][MAXTILES>>3];
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static int32_t g_precacheCount;
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@ -917,165 +917,7 @@ end_vol4a:
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display_mirror = 0;
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}
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static void resetpspritevars(char gameMode)
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{
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int16_t i, j; //circ;
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uint8_t aimmode[MAXPLAYERS],autoaim[MAXPLAYERS],weaponswitch[MAXPLAYERS];
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DukeStatus_t tsbar[MAXPLAYERS];
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if (g_player[0].ps->cursectnum >= 0) // < 0 may happen if we start a map in void space (e.g. testing it)
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{
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A_InsertSprite(g_player[0].ps->cursectnum,g_player[0].ps->pos.x,g_player[0].ps->pos.y,g_player[0].ps->pos.z,
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TILE_APLAYER,0,0,0,fix16_to_int(g_player[0].ps->q16ang),0,0,0,10);
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}
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if (ud.recstat != 2)
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for (TRAVERSE_CONNECT(i))
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{
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aimmode[i] = g_player[i].ps->aim_mode;
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autoaim[i] = g_player[i].ps->auto_aim;
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weaponswitch[i] = g_player[i].ps->weaponswitch;
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if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
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{
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for (j=0; j<MAX_WEAPONS; j++)
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tsbar[i].ammo_amount[j] = g_player[i].ps->ammo_amount[j];
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tsbar[i].gotweapon = g_player[i].ps->gotweapon;
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Bmemcpy(tsbar[i].inv_amount, g_player[i].ps->inv_amount, sizeof(tsbar[i].inv_amount));
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tsbar[i].curr_weapon = g_player[i].ps->curr_weapon;
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tsbar[i].inven_icon = g_player[i].ps->inven_icon;
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}
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}
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resetplayerstats(0);
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for (TRAVERSE_CONNECT(i))
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if (i) Bmemcpy(g_player[i].ps,g_player[0].ps,sizeof(DukePlayer_t));
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if (ud.recstat != 2)
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for (TRAVERSE_CONNECT(i))
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{
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g_player[i].ps->aim_mode = aimmode[i];
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g_player[i].ps->auto_aim = autoaim[i];
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g_player[i].ps->weaponswitch = weaponswitch[i];
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if ((g_netServer || ud.multimode > 1) && (g_gametypeFlags[ud.coop]&GAMETYPE_PRESERVEINVENTORYDEATH) && ud.last_level >= 0)
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{
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for (j=0; j<MAX_WEAPONS; j++)
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g_player[i].ps->ammo_amount[j] = tsbar[i].ammo_amount[j];
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g_player[i].ps->gotweapon = tsbar[i].gotweapon;
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g_player[i].ps->curr_weapon = tsbar[i].curr_weapon;
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g_player[i].ps->inven_icon = tsbar[i].inven_icon;
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Bmemcpy(g_player[i].ps->inv_amount, tsbar[i].inv_amount, sizeof(tsbar[i].inv_amount));
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}
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}
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numplayersprites = 0;
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// circ = 2048/ud.multimode;
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g_whichPalForPlayer = 9;
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j = 0;
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i = headspritestat[STAT_PLAYER];
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while (i >= 0)
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{
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const int32_t nexti = nextspritestat[i];
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spritetype *const s = &sprite[i];
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if (numplayersprites == MAXPLAYERS)
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G_GameExit("\nToo many player sprites (max 16.)");
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g_playerSpawnPoints[numplayersprites].pos.x = s->x;
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g_playerSpawnPoints[numplayersprites].pos.y = s->y;
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g_playerSpawnPoints[numplayersprites].pos.z = s->z;
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g_playerSpawnPoints[numplayersprites].ang = s->ang;
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g_playerSpawnPoints[numplayersprites].sect = s->sectnum;
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numplayersprites++;
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if (j < MAXPLAYERS)
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{
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s->owner = i;
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s->shade = 0;
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s->xrepeat = RR ? 24 : 42;
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s->yrepeat = RR ? 17 : 36;
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//s->xrepeat = 42;
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//s->yrepeat = 36;
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if (!g_fakeMultiMode)
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s->cstat = j < numplayers ? 1+256 : 32768;
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else
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s->cstat = j < ud.multimode ? 1+256 : 32768;
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s->xoffset = 0;
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s->clipdist = 64;
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if (j < g_mostConcurrentPlayers)
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{
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if ((gameMode&MODE_EOL) != MODE_EOL || g_player[j].ps->last_extra == 0)
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{
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g_player[j].ps->last_extra = max_player_health;
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s->extra = max_player_health;
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g_player[j].ps->runspeed = dukefriction;
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}
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else s->extra = g_player[j].ps->last_extra;
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s->yvel = j;
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if (!g_player[j].pcolor && (g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_TDM))
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{
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if (s->pal == 0)
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{
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int32_t k = 0;
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for (; k<ud.multimode; k++)
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{
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if (g_whichPalForPlayer == g_player[k].ps->palookup)
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{
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g_whichPalForPlayer++;
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if (g_whichPalForPlayer >= 17)
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g_whichPalForPlayer = 9;
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k=0;
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}
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}
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g_player[j].pcolor = s->pal = g_player[j].ps->palookup = g_whichPalForPlayer++;
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if (g_whichPalForPlayer >= 17)
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g_whichPalForPlayer = 9;
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}
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else g_player[j].pcolor = g_player[j].ps->palookup = s->pal;
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}
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else
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{
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int32_t k = g_player[j].pcolor;
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if (g_gametypeFlags[ud.coop] & GAMETYPE_TDM)
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{
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k = G_GetTeamPalette(g_player[j].pteam);
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g_player[j].ps->team = g_player[j].pteam;
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}
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s->pal = g_player[j].ps->palookup = k;
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}
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g_player[j].ps->i = i;
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g_player[j].ps->frag_ps = j;
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actor[i].owner = i;
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g_player[j].ps->autostep = (20L<<8);
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g_player[j].ps->autostep_sbw = (4L<<8);
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actor[i].bpos.x = g_player[j].ps->bobpos.x = g_player[j].ps->opos.x = g_player[j].ps->pos.x = s->x;
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actor[i].bpos.y = g_player[j].ps->bobpos.y = g_player[j].ps->opos.y = g_player[j].ps->pos.y = s->y;
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actor[i].bpos.z = g_player[j].ps->opos.z = g_player[j].ps->pos.z = s->z;
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g_player[j].ps->oq16ang = g_player[j].ps->q16ang = fix16_from_int(s->ang);
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updatesector(s->x,s->y,&g_player[j].ps->cursectnum);
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}
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j++;
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}
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else A_DeleteSprite(i);
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i = nexti;
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}
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}
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void resetpspritevars(int gameMode);
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static inline void clearfrags(void)
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{
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