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A couple of very minor code beauty tweaks.
git-svn-id: https://svn.eduke32.com/eduke32@4346 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 12 additions and 9 deletions
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@ -8280,7 +8280,8 @@ int32_t A_CheckSwitchTile(int32_t i)
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// ACCESSSWITCH and ACCESSSWITCH2 are only active in one state so deal with
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// them separately.
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if (PN == ACCESSSWITCH || PN == ACCESSSWITCH2) return 1;
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if (PN == ACCESSSWITCH || PN == ACCESSSWITCH2)
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return 1;
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// Loop to catch both states of switches.
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for (j=1; j>=0; j--)
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@ -104,7 +104,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define TILE_VIEWSCR (MAXTILES-5)
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EDUKE32_STATIC_ASSERT(5 <= MAXTILES-MAXUSERTILES);
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// sprites with these statnums should be considered for fixing (bitmap)
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// sprites with these statnums should be considered for fixing
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#define ROTFIXSPR_STATNUMP(k) ((k)==STAT_DEFAULT || (k)==STAT_STANDABLE || (k)==STAT_FX || \
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(k)==STAT_FALLER || (k)==STAT_LIGHT)
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#define ROTFIXSPR_MAGIC 0x18190000
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@ -5033,13 +5033,15 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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actor[i].actorstayput = actor[i].lightId = actor[i].extra = -1;
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if (PN != SPEAKER && PN != LETTER && PN != DUCK && PN != TARGET && PN != TRIPBOMB && PN != VIEWSCREEN && PN != VIEWSCREEN2 && (CS&48))
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if ((CS&48) && PN != SPEAKER && PN != LETTER && PN != DUCK && PN != TARGET && PN != TRIPBOMB && PN != VIEWSCREEN && PN != VIEWSCREEN2)
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if (!(PN >= CRACK1 && PN <= CRACK4))
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{
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if (SS == 127) goto SPAWN_END;
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if (A_CheckSwitchTile(i) == 1 && (CS&16))
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if (SS == 127)
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goto SPAWN_END;
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if (A_CheckSwitchTile(i) && (CS&16))
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{
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if (PN != ACCESSSWITCH && PN != ACCESSSWITCH2 && sprite[i].pal)
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if (sprite[i].pal && PN != ACCESSSWITCH && PN != ACCESSSWITCH2)
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{
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if (((!g_netServer && ud.multimode < 2)) || ((g_netServer || ud.multimode > 1) && !GTFLAGS(GAMETYPE_DMSWITCHES)))
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{
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@ -5049,7 +5051,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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goto SPAWN_END;
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}
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}
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CS |= 257;
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if (sprite[i].pal && PN != ACCESSSWITCH && PN != ACCESSSWITCH2)
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sprite[i].pal = 0;
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goto SPAWN_END;
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@ -5064,12 +5068,10 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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}
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s = PN;
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if (CS&1)
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CS |= 256;
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if (!G_InitActor(i, s, 0))
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if (!G_InitActor(i, sprite[i].picnum, 0))
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T2 = T5 = 0; // AC_MOVE_ID, AC_ACTION_ID
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}
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