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https://github.com/ZDoom/raze-gles.git
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- deleted some garbage.
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390afc9490
commit
2105af8096
9 changed files with 6 additions and 110 deletions
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@ -37,8 +37,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_DUKE_NS
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extern int32_t g_fakeMultiMode;
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#define VOLUMEALL (g_Shareware == 0)
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#define PLUTOPAK (true)//g_scriptVersion >= 14)
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#define VOLUMEONE (g_Shareware == 1)
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@ -194,19 +194,14 @@ static inline int Menu_HaveUserMap(void)
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extern const char *defaultrtsfilename[GAMECOUNT];
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extern const char *G_DefaultRtsFile(void);
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extern int32_t g_Debug;
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extern int32_t g_Shareware;
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extern int32_t cameraclock;
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extern int32_t cameradist;
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extern int32_t g_crosshairSum;
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extern int32_t g_doQuickSave;
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extern int32_t g_levelTextTime;
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extern int32_t g_quitDeadline;
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extern int32_t restorepalette;
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extern int32_t tempwallptr;
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extern int32_t ticrandomseed;
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extern int32_t vote_map;
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extern int32_t voting;
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//extern int8_t cheatbuf[MAXCHEATLEN],cheatbuflen;
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@ -221,8 +216,6 @@ void Yax_SetBunchZs(int32_t sectnum, int32_t cf, int32_t daz);
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#define Yax_SetBunchZs(sectnum, cf, daz)
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#endif
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void G_PostCreateGameState(void);
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void ceilingglass(int spriteNum,int sectNum,int glassCnt);
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void spriteglass(int spriteNum,int glassCnt);
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void lotsofcolourglass(int spriteNum,int wallNum,int glassCnt);
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@ -244,8 +237,6 @@ void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t horiz, i
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void G_DrawRooms(int32_t playerNum,int32_t smoothratio);
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void G_DrawTXDigiNumZ(int32_t starttile,int32_t x,int32_t y,int32_t n,int32_t s,int32_t pal,int32_t cs,int32_t x1,int32_t y1,int32_t x2,int32_t y2,int32_t z);
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void G_HandleLocalKeys(void);
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void G_HandleSpecialKeys(void);
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//void G_SE40(int32_t smoothratio);
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void G_UpdatePlayerFromMenu(void);
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void FTA(int q, struct player_struct* p);
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@ -107,8 +107,6 @@ static FORCE_INLINE int32_t VM_OnEventWithReturn(int nEventID, int spriteNum, in
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}
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extern int32_t ticrandomseed;
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void execute(int s, int p, int d);
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void makeitfall(int s);
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@ -370,10 +370,7 @@ extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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extern playerdata_t *const g_player;
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extern hudweapon_t hudweap;
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extern int32_t g_levelTextTime;
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extern int32_t g_numObituaries;
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extern int32_t g_numSelfObituaries;
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extern int32_t mouseyaxismode;
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extern int32_t ticrandomseed;
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#define SHOOT_HARDCODED_ZVEL INT32_MIN
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@ -28,7 +28,6 @@ BEGIN_DUKE_NS
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extern int16_t ambientlotag[64];
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extern int16_t ambienthitag[64];
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extern int32_t g_levelTextTime;
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extern int32_t voting,vote_map,vote_episode;
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int G_EnterLevel(int gameMode);
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int G_FindLevelByFile(const char *fileName);
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void G_CacheMapData(void);
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@ -239,7 +239,6 @@ extern actor_t* hittype;
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extern int32_t g_noEnemies;
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#define actor_tog g_noEnemies
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extern int32_t otherp;
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extern int32_t ticrandomseed;
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extern int g_canSeePlayer;
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int LocateTheLocator(int const tag, int const sectNum);
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@ -50,57 +50,34 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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// also uncomment ENGINE_CLEAR_SCREEN in build/src/engine_priv.h.
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//#define DEBUG_MIRRORS_ONLY
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# define GAME_INLINE inline
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# define GAME_STATIC static
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BEGIN_DUKE_NS
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void SetDispatcher();
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void InitCheats();
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void checkcommandline();
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int registerosdcommands(void);
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int32_t G_MoveLoop(void);
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int16_t max_ammo_amount[MAX_WEAPONS];
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uint8_t shadedsector[MAXSECTORS];
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int32_t g_fakeMultiMode = 0;
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int32_t g_quitDeadline = 0;
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int32_t cameradist = 0, cameraclock = 0;
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static int32_t g_quickExit;
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char boardfilename[BMAX_PATH] = {0};
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int32_t voting = -1;
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int32_t vote_map = -1, vote_episode = -1;
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int32_t g_Debug = 0;
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int32_t g_Shareware = 0;
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int32_t tempwallptr;
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static int32_t nonsharedtimer;
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int32_t ticrandomseed;
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GAME_STATIC GAME_INLINE int32_t G_MoveLoop(void);
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int32_t g_levelTextTime = 0;
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#if defined(RENDERTYPEWIN) && defined(USE_OPENGL)
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extern char forcegl;
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#endif
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static void gameTimerHandler(void)
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{
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S_Update();
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G_HandleSpecialKeys();
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}
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void G_HandleSpecialKeys(void)
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{
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
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{
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@ -118,11 +95,7 @@ void se40code(int tag, int x, int y, int z, int a, int h, int smoothratio);
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void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t q16horiz, int32_t smoothratio)
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{
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if ((gotpic[TILE_MIRROR>>3]&(1<<(TILE_MIRROR&7)))
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#ifdef POLYMER
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&& (videoGetRenderMode() != REND_POLYMER)
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#endif
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)
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if ((gotpic[TILE_MIRROR>>3]&(1<<(TILE_MIRROR&7))))
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{
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if (mirrorcnt == 0)
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{
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@ -185,18 +158,7 @@ void G_HandleMirror(int32_t x, int32_t y, int32_t z, fix16_t a, fix16_t q16horiz
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g_visibility = j;
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}
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#ifdef SPLITSCREEN_MOD_HACKS
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if (!g_fakeMultiMode)
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#endif
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{
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// HACK for splitscreen mod: this is so that mirrors will be drawn
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// from showview commands. Ugly, because we'll attempt do draw mirrors
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// each frame then. But it's better than not drawing them, I guess.
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// XXX: fix the sequence of setting/clearing this bit. Right now,
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// we always draw one frame without drawing the mirror, after which
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// the bit gets set and drawn subsequently.
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gotpic[TILE_MIRROR>>3] &= ~(1<<(TILE_MIRROR&7));
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}
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gotpic[TILE_MIRROR>>3] &= ~(1<<(TILE_MIRROR&7));
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}
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}
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@ -630,32 +592,6 @@ static int G_MaybeTakeOnFloorPal(tspritetype *pSprite, int sectNum)
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return 0;
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}
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template <int rotations>
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static int getofs_viewtype(int angDiff)
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{
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return ((((angDiff + 3072) & 2047) * rotations + 1024) >> 11) % rotations;
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}
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template <int rotations>
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static int viewtype_mirror(uint16_t & cstat, int frameOffset)
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{
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if (frameOffset > rotations / 2)
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{
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cstat |= 4;
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return rotations - frameOffset;
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}
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cstat &= ~4;
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return frameOffset;
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}
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template <int mirrored_rotations>
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static int getofs_viewtype_mirrored(uint16_t & cstat, int angDiff)
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{
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return viewtype_mirror<mirrored_rotations*2-2>(cstat, getofs_viewtype<mirrored_rotations*2-2>(angDiff));
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}
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void G_InitTimer(int32_t ticspersec)
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{
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@ -995,11 +931,6 @@ static inline void G_CheckGametype(void)
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ud.m_respawn_items = ud.m_respawn_inventory = 1;
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}
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void G_PostCreateGameState(void)
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{
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Net_SendClientInfo();
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}
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inline int G_CheckPlayerColor(int color)
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{
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static int32_t player_pals[] = { 0, 9, 10, 11, 12, 13, 14, 15, 16, 21, 23, };
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@ -1024,7 +955,7 @@ static void G_Startup(void)
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// These depend on having the dynamic tile and/or sound mappings set up:
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G_InitMultiPsky(TILE_CLOUDYOCEAN, TILE_MOONSKY1, TILE_BIGORBIT1, TILE_LA);
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G_PostCreateGameState();
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Net_SendClientInfo();
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if (g_netServer || ud.multimode > 1) G_CheckGametype();
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if (userConfig.CommandMap.IsNotEmpty())
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@ -1333,19 +1264,7 @@ int GameInterface::app_main()
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numplayers = 1;
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playerswhenstarted = ud.multimode;
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if (!g_fakeMultiMode)
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{
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connectpoint2[0] = -1;
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}
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else
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{
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for (bssize_t i=0; i<ud.multimode-1; i++)
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connectpoint2[i] = i+1;
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connectpoint2[ud.multimode-1] = -1;
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for (bssize_t i=1; i<ud.multimode; i++)
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g_player[i].playerquitflag = 1;
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}
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connectpoint2[0] = -1;
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Net_GetPackets();
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@ -33,11 +33,7 @@ int32_t PHEIGHT = PHEIGHT_DUKE;
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int32_t lastvisinc;
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hudweapon_t hudweap;
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extern int32_t g_levelTextTime, ticrandomseed;
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int32_t g_numObituaries = 0;
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int32_t g_numSelfObituaries = 0;
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extern int32_t g_levelTextTime;
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void P_AddKills(DukePlayer_t * const pPlayer, uint16_t kills)
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{
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@ -317,7 +317,6 @@ int G_EnterLevel(int gameMode)
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// flushpackets();
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// waitforeverybody();
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vote_map = vote_episode = voting = -1;
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ud.respawn_monsters = ud.m_respawn_monsters;
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ud.respawn_items = ud.m_respawn_items;
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