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https://github.com/ZDoom/raze-gles.git
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Remove mixed Lunatic/legacy build option.
git-svn-id: https://svn.eduke32.com/eduke32@3410 1a8010ca-5511-0410-912e-c29ae57300e0
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d63ddb6e39
commit
2b0b8d34cc
9 changed files with 35 additions and 35 deletions
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@ -421,7 +421,7 @@ ifneq ($(LUNATIC),0)
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else
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BASECOMMONFLAGS+= -I/usr/local/include/luajit-2.0
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endif
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BASECOMMONFLAGS+= -I$(SRC)/lunatic -DLUNATIC -DLUNATIC_ONLY
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BASECOMMONFLAGS+= -I$(SRC)/lunatic -DLUNATIC
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ifeq ($(PLATFORM),WINDOWS)
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BASELIBS+= -lluajit
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@ -156,7 +156,7 @@ static inline int32_t G_HaveActor(int32_t actortile)
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static inline int32_t G_InitialActorStrength(int32_t actortile)
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{
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#ifdef LUNATIC_ONLY
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#ifdef LUNATIC
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return g_elActors[actortile].strength;
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#else
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return g_tile[actortile].execPtr[0];
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@ -4050,7 +4050,7 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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Bmemset(&spriteext[i], 0, sizeof(spriteext_t));
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Bmemset(&spritesmooth[i], 0, sizeof(spritesmooth_t));
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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A_ResetVars(i);
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#endif
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if (G_HaveEvent(EVENT_EGS))
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@ -9485,7 +9485,7 @@ static void G_Cleanup(void)
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if (g_sounds[i].filename != NULL) Bfree(g_sounds[i].filename);
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if (g_sounds[i].filename1 != NULL) Bfree(g_sounds[i].filename1);
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}
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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if (label != NULL && label != (char *)&sprite[0]) Bfree(label);
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if (labelcode != NULL && labelcode != (int32_t *)§or[0]) Bfree(labelcode);
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if (script != NULL) Bfree(script);
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@ -9530,7 +9530,7 @@ void G_Shutdown(void)
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static void G_CompileScripts(void)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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int32_t psm = pathsearchmode;
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label = (char *)&sprite[0]; // V8: 16384*44/64 = 11264 V7: 4096*44/64 = 2816
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@ -9541,7 +9541,7 @@ static void G_CompileScripts(void)
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if (g_scriptNamePtr != NULL)
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Bcorrectfilename(g_scriptNamePtr,0);
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#if defined LUNATIC_ONLY
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#if defined LUNATIC
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Gv_Init();
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#else
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// if we compile for a V7 engine wall[] should be used for label names since it's bigger
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@ -98,7 +98,7 @@ int32_t g_totalLines,g_lineNumber;
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static int32_t g_checkingIfElse, g_processingState, g_lastKeyword = -1;
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char g_szBuf[1024];
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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// The pointer to the start of the case table in a switch statement.
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// First entry is 'default' code.
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static intptr_t *g_caseScriptPtr=NULL;
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@ -179,7 +179,7 @@ enum
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LABEL_MOVE = 32,
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};
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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static const char *C_GetLabelType(int32_t type)
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{
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int32_t i;
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@ -676,7 +676,7 @@ const char *EventNames[MAXEVENTS] =
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"EVENT_CHANGEMENU"
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};
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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const memberlabel_t SectorLabels[]=
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{
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{ "wallptr", SECTOR_WALLPTR, 0, 0 },
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@ -1149,7 +1149,7 @@ hashtable_t h_gamevars = { MAXGAMEVARS>>1, NULL };
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hashtable_t h_arrays = { MAXGAMEARRAYS>>1, NULL };
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hashtable_t h_labels = { 11264>>1, NULL };
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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static hashtable_t h_keywords = { CON_END>>1, NULL };
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static hashtable_t sectorH = { SECTOR_END>>1, NULL };
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@ -2053,7 +2053,7 @@ static void C_Include(const char *confile)
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Bfree(mptr);
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}
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#endif // !defined LUNATIC_ONLY
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#endif // !defined LUNATIC
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#ifdef _WIN32
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static void check_filename_case(const char *fn)
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@ -2304,7 +2304,7 @@ void C_InitQuotes(void)
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}
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}
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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static int32_t C_ParseCommand(int32_t loop)
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{
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int32_t i, j=0, k=0, tw, otw;
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@ -6288,11 +6288,11 @@ void C_Compile(const char *filenam)
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C_InitQuotes();
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}
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}
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#endif // !defined LUNATIC_ONLY
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#endif // !defined LUNATIC
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void C_ReportError(int32_t iError)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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if (Bstrcmp(g_szCurrentBlockName,g_szLastBlockName))
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{
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if (g_parsingEventPtr || g_processingState || g_parsingActorPtr)
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@ -92,7 +92,7 @@ int32_t C_AllocQuote(int32_t qnum);
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void C_InitQuotes(void);
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void C_ReportError(int32_t iError);
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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void C_Compile(const char *filenam);
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#endif
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@ -61,7 +61,7 @@ int32_t g_tw;
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int32_t g_currentEventExec = -1;
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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GAMEEXEC_STATIC void VM_Execute(int32_t loop);
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# include "gamestructures.c"
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@ -72,7 +72,7 @@ GAMEEXEC_STATIC void VM_Execute(int32_t loop);
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void VM_ScriptInfo(void)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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intptr_t *p;
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if (!script)
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@ -115,7 +115,7 @@ int32_t VM_OnEvent(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lD
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El_CallEvent(&g_ElState, iEventID, iActor, iPlayer, lDist);
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#endif
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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if (apScriptGameEvent[iEventID])
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{
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intptr_t *oinsptr=insptr;
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@ -780,7 +780,7 @@ void P_AddWeaponMaybeSwitch(DukePlayer_t *ps, int32_t weap)
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P_AddWeaponNoSwitch(ps, weap);
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}
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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static void P_AddWeaponAmmoCommon(DukePlayer_t *ps, int32_t weap, int32_t amount)
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{
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P_AddAmmo(weap, ps, amount);
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@ -965,7 +965,7 @@ static void VM_ResetPlayer(void)
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//AddLog("EOF: resetplayer");
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}
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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GAMEEXEC_STATIC void VM_Execute(int32_t loop)
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{
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register int32_t tw = *insptr;
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@ -2013,7 +2013,7 @@ nullquote:
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actor[i].flags = 0;
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sprite[i].hitag = 0;
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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// TODO: Lunatic
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if (g_tile[sprite[i].picnum].execPtr)
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{
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@ -5133,7 +5133,7 @@ nullquote:
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// NORECURSE
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void A_LoadActor(int32_t iActor)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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vm.g_i = iActor; // Sprite ID
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vm.g_p = -1; // iPlayer; // Player ID
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vm.g_x = -1; // lDist; // ?
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@ -5237,7 +5237,7 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
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{
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#endif
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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insptr = 4 + (g_tile[vm.g_sp->picnum].execPtr);
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VM_Execute(1);
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insptr = NULL;
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@ -5486,7 +5486,7 @@ void G_RestoreMapState(mapstate_t *save)
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Bmemcpy(&lockclock,&save->lockclock,sizeof(lockclock));
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Bmemcpy(&randomseed,&save->randomseed,sizeof(randomseed));
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Bmemcpy(&g_globalRandom,&save->g_globalRandom,sizeof(g_globalRandom));
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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for (i=g_gameVarCount-1; i>=0; i--)
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{
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if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue;
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@ -28,7 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "savegame.h"
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#define _gamevars_c_
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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# include "gamestructures.c"
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#endif
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@ -37,7 +37,7 @@ extern int32_t OSD_errors;
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void Gv_RefreshPointers(void);
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extern void G_FreeMapState(int32_t mapnum);
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */
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{
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// call this function as many times as needed.
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@ -112,7 +112,7 @@ static void Gv_Clear(void)
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int32_t Gv_ReadSave(int32_t fil, int32_t newbehav)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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int32_t i, j;
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char savedstate[MAXVOLUMES*MAXLEVELS];
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char tbuf[12];
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void Gv_WriteSave(FILE *fil, int32_t newbehav)
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{
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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int32_t i, j;
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char savedstate[MAXVOLUMES*MAXLEVELS];
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@ -340,7 +340,7 @@ void Gv_WriteSave(FILE *fil, int32_t newbehav)
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#endif
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}
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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void Gv_DumpValues(void)
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{
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int32_t i;
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@ -1070,7 +1070,7 @@ void Gv_ResetSystemDefaults(void)
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}
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}
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#endif
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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g_iReturnVarID=Gv_GetVarIndex("RETURN");
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g_iWeaponVarID=Gv_GetVarIndex("WEAPON");
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g_iWorksLikeVarID=Gv_GetVarIndex("WORKSLIKE");
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@ -1417,7 +1417,7 @@ void Gv_Init(void)
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// initprintf("Initializing game variables\n");
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//AddLog("Gv_Init");
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#ifdef LUNATIC_ONLY
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#ifdef LUNATIC
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Gv_AddSystemVars(); // set up weapon defaults, g_playerWeapon[][]
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Gv_ResetSystemDefaults();
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#else
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@ -94,7 +94,7 @@ extern gamearray_t aGameArrays[MAXGAMEARRAYS];
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extern int32_t g_gameVarCount;
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extern int32_t g_gameArrayCount;
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#if defined LUNATIC_ONLY
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#if defined LUNATIC
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# define Gv_GetVar(id, iActor, iPlayer) 0 // (OSD_Printf("Gv_GetVar @ %s:%d\n", __FILE__, __LINE__), 0)
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# define Gv_SetVar(id, lValue, iActor, iPlayer) do{}while(0) //OSD_Printf("Gv_SetVar @ %s:%d\n", __FILE__, __LINE__)
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#else
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int32_t __fastcall Gv_GetVarX(register int32_t id);
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void __fastcall Gv_SetVarX(register int32_t id,register int32_t lValue);
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#ifdef LUNATIC_ONLY
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#ifdef LUNATIC
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# define Gv_GetVarByLabel(szGameLabel, lDefault, iActor, iPlayer) (lDefault)
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#else
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int32_t Gv_GetVarByLabel(const char *szGameLabel,int32_t lDefault,int32_t iActor,int32_t iPlayer);
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@ -1105,7 +1105,7 @@ static inline void prelevel(char g)
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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A_ResetVars(i);
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#endif
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A_LoadActor(i);
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p->zoom = 768;
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p->gm = 0;
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#if !defined LUNATIC_ONLY
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#if !defined LUNATIC
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//AddLog("Newgame");
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Gv_ResetVars();
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