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https://github.com/ZDoom/raze-gles.git
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gameexec.c: rip out some inline code into VM_Fall() and VM_ResetPlayer().
git-svn-id: https://svn.eduke32.com/eduke32@3252 1a8010ca-5511-0410-912e-c29ae57300e0
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10ebc66fac
commit
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1 changed files with 153 additions and 143 deletions
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@ -805,6 +805,157 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
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return 0;
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}
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static void VM_Fall(void)
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{
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vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
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{
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int32_t j = g_spriteGravity;
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if (G_CheckForSpaceCeiling(vm.g_sp->sectnum) || sector[vm.g_sp->sectnum].lotag == ST_2_UNDERWATER)
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j = g_spriteGravity/6;
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else if (G_CheckForSpaceFloor(vm.g_sp->sectnum))
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j = 0;
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if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
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{
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A_GetZLimits(vm.g_i);
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actor[vm.g_i].cgg = 3;
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}
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if (vm.g_sp->z < (actor[vm.g_i].floorz-ZOFFSET))
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{
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vm.g_sp->z += vm.g_sp->zvel = min(6144, vm.g_sp->zvel+j);
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#ifdef YAX_ENABLE
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j = yax_getbunch(vm.g_sp->sectnum, YAX_FLOOR);
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if (j >= 0 && (sector[vm.g_sp->sectnum].floorstat&512)==0)
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setspritez(vm.g_i, (vec3_t *)vm.g_sp);
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else
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#endif
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if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
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vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
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return;
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}
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vm.g_sp->z = actor[vm.g_i].floorz - ZOFFSET;
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if (A_CheckEnemySprite(vm.g_sp) || (vm.g_sp->picnum == APLAYER && vm.g_sp->owner >= 0))
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{
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if (vm.g_sp->zvel > 3084 && vm.g_sp->extra <= 1)
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{
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// I'm guessing this DRONE check is from a beta version of the game
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// where they crashed into the ground when killed
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if (!(vm.g_sp->picnum == APLAYER && vm.g_sp->extra > 0) && vm.g_sp->pal != 1 && vm.g_sp->picnum != DRONE)
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{
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A_DoGuts(vm.g_i,JIBS6,15);
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A_PlaySound(SQUISHED,vm.g_i);
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A_Spawn(vm.g_i,BLOODPOOL);
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}
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actor[vm.g_i].picnum = SHOTSPARK1;
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actor[vm.g_i].extra = 1;
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vm.g_sp->zvel = 0;
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}
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else if (vm.g_sp->zvel > 2048 && sector[vm.g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
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{
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j = vm.g_sp->sectnum;
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pushmove((vec3_t *)vm.g_sp,(int16_t *)&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
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if ((unsigned)j < MAXSECTORS)
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changespritesect(vm.g_i,j);
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A_PlaySound(THUD,vm.g_i);
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}
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}
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}
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if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
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{
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A_GetZLimits(vm.g_i);
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if (actor[vm.g_i].floorz != sector[vm.g_sp->sectnum].floorz)
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vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
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return;
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}
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else if (sector[vm.g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
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{
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switch (DYNAMICTILEMAP(vm.g_sp->picnum))
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{
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default:
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// fix for flying/jumping monsters getting stuck in water
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{
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#ifndef LUNATIC
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int32_t moveScriptOfs = vm.g_t[1];
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#endif
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if ((vm.g_sp->hitag & jumptoplayer) ||
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(g_tile[vm.g_sp->picnum].execPtr &&
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#ifndef LUNATIC
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(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
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#else
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actor[vm.g_i].mv.vvel != 0
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#endif
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))
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{
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// OSD_Printf("%d\n", script[moveScriptOfs + 1]);
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break;
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}
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}
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// OSD_Printf("hitag: %d\n",vm.g_sp->hitag);
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vm.g_sp->z += (24<<8);
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case OCTABRAIN__STATIC:
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case COMMANDER__STATIC:
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case DRONE__STATIC:
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break;
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}
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return;
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}
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vm.g_sp->zvel = 0;
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}
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static void VM_ResetPlayer(void)
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{
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//AddLog("resetplayer");
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if ((!g_netServer && ud.multimode < 2))
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{
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if (g_lastSaveSlot >= 0 && ud.recstat != 2)
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{
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g_player[vm.g_p].ps->gm |= MODE_MENU;
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KB_ClearKeyDown(sc_Space);
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M_ChangeMenu(15000);
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}
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else g_player[vm.g_p].ps->gm = MODE_RESTART;
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vm.g_flags |= VM_NOEXECUTE;
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}
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else
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{
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if (vm.g_p == myconnectindex)
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{
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g_cameraDistance = 0;
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g_cameraClock = totalclock;
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}
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if (g_fakeMultiMode)
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P_ResetPlayer(vm.g_p);
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if (g_netServer)
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{
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int32_t jj = 0;
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P_ResetPlayer(vm.g_p);
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packbuf[jj++] = PACKET_PLAYER_SPAWN;
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packbuf[jj++] = vm.g_p;
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Bmemcpy(&packbuf[jj], &g_player[vm.g_p].ps->pos.x, sizeof(vec3_t) * 2);
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jj += sizeof(vec3_t) * 2;
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packbuf[jj++] = 0;
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enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(
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packbuf, jj, ENET_PACKET_FLAG_RELIABLE));
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}
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}
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P_UpdateScreenPal(g_player[vm.g_p].ps);
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//AddLog("EOF: resetplayer");
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}
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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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@ -1280,106 +1431,7 @@ skip_check:
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case CON_FALL:
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insptr++;
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vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
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{
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int32_t j = g_spriteGravity;
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if (G_CheckForSpaceCeiling(vm.g_sp->sectnum) || sector[vm.g_sp->sectnum].lotag == ST_2_UNDERWATER)
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j = g_spriteGravity/6;
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else if (G_CheckForSpaceFloor(vm.g_sp->sectnum))
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j = 0;
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if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
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{
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A_GetZLimits(vm.g_i);
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actor[vm.g_i].cgg = 3;
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}
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if (vm.g_sp->z < (actor[vm.g_i].floorz-ZOFFSET))
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{
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vm.g_sp->z += vm.g_sp->zvel = min(6144, vm.g_sp->zvel+j);
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#ifdef YAX_ENABLE
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j = yax_getbunch(vm.g_sp->sectnum, YAX_FLOOR);
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if (j >= 0 && (sector[vm.g_sp->sectnum].floorstat&512)==0)
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setspritez(vm.g_i, (vec3_t *)vm.g_sp);
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else
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#endif
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if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
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vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
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continue;
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}
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vm.g_sp->z = actor[vm.g_i].floorz - ZOFFSET;
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if (A_CheckEnemySprite(vm.g_sp) || (vm.g_sp->picnum == APLAYER && vm.g_sp->owner >= 0))
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{
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if (vm.g_sp->zvel > 3084 && vm.g_sp->extra <= 1)
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{
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// I'm guessing this DRONE check is from a beta version of the game
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// where they crashed into the ground when killed
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if (!(vm.g_sp->picnum == APLAYER && vm.g_sp->extra > 0) && vm.g_sp->pal != 1 && vm.g_sp->picnum != DRONE)
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{
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A_DoGuts(vm.g_i,JIBS6,15);
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A_PlaySound(SQUISHED,vm.g_i);
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A_Spawn(vm.g_i,BLOODPOOL);
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}
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actor[vm.g_i].picnum = SHOTSPARK1;
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actor[vm.g_i].extra = 1;
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vm.g_sp->zvel = 0;
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}
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else if (vm.g_sp->zvel > 2048 && sector[vm.g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
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{
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j = vm.g_sp->sectnum;
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pushmove((vec3_t *)vm.g_sp,(int16_t *)&j,128L,(4L<<8),(4L<<8),CLIPMASK0);
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if ((unsigned)j < MAXSECTORS)
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changespritesect(vm.g_i,j);
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A_PlaySound(THUD,vm.g_i);
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}
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}
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}
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if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET))
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{
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A_GetZLimits(vm.g_i);
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if (actor[vm.g_i].floorz != sector[vm.g_sp->sectnum].floorz)
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vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET);
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continue;
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}
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else if (sector[vm.g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
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{
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switch (DYNAMICTILEMAP(vm.g_sp->picnum))
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{
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default:
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// fix for flying/jumping monsters getting stuck in water
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{
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#ifndef LUNATIC
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int32_t moveScriptOfs = vm.g_t[1];
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#endif
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if ((vm.g_sp->hitag & jumptoplayer) ||
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(g_tile[vm.g_sp->picnum].execPtr &&
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#ifndef LUNATIC
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(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
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#else
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actor[vm.g_i].mv.vvel != 0
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#endif
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))
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{
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// OSD_Printf("%d\n", script[moveScriptOfs + 1]);
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break;
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}
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}
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// OSD_Printf("hitag: %d\n",vm.g_sp->hitag);
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vm.g_sp->z += (24<<8);
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case OCTABRAIN__STATIC:
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case COMMANDER__STATIC:
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case DRONE__STATIC:
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break;
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}
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continue;
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}
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vm.g_sp->zvel = 0;
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VM_Fall();
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continue;
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case CON_RETURN:
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@ -3086,49 +3138,7 @@ nullquote:
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case CON_RESETPLAYER:
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{
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insptr++;
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//AddLog("resetplayer");
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if ((!g_netServer && ud.multimode < 2))
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{
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if (g_lastSaveSlot >= 0 && ud.recstat != 2)
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{
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g_player[vm.g_p].ps->gm |= MODE_MENU;
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KB_ClearKeyDown(sc_Space);
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M_ChangeMenu(15000);
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}
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else g_player[vm.g_p].ps->gm = MODE_RESTART;
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vm.g_flags |= VM_NOEXECUTE;
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}
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else
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{
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if (vm.g_p == myconnectindex)
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{
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g_cameraDistance = 0;
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g_cameraClock = totalclock;
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}
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if (g_fakeMultiMode)
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P_ResetPlayer(vm.g_p);
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if (g_netServer)
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{
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int32_t jj = 0;
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P_ResetPlayer(vm.g_p);
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packbuf[jj++] = PACKET_PLAYER_SPAWN;
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packbuf[jj++] = vm.g_p;
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Bmemcpy(&packbuf[jj], &g_player[vm.g_p].ps->pos.x, sizeof(vec3_t) * 2);
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jj += sizeof(vec3_t) * 2;
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packbuf[jj++] = 0;
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enet_host_broadcast(g_netServer, CHAN_GAMESTATE , enet_packet_create(packbuf, jj, ENET_PACKET_FLAG_RELIABLE));
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}
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}
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P_UpdateScreenPal(g_player[vm.g_p].ps);
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//AddLog("EOF: resetplayer");
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VM_ResetPlayer();
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}
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continue;
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