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Variable scope reductions
git-svn-id: https://svn.eduke32.com/eduke32@7038 1a8010ca-5511-0410-912e-c29ae57300e0
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f67f935807
commit
2d25aaee95
2 changed files with 7 additions and 11 deletions
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@ -3931,8 +3931,6 @@ static void P_ProcessWeapon(int playerNum)
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// this event is deprecated
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VM_OnEvent(EVENT_FIREWEAPON, pPlayer->i, playerNum);
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int spriteNum;
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switch (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike))
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{
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case HANDBOMB_WEAPON:
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@ -3978,7 +3976,7 @@ static void P_ProcessWeapon(int playerNum)
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if (wall[hitData.wall].overpicnum == BIGFORCE)
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break;
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spriteNum = headspritesect[hitData.sect];
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int spriteNum = headspritesect[hitData.sect];
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while (spriteNum >= 0)
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{
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if (sprite[spriteNum].picnum == TRIPBOMB && klabs(sprite[spriteNum].z - hitData.pos.z) < ZOFFSET4 &&
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@ -269,11 +269,10 @@ static void G_PrecacheSprites(void)
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static void G_DoLoadScreen(const char *statustext, int32_t percent)
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{
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int32_t i=0,j;
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if (ud.recstat != 2)
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{
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j = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN);
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int32_t i = 0;
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int32_t j = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN);
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//g_player[myconnectindex].ps->palette = palette;
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P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 1); // JBF 20040308
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@ -344,7 +343,7 @@ static void G_DoLoadScreen(const char *statustext, int32_t percent)
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}
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/*Gv_SetVar(g_iReturnVarID,LOADSCREEN, -1, -1);*/
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j = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN);
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int32_t j = VM_OnEventWithReturn(EVENT_GETLOADTILE, g_player[screenpeek].ps->i, screenpeek, LOADSCREEN);
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if ((uint32_t)j < 2*MAXTILES)
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{
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@ -577,9 +576,7 @@ void P_RandomSpawnPoint(int playerNum)
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{
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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int32_t i = playerNum;
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uint32_t dist;
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uint32_t pdist = -1;
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int32_t i = playerNum;
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if ((g_netServer || ud.multimode > 1) && !(g_gametypeFlags[ud.coop] & GAMETYPE_FIXEDRESPAWN))
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{
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@ -587,13 +584,14 @@ void P_RandomSpawnPoint(int playerNum)
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if (g_gametypeFlags[ud.coop] & GAMETYPE_TDMSPAWN)
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{
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uint32_t pdist = -1;
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for (bssize_t j=0; j<ud.multimode; j++)
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{
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if (j != playerNum && g_player[j].ps->team == pPlayer->team && sprite[g_player[j].ps->i].extra > 0)
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{
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for (bssize_t k=0; k<g_playerSpawnCnt; k++)
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{
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dist = FindDistance2D(g_player[j].ps->pos.x - g_playerSpawnPoints[k].pos.x,
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uint32_t dist = FindDistance2D(g_player[j].ps->pos.x - g_playerSpawnPoints[k].pos.x,
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g_player[j].ps->pos.y - g_playerSpawnPoints[k].pos.y);
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if (dist < pdist)
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