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- renamed playerdata_t::input back to sync and made it a static array again.
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9 changed files with 13 additions and 55 deletions
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@ -39,7 +39,6 @@ struct GameInterface : ::GameInterface
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const char* Name() override { return "Duke"; }
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int app_main() override;
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void UpdateScreenSize() override;
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void FreeGameData() override;
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bool GenerateSavePic() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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@ -71,9 +71,6 @@ extern TileInfo tileinfo[MAXTILES];
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extern int startrts(int lumpNum, int localPlayer);
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extern void G_MaybeAllocPlayer(int32_t pnum);
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static inline void G_NewGame_EnterLevel(MapRecord *map, int skill)
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{
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newgame(map, skill);
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@ -28,6 +28,7 @@ EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: This source file IS NOT USED in EDuke source. It has been split
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into many sub-files.
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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@ -55,19 +55,14 @@ void clearfifo(void)
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{
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localInput = {};
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memset(&inputfifo, 0, sizeof(inputfifo));
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for (int p = 0; p <= MAXPLAYERS - 1; ++p)
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{
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if (g_player[p].input != NULL)
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*g_player[p].input = {};
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}
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memset(sync, 0, sizeof(sync));
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}
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static inline void GetNextInput()
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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memcpy(g_player[i].input /*originally: &sync[i] */, &inputfifo[movefifoplc & (MOVEFIFOSIZ - 1)][i], sizeof(input_t));
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memcpy(&sync[i], &inputfifo[movefifoplc & (MOVEFIFOSIZ - 1)][i], sizeof(input_t));
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movefifoplc++;
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}
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@ -38,13 +38,11 @@ source as it is released.
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BEGIN_DUKE_NS
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// wrapped in case it needs to be refactored
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int getavel(int snum)
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{
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return (g_player[screenpeek].input->q16avel) >> FRACBITS;
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return PlayerInputAngVel(screenpeek) >> FRACBITS;
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -111,37 +111,37 @@ inline bool isIn(int value, const std::initializer_list<int>& list)
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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inline bool PlayerInput(int pl, ESyncBits bit)
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{
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return (!!((g_player[pl].input->bits) & bit));
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return (!!((sync[pl].bits) & bit));
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}
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inline void PlayerSetInput(int pl, ESyncBits bit)
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{
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g_player[pl].input->bits |= bit;
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sync[pl].bits |= bit;
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}
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inline void PlayerClearInput(int pl, ESyncBits bit)
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{
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g_player[pl].input->bits &= ~bit;
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sync[pl].bits &= ~bit;
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}
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inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
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{
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return (g_player[pl].input->bits & bits);
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return (sync[pl].bits & bits);
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}
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inline int PlayerInputSideVel(int pl)
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{
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return g_player[pl].input->svel;
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return sync[pl].svel;
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}
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inline int PlayerInputForwardVel(int pl)
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{
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return g_player[pl].input->fvel;
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return sync[pl].fvel;
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}
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inline fixed_t PlayerInputAngVel(int pl)
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{
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return g_player[pl].input->q16avel;
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return sync[pl].q16avel;
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}
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inline void clearfriction()
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@ -48,8 +48,6 @@ enum gamemode_t {
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typedef struct
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{
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input_t *input;
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bool horizRecenter;
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float horizAngleAdjust;
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fix16_t horizSkew;
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@ -63,7 +61,7 @@ typedef struct
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} playerdata_t;
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extern uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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extern input_t sync[MAXPLAYERS];
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# define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player])
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@ -279,16 +279,6 @@ void G_HandleLocalKeys(void)
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static int parsedefinitions_game(scriptfile *, int);
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static void G_Cleanup(void)
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{
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int32_t i;
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for (i=MAXPLAYERS-1; i>=0; i--)
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{
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Xfree(g_player[i].input);
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}
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}
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/*
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===================
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=
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@ -396,12 +386,6 @@ void G_BackToMenu(void)
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inputState.keyFlushChars();
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}
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void G_MaybeAllocPlayer(int32_t pnum)
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{
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if (g_player[pnum].input == NULL)
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g_player[pnum].input = (input_t *)Xcalloc(1, sizeof(input_t));
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}
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void app_loop();
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// TODO: reorder (net)weaponhit to eliminate slop and update assertion
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@ -490,10 +474,6 @@ int GameInterface::app_main()
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//bufferjitter = 1;
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//initsynccrc();
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// This needs to happen before G_CheckCommandLine() because G_GameExit()
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// accesses g_player[0].
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G_MaybeAllocPlayer(0);
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checkcommandline();
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ps[0].aim_mode = 1;
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@ -527,11 +507,6 @@ int GameInterface::app_main()
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connectpoint2[0] = -1;
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//Net_GetPackets();
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for (bssize_t i=0; i<MAXPLAYERS; i++)
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G_MaybeAllocPlayer(i);
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G_Startup(); // a bunch of stuff including compiling cons
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ps[myconnectindex].palette = BASEPAL;
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@ -730,12 +705,6 @@ MAIN_LOOP_RESTART:
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while (1);
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}
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void GameInterface::FreeGameData()
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{
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setmapfog(0);
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G_Cleanup();
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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@ -54,6 +54,7 @@ int32_t g_timerTicsPerSecond = TICRATE;
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int32_t g_tripbombRadius = 3880;
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uint16_t frags[MAXPLAYERS][MAXPLAYERS];
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input_t sync[MAXPLAYERS];
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int16_t weaponsandammosprites[15];
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