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https://github.com/ZDoom/raze-gles.git
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gameexec: for VM_Fall and VM_ResetPlayer, pass VM sprite/player etc. as args.
Simplifying VM_FallSprite and VM_ResetPlayer2 used from Lunatic. git-svn-id: https://svn.eduke32.com/eduke32@3460 1a8010ca-5511-0410-912e-c29ae57300e0
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8e0c7b133e
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2 changed files with 71 additions and 68 deletions
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@ -56,12 +56,11 @@ enum vmflags_t {
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vmstate_t vm;
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int32_t g_errorLineNum;
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#if !defined LUNATIC
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int32_t g_tw;
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int32_t g_errorLineNum;
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int32_t g_currentEventExec = -1;
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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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@ -812,76 +811,76 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
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}
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#endif
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static void VM_Fall()
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static void VM_Fall(int32_t g_i, spritetype *g_sp)
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{
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vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
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g_sp->xoffset = 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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if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[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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else if (G_CheckForSpaceFloor(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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if (!actor[g_i].cgg-- || (sector[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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A_GetZLimits(g_i);
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actor[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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if (g_sp->z < (actor[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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g_sp->z += g_sp->zvel = min(6144, 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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j = yax_getbunch(g_sp->sectnum, YAX_FLOOR);
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if (j >= 0 && (sector[g_sp->sectnum].floorstat&512)==0)
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setspritez(g_i, (vec3_t *)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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if (g_sp->z > (actor[g_i].floorz - ZOFFSET))
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g_sp->z = (actor[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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g_sp->z = actor[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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if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && 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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if (g_sp->zvel > 3084 && 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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if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && 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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A_DoGuts(g_i,JIBS6,15);
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A_PlaySound(SQUISHED,g_i);
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A_Spawn(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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actor[g_i].picnum = SHOTSPARK1;
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actor[g_i].extra = 1;
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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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else if (g_sp->zvel > 2048 && sector[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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j = g_sp->sectnum;
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pushmove((vec3_t *)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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changespritesect(g_i,j);
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A_PlaySound(THUD,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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if (g_sp->z > (actor[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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A_GetZLimits(g_i);
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if (actor[g_i].floorz != sector[g_sp->sectnum].floorz)
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g_sp->z = (actor[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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else if (sector[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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switch (DYNAMICTILEMAP(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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@ -890,12 +889,12 @@ static void VM_Fall()
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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_HaveActor(vm.g_sp->picnum) &&
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if ((g_sp->hitag & jumptoplayer) ||
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(G_HaveActor(g_sp->picnum) &&
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#if !defined 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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actor[g_i].mv.vvel != 0
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#endif
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))
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{
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@ -904,8 +903,8 @@ static void VM_Fall()
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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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// OSD_Printf("hitag: %d\n",g_sp->hitag);
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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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@ -914,44 +913,45 @@ static void VM_Fall()
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return;
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}
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vm.g_sp->zvel = 0;
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g_sp->zvel = 0;
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}
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static void VM_ResetPlayer(void)
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static int32_t VM_ResetPlayer(int32_t g_p, int32_t g_flags)
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{
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//AddLog("resetplayer");
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if ((!g_netServer && ud.multimode < 2))
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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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g_player[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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else g_player[g_p].ps->gm = MODE_RESTART;
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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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if (g_p == myconnectindex)
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{
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CAMERADIST = 0;
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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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P_ResetPlayer(g_p);
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#ifndef NETCODE_DISABLE
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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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P_ResetPlayer(g_p);
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packbuf[jj++] = PACKET_PLAYER_SPAWN;
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packbuf[jj++] = vm.g_p;
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packbuf[jj++] = 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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Bmemcpy(&packbuf[jj], &g_player[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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@ -961,8 +961,11 @@ static void VM_ResetPlayer(void)
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}
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#endif
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}
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P_UpdateScreenPal(g_player[vm.g_p].ps);
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P_UpdateScreenPal(g_player[g_p].ps);
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//AddLog("EOF: resetplayer");
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return g_flags;
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}
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#if !defined LUNATIC
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@ -1433,7 +1436,7 @@ skip_check:
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case CON_FALL:
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insptr++;
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VM_Fall();
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VM_Fall(vm.g_i, vm.g_sp);
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continue;
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case CON_RETURN:
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@ -3137,7 +3140,7 @@ nullquote:
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case CON_RESETPLAYER:
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{
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insptr++;
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VM_ResetPlayer();
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vm.g_flags = VM_ResetPlayer(vm.g_p, vm.g_flags);
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}
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continue;
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@ -5312,8 +5315,10 @@ void G_SaveMapState(mapstate_t *save)
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Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES);
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// If we're in EVENT_ANIMATESPRITES, we'll be saving pointer values to disk :-/
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#if !defined LUNATIC
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if (g_currentEventExec == EVENT_ANIMATESPRITES)
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initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum);
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#endif
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Bmemcpy(&save->spriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES);
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save->numsprites = Numsprites;
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@ -5412,13 +5417,14 @@ void G_RestoreMapState(mapstate_t *save)
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// If we're restoring from EVENT_ANIMATESPRITES, all spriteext[].tspr
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// will be overwritten, so NULL them.
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#if !defined LUNATIC
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if (g_currentEventExec == EVENT_ANIMATESPRITES)
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{
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initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum);
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for (i=0; i<MAXSPRITES; i++)
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spriteext[i].tspr = NULL;
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}
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#endif
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Numsprites = save->numsprites;
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tailspritefree = save->tailspritefree;
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Bmemcpy(&headspritesect[0],&save->headspritesect[0],sizeof(headspritesect));
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@ -5534,16 +5540,11 @@ void G_RestoreMapState(mapstate_t *save)
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#ifdef LUNATIC
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void VM_FallSprite(int32_t i)
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{
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vm.g_i = i;
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vm.g_sp = &sprite[i];
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VM_Fall();
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VM_Fall(i, &sprite[i]);
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}
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int32_t VM_ResetPlayer2(int32_t snum)
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{
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vm.g_p = snum;
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vm.g_flags &= ~VM_NOEXECUTE;
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VM_ResetPlayer();
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return (vm.g_flags&VM_NOEXECUTE);
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return VM_ResetPlayer(snum, 0);
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}
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#endif
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@ -128,12 +128,14 @@ enum GameEvent_t {
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MAXEVENTS
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};
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extern int32_t g_errorLineNum;
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extern int32_t g_tw;
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extern int32_t ticrandomseed;
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extern vmstate_t vm;
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extern vmstate_t vm;
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#if !defined LUNATIC
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extern int32_t g_tw;
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extern int32_t g_errorLineNum;
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extern int32_t g_currentEventExec;
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#endif
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void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist);
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void A_Fall(int32_t iActor);
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