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https://github.com/ZDoom/raze-gles.git
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- Cleanup
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c589a6ab82
commit
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9 changed files with 17 additions and 158 deletions
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@ -25,9 +25,9 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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BEGIN_BLD_NS
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )
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extern int32_t I_CheckAllInput(void);
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extern int32_t I_CheckAllInput(void);
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extern void I_ClearAllInput(void);
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extern void I_ClearAllInput(void);
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@ -196,12 +196,17 @@ public:
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{
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{
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return KeyStatus[sc_LeftControl] || KeyStatus[sc_RightControl];
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return KeyStatus[sc_LeftControl] || KeyStatus[sc_RightControl];
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}
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}
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bool WinPressed()
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{
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return KeyStatus[sc_LeftWin] || KeyStatus[sc_RightWin];
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}
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bool ShiftPressed()
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bool ShiftPressed()
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{
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{
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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return KeyStatus[sc_LeftShift] || KeyStatus[sc_RightShift];
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}
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}
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bool EscapePressed()
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bool EscapePressed()
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{
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{
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return !!KeyStatus[sc_Escape];
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return !!KeyStatus[sc_Escape];
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@ -233,13 +233,6 @@ void G_HandleSpecialKeys(void)
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if ((myplayer.gm & MODE_GAME) != MODE_GAME)
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if ((myplayer.gm & MODE_GAME) != MODE_GAME)
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OSD_DispatchQueued();
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OSD_DispatchQueued();
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#ifdef DEBUGGINGAIDS
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if (g_quickExit == 0 && KB_KeyPressed(sc_LeftControl) && KB_KeyPressed(sc_LeftAlt) && KB_KeyPressed(sc_End))
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{
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g_quickExit = 1;
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G_GameExit("Quick Exit.");
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}
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#endif
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}
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}
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void G_GameQuit(void)
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void G_GameQuit(void)
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@ -32,9 +32,9 @@ BEGIN_DUKE_NS
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#define BGSTRETCH (hud_bgstretch ? 1024 : 0)
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#define BGSTRETCH (hud_bgstretch ? 1024 : 0)
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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#define RANDOMSCRAP(s, i) A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,s->z-ZOFFSET3-(krand()&8191),\
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#define RANDOMSCRAP(s, i) A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,s->z-ZOFFSET3-(krand()&8191),\
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@ -37,9 +37,9 @@ static FORCE_INLINE int32_t krand2(void)
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#define BGSTRETCH (hud_bgstretch ? 1024 : 0)
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#define BGSTRETCH (hud_bgstretch ? 1024 : 0)
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define WIN_IS_PRESSED ( inputState.WinPressed() )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define ALT_IS_PRESSED ( inputState.AltPressed() )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#define SHIFTS_IS_PRESSED ( inputState.ShiftPressed() )
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#define RANDOMSCRAP(s, i) \
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#define RANDOMSCRAP(s, i) \
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{ \
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{ \
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@ -470,13 +470,6 @@ DemoPlayBack(void)
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}
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}
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else
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else
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{
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{
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#if DEBUG
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if (KB_KeyPressed(KEYSC_ALT) && KB_KeyPressed(KEYSC_CTRL) && KB_KeyPressed(KEYSC_S))
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{
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KB_KeyPressed(KEYSC_ALT) = KB_KeyPressed(KEYSC_CTRL) = KB_KeyPressed(KEYSC_S) = 0;
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saveboard("demosave.map", (vec3_t *)Player, &Player->pang, &Player->cursectnum);
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}
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#endif
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if (BUTTON(gamefunc_See_Coop_View))
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if (BUTTON(gamefunc_See_Coop_View))
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{
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{
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@ -487,19 +480,6 @@ DemoPlayBack(void)
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if (screenpeek < 0)
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if (screenpeek < 0)
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screenpeek = connecthead;
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screenpeek = connecthead;
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}
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}
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#if DEBUG
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if (KB_KeyPressed(KEYSC_RIGHT) || KB_KeyPressed(KEYSC_UP))
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{
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if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT))
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totalclock += synctics;
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else
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totalclock += synctics-1;
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}
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if (KB_KeyPressed(KEYSC_LEFT) || KB_KeyPressed(KEYSC_DOWN))
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totalclock += 1-synctics;
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#endif
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}
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}
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@ -1686,14 +1686,6 @@ void DrawCheckKeys(PLAYERp pp)
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extern SWBOOL ResCheat;
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extern SWBOOL ResCheat;
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extern SWBOOL PauseKeySet;
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extern SWBOOL PauseKeySet;
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/* JonoF: Who really needs this now?
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if (KB_KeyPressed(KEYSC_F5) && !(KB_KeyPressed(KEYSC_RSHIFT) || KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT)) && !PauseKeySet)
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{
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KB_KeyPressed(KEYSC_F5) = 0;
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ResChange();
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}
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*/
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if (ResCheat)
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if (ResCheat)
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{
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{
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ResCheat = FALSE;
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ResCheat = FALSE;
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@ -4149,115 +4149,7 @@ SinglePlayInput(PLAYERp pp)
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}
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}
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}
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}
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if (!(KB_KeyPressed(KEYSC_ALT) | KB_KeyPressed(KEYSC_RALT)))
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return;
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if (!SW_SHAREWARE && KB_KeyPressed(KEYSC_M))
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{
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extern SWBOOL DebugActorFreeze;
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KB_KeyPressed(KEYSC_M) = 0;
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DebugActorFreeze++;
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if (DebugActorFreeze > 2)
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DebugActorFreeze = 0;
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if (DebugActorFreeze == 2)
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{
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short i, nexti;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
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{
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SET(sprite[i].cstat, CSTAT_SPRITE_INVISIBLE);
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if (TEST(sprite[i].cstat, CSTAT_SPRITE_BLOCK))
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{
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SET(sprite[i].extra, SPRX_BLOCK);
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RESET(sprite[i].cstat, CSTAT_SPRITE_BLOCK);
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}
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}
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}
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if (DebugActorFreeze == 0)
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{
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short i, nexti;
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TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], i, nexti)
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{
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RESET(sprite[i].cstat, CSTAT_SPRITE_INVISIBLE);
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if (TEST(sprite[i].extra, SPRX_BLOCK))
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SET(sprite[i].cstat, CSTAT_SPRITE_BLOCK);
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}
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}
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}
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// Insert a player
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if (KB_KeyPressed(KEYSC_INS))
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// player
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{
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KB_KeyPressed(KEYSC_INS) = 0;
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ManualPlayerInsert(pp);
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// comes back looking through screenpeek
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InitPlayerSprite(Player + screenpeek);
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PlayerDeathReset(Player + screenpeek);
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SetFragBar(pp);
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}
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// Delete a player
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if (KB_KeyPressed(KEYSC_DEL))
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{
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KB_KeyPressed(KEYSC_DEL) = 0;
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ManualPlayerDelete(pp);
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}
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// Move control to numbered player
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if ((kp = KeyPressedRange(&KB_KeyPressed(KEYSC_1), &KB_KeyPressed(KEYSC_9))) && numplayers > 1)
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{
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short save_myconnectindex;
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save_myconnectindex = myconnectindex;
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myconnectindex = (intptr_t)kp - (intptr_t)(&KB_KeyPressed(KEYSC_1));
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if (myconnectindex >= numplayers)
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myconnectindex = save_myconnectindex;
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screenpeek = myconnectindex;
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DoPlayerDivePalette(pp);
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// Now check for item or pain palette stuff
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// This sets the palette to whatever it is of the player you
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// just chose to view the game through.
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// printf("SingPlayInput ALT+1-9 set_pal: pp->PlayerSprite = %d\n",pp->PlayerSprite);
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//COVERsetbrightness(0,(char *)palette_data); // JBF: figure out what's going on here
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DoPlayerNightVisionPalette(pp);
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ResetKeyRange(&KB_KeyPressed(KEYSC_1), &KB_KeyPressed(KEYSC_9));
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}
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#if 0
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if (KB_KeyPressed(KEYSC_T))
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{
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KB_KeyPressed(KEYSC_T) = 0;
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PlayerTrackingMode ^= 1;
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}
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#endif
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if (KB_KeyPressed(KEYSC_H))
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{
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short pnum;
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KB_KeyPressed(KEYSC_H) = 0;
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TRAVERSE_CONNECT(pnum)
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{
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User[Player[pnum].PlayerSprite]->Health = 100;
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}
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}
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}
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}
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void
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void
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@ -4391,7 +4283,7 @@ FunctionKeys(PLAYERp pp)
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if (KB_KeyPressed(sc_F9)) { fn_key = 9; }
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if (KB_KeyPressed(sc_F9)) { fn_key = 9; }
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if (KB_KeyPressed(sc_F10)) { fn_key = 10; }
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if (KB_KeyPressed(sc_F10)) { fn_key = 10; }
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if (KB_KeyPressed(KEYSC_ALT) || KB_KeyPressed(KEYSC_RALT))
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if (inputState.AltPressed())
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{
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{
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if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock)
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if (rts_delay > 16 && fn_key && CommEnabled && !adult_lockout && !Global_PLock)
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{
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{
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@ -4403,7 +4295,6 @@ FunctionKeys(PLAYERp pp)
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if (CommEnabled)
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if (CommEnabled)
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{
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{
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short pnum;
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PACKET_RTS p;
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PACKET_RTS p;
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p.PacketType = PACKET_TYPE_RTS;
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p.PacketType = PACKET_TYPE_RTS;
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return;
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return;
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}
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}
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if (KB_KeyPressed(KEYSC_LSHIFT) || KB_KeyPressed(KEYSC_RSHIFT))
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if (inputState.ShiftPressed())
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{
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{
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if (fn_key && CommEnabled)
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if (fn_key && CommEnabled)
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{
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{
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@ -498,8 +498,6 @@ int StdRandomRange(int range);
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// just determine if the player is moving
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// just determine if the player is moving
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#define PLAYER_MOVING(pp) ((pp)->xvect|(pp)->yvect)
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#define PLAYER_MOVING(pp) ((pp)->xvect|(pp)->yvect)
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#define KEY_EXT(scan) (KB_KeyPressed(scan) | KB_KeyPressed(scan+128))
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#define TEST_GOTSECTOR(sect_num) (TEST(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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#define TEST_GOTSECTOR(sect_num) (TEST(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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#define RESET_GOTSECTOR(sect_num) (RESET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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#define RESET_GOTSECTOR(sect_num) (RESET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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#define SET_GOTSECTOR(sect_num) (SET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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#define SET_GOTSECTOR(sect_num) (SET(gotsector[(sect_num) >> 3], 1 << ((sect_num) & 7)))
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