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Remove 'txdist' keyword
git-svn-id: https://svn.eduke32.com/eduke32@251 1a8010ca-5511-0410-912e-c29ae57300e0
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590ba29bf3
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564b220add
4 changed files with 4 additions and 22 deletions
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@ -384,7 +384,7 @@ char *keyw[] = {
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"setplayervar", // 238
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"mulscale", // 239
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"setaspect", // 240
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"txdist", // 241
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"ezshoot", // 241
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"spritenoshade", // 242
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"movesprite", // 243
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"checkavailweapon", // 244
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@ -438,7 +438,6 @@ char *keyw[] = {
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"findnearactorzvar", // 292
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"findnearspritez", // 293
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"findnearspritezvar", // 294
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"ezshoot", // 295
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"<null>"
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};
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@ -3536,7 +3535,6 @@ char parsecommand(void)
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case CON_GMAXAMMO:
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case CON_DIST:
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case CON_LDIST:
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case CON_TXDIST:
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case CON_GETANGLE:
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case CON_MULSCALE:
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case CON_SETASPECT:
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@ -3545,7 +3543,6 @@ char parsecommand(void)
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{
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case CON_DIST:
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case CON_LDIST:
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case CON_TXDIST:
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case CON_GETANGLE:
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transvartype(GAMEVAR_FLAG_READONLY);
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break;
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@ -3563,7 +3560,6 @@ char parsecommand(void)
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{
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case CON_DIST:
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case CON_LDIST:
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case CON_TXDIST:
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case CON_GETANGLE:
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transvar();
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break;
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@ -670,7 +670,7 @@ enum keywords {
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CON_SETPLAYERVAR, // 238
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CON_MULSCALE, // 239
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CON_SETASPECT, // 240
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CON_TXDIST, // 241
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CON_EZSHOOT, // 241
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CON_SPRITENOSHADE, // 242
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CON_MOVESPRITE, // 243
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CON_CHECKAVAILWEAPON, // 244
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@ -724,6 +724,5 @@ enum keywords {
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CON_FINDNEARACTORZVAR, // 292
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CON_FINDNEARSPRITEZ, // 293
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CON_FINDNEARSPRITEZVAR, // 294
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CON_EZSHOOT, // 295
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END
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};
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@ -4388,7 +4388,6 @@ SKIPJIBS:
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case CON_DIST:
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case CON_LDIST:
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case CON_TXDIST:
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{
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long distvar, xvar, yvar, distx=0;
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@ -4405,9 +4404,6 @@ SKIPJIBS:
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case CON_LDIST:
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distx = ldist(&sprite[GetGameVarID(xvar, g_i, g_p)],&sprite[GetGameVarID(yvar, g_i, g_p)]);
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break;
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case CON_TXDIST:
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distx = txdist(&sprite[GetGameVarID(xvar, g_i, g_p)],&sprite[GetGameVarID(yvar, g_i, g_p)]);
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break;
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}
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SetGameVarID(distvar, distx, g_i, g_p);
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@ -5582,7 +5578,7 @@ good:
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lTemp=ldist(&sprite[g_i], &sprite[j]);
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if(lTemp < lMaxDist)
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{
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lTemp2=klabs(sprite[g_i].z-sprite[j].z);//txdist(&sprite[g_i], &sprite[j]);
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lTemp2=klabs(sprite[g_i].z-sprite[j].z);
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if (lTemp2 < lMaxZDist)
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{
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lFound=j;
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@ -5632,7 +5628,7 @@ good:
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lTemp=ldist(&sprite[g_i], &sprite[j]);
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if(lTemp < lMaxDist)
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{
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lTemp2=klabs(sprite[g_i].z-sprite[j].z); // txdist(&sprite[g_i], &sprite[j]);
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lTemp2=klabs(sprite[g_i].z-sprite[j].z);
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if (lTemp2 < lMaxZDist)
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{
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lFound=j;
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@ -210,15 +210,6 @@ long dist(spritetype *s1,spritetype *s2)
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return(FindDistance3D(vx,vy,vz>>4));
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}
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long txdist(spritetype *s1,spritetype *s2)
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{
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long vx,vy,vz;
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vx = s1->x - s2->x;
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vy = s1->y - s2->y;
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vz = s1->z - s2->z - s2->yrepeat;
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return(FindDistance3D(vx,vy,vz>>4));
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}
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short findplayer(spritetype *s,long *d)
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{
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short j, closest_player;
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