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source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this
is a no-op in non-LUNATIC builds, which will be the only ones to stay.
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1 changed files with 0 additions and 12 deletions
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@ -1076,16 +1076,6 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
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} while (0)
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} while (0)
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#endif
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#endif
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// After CON translation, get not-overridden members from weapondefaults[] back
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// into the live arrays! (That is, g_playerWeapon[][] for Lunatic, WEAPONx_*
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// gamevars on the CON side in C-CON.)
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#ifdef LUNATIC
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# define POSTADDWEAPONVAR(Weapidx, Membname) ADDWEAPONVAR(Weapidx, Membname)
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#else
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// NYI
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# define POSTADDWEAPONVAR(Weapidx, Membname) do {} while (0)
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#endif
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// Finish a default weapon member after CON translation. If it was not
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// Finish a default weapon member after CON translation. If it was not
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// overridden from CON itself (see example at g_weaponOverridden[]), we set
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// overridden from CON itself (see example at g_weaponOverridden[]), we set
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// both the weapondefaults[] entry (probably dead by now) and the live value.
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// both the weapondefaults[] entry (probably dead by now) and the live value.
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@ -1093,7 +1083,6 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
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if (!g_weaponOverridden[i].Membname) \
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if (!g_weaponOverridden[i].Membname) \
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{ \
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{ \
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weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \
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weapondefaults[i].Membname = G_StaticToDynamic##What(weapondefaults[i].Membname); \
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POSTADDWEAPONVAR(i, Membname); \
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} \
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} \
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} while (0)
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} while (0)
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@ -1120,7 +1109,6 @@ void Gv_FinalizeWeaponDefaults(void)
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#undef FINISH_WEAPON_DEFAULT_SOUND
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#undef FINISH_WEAPON_DEFAULT_SOUND
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#undef FINISH_WEAPON_DEFAULT_TILE
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#undef FINISH_WEAPON_DEFAULT_TILE
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#undef FINISH_WEAPON_DEFAULT_X
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#undef FINISH_WEAPON_DEFAULT_X
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#undef POSTADDWEAPONVAR
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static int32_t lastvisinc;
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static int32_t lastvisinc;
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