mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
- migrated EGS and deletesprite to new actor interface.
Inline wrappers for old code exist. The backupplayer inline was moved into player.cpp because that's the only place it gets used.
This commit is contained in:
parent
b8b79b6fa9
commit
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16 changed files with 45 additions and 23 deletions
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@ -57,11 +57,13 @@ int adjustfall(spritetype* s, int c);
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void RANDOMSCRAP(spritetype *s, int i)
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void RANDOMSCRAP(DDukeActor* origin)
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{
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{
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int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
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int r1 = krand(), r2 = krand(), r3 = krand(), r4 = krand(), r5 = krand(), r6 = krand(), r7 = krand();
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int v = isRR() ? 16 : 48;
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int v = isRR() ? 16 : 48;
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EGS(s->sectnum, s->x + (r7 & 255) - 128, s->y + (r6 & 255) - 128, s->z - (8 << 8) - (r5 & 8191), TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), i, 5);
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EGS(origin->s.sectnum,
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origin->s.x + (r7 & 255) - 128, origin->s.y + (r6 & 255) - 128, origin->s.z - (8 << 8) - (r5 & 8191),
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TILE_SCRAP6 + (r4 & 15), -8, v, v, r3 & 2047, (r2 & 63) + 64, -512 - (r1 & 2047), origin, 5);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -70,13 +72,13 @@ void RANDOMSCRAP(spritetype *s, int i)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void deletesprite(int num)
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void deletesprite(DDukeActor *const actor)
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{
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{
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if (sprite[num].picnum == MUSICANDSFX && hittype[num].temp_data[0] == 1)
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if (actor->s.picnum == MUSICANDSFX && actor->temp_data[0] == 1)
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S_StopSound(sprite[num].lotag, num);
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S_StopSound(actor->s.lotag, actor);
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else
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else
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S_RelinkActorSound(num, -1);
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S_RelinkActorSound(actor, nullptr);
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::deletesprite(num);
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::deletesprite(actor->GetIndex());
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -38,6 +38,7 @@ This file contains parts of DukeGDX by Alexander Makarov-[M210] (m210-2007@mail.
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#include "global.h"
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#include "global.h"
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#include "names_d.h"
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#include "names_d.h"
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#include "serializer.h"
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#include "serializer.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -31,6 +31,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "names_r.h"
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#include "names_r.h"
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#include "mmulti.h"
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#include "mmulti.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -29,6 +29,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "ns.h"
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#include "global.h"
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#include "global.h"
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#include "names_r.h"
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#include "names_r.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -34,6 +34,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#include "cheathandler.h"
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#include "cheathandler.h"
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#include "c_dispatch.h"
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#include "c_dispatch.h"
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#include "gamestate.h"
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#include "gamestate.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -9,10 +9,10 @@
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#include "polymost.h"
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#include "polymost.h"
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#include "gamecvars.h"
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#include "gamecvars.h"
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#include "razemenu.h"
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#include "razemenu.h"
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#include "funct.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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#include "gamevar.h"
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#include "gamevar.h"
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#include "global.h"
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#include "global.h"
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#include "funct.h"
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#include "names.h"
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#include "names.h"
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#include "quotemgr.h"
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#include "quotemgr.h"
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#include "rts.h"
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#include "rts.h"
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@ -101,11 +101,6 @@ inline void changespritesect(int i, int newsect)
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::changespritesect(i, newsect);
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::changespritesect(i, newsect);
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}
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}
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inline void deletesprite(DDukeActor* i)
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{
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deletesprite(i->GetIndex());
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}
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inline int setsprite(DDukeActor* a, int x, int y, int z)
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inline int setsprite(DDukeActor* a, int x, int y, int z)
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{
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{
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return ::setsprite(a->GetIndex(), x, y, z);
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return ::setsprite(a->GetIndex(), x, y, z);
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@ -206,4 +201,16 @@ inline void SetGameVarID(int id, int lValue, DDukeActor* sActor, int sPlayer)
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SetGameVarID(id, lValue, sActor->GetIndex(), sPlayer);
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SetGameVarID(id, lValue, sActor->GetIndex(), sPlayer);
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}
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}
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// old interface versions of already changed functions
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inline void RANDOMSCRAP(spritetype* s, int i)
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{
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return RANDOMSCRAP(&hittype[s - sprite]);
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}
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inline void deletesprite(int num)
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{
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deletesprite(&hittype[num]);
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}
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END_DUKE_NS
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END_DUKE_NS
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@ -3,11 +3,14 @@
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#include "screenjob.h"
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#include "screenjob.h"
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#include "constants.h"
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#include "constants.h"
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#include "packet.h"
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#include "packet.h"
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#include "types.h"
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struct MapRecord;
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struct MapRecord;
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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// dumping ground for all external function prototypes to keep them out of the important headers.
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// dumping ground for all external function prototypes to keep them out of the important headers.
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// This list is not sorted in any way.
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// This list is not sorted in any way.
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@ -25,7 +28,7 @@ void doanimations();
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void movefx();
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void movefx();
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void moveclouds(double smoothratio);
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void moveclouds(double smoothratio);
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void RANDOMSCRAP(spritetype* s, int i);
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void RANDOMSCRAP(DDukeActor* i);
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void ms(short i);
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void ms(short i);
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void movecrane(int i, int crane);
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void movecrane(int i, int crane);
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void movefountain(int i, int fountain);
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void movefountain(int i, int fountain);
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@ -94,7 +97,7 @@ int dodge(spritetype*);
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void alterang(int a, int g_i, int g_p);
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void alterang(int a, int g_i, int g_p);
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*));
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void checkavailweapon(struct player_struct* p);
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void checkavailweapon(struct player_struct* p);
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void deletesprite(int num);
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void deletesprite(DDukeActor* num);
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void addammo(int weapon, struct player_struct* p, int amount);
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void addammo(int weapon, struct player_struct* p, int amount);
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int ssp(int i, unsigned int cliptype); //The set sprite function
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int ssp(int i, unsigned int cliptype); //The set sprite function
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@ -187,13 +187,6 @@ inline bool playrunning()
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return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
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return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
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}
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}
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inline void backupplayer(player_struct* p)
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{
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backuppos(p);
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p->angle.backup();
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p->horizon.backup();
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}
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// the weapon display code uses this.
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// the weapon display code uses this.
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inline double get16thOfHoriz(int const snum, bool const interpolate, double const smoothratio)
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inline double get16thOfHoriz(int const snum, bool const interpolate, double const smoothratio)
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{
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{
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@ -571,6 +571,13 @@ void footprints(int snum)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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inline void backupplayer(player_struct* p)
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{
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backuppos(p);
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p->angle.backup();
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p->horizon.backup();
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}
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void playerisdead(int snum, int psectlotag, int fz, int cz)
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void playerisdead(int snum, int psectlotag, int fz, int cz)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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@ -30,6 +30,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "global.h"
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#include "global.h"
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#include "names_r.h"
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#include "names_r.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -34,6 +34,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "gamestate.h"
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#include "gamestate.h"
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#include "sbar.h"
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#include "sbar.h"
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#include "automap.h"
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#include "automap.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -508,7 +509,7 @@ void resetpspritevars(int g)
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STATUSBARTYPE tsbar[MAXPLAYERS];
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STATUSBARTYPE tsbar[MAXPLAYERS];
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EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz,
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EGS(ps[0].cursectnum, ps[0].posx, ps[0].posy, ps[0].posz,
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TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, 0, 10);
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TILE_APLAYER, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, nullptr, 10);
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if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
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if (ud.recstat != 2) for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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@ -36,6 +36,7 @@ source as it is released.
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#include "global.h"
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#include "global.h"
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#include "build.h"
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#include "build.h"
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#include "names_d.h"
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#include "names_d.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -30,6 +30,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "global.h"
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#include "global.h"
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#include "names_r.h"
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#include "names_r.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -37,6 +37,7 @@ source as it is released.
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#include "sounds.h"
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#include "sounds.h"
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#include "names_d.h"
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#include "names_d.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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// PRIMITIVE
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// PRIMITIVE
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -31,6 +31,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "sounds.h"
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#include "sounds.h"
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#include "names_r.h"
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#include "names_r.h"
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#include "mapinfo.h"
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#include "mapinfo.h"
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#include "dukeactor.h"
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// PRIMITIVE
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// PRIMITIVE
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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