mirror of
https://github.com/ZDoom/raze-gles.git
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Merge branch 'master' into newrenderer2
This commit is contained in:
commit
ba2defeb14
3 changed files with 40 additions and 212 deletions
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@ -1,115 +0,0 @@
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/*
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** d_gui.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** So when do I get a real UT-like windowing system?
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*/
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#ifndef __D_GUI_H__
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#define __D_GUI_H__
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// For a GUIEvent, x and y specify absolute location of mouse pointer
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enum EGUIEvent
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{
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EV_GUI_None,
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EV_GUI_KeyDown, // data1: unshifted ASCII, data2: shifted ASCII, data3: modifiers
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EV_GUI_KeyRepeat, // same
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EV_GUI_KeyUp, // same
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EV_GUI_Char, // data1: translated character (for user text input), data2: alt down?
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EV_GUI_FirstMouseEvent,
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EV_GUI_MouseMove,
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EV_GUI_LButtonDown,
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EV_GUI_LButtonUp,
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EV_GUI_LButtonDblClick,
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EV_GUI_MButtonDown,
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EV_GUI_MButtonUp,
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EV_GUI_MButtonDblClick,
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EV_GUI_RButtonDown,
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EV_GUI_RButtonUp,
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EV_GUI_RButtonDblClick,
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EV_GUI_WheelUp, // data3: shift/ctrl/alt
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EV_GUI_WheelDown, // "
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EV_GUI_WheelRight, // "
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EV_GUI_WheelLeft, // "
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EV_GUI_BackButtonDown,
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EV_GUI_BackButtonUp,
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EV_GUI_FwdButtonDown,
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EV_GUI_FwdButtonUp,
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EV_GUI_LastMouseEvent,
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};
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enum GUIKeyModifiers
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{
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GKM_SHIFT = 1,
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GKM_CTRL = 2,
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GKM_ALT = 4,
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GKM_META = 8,
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GKM_LBUTTON = 16
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};
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// Special codes for some GUI keys, including a few real ASCII codes.
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enum ESpecialGUIKeys
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{
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GK_PGDN = 1,
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GK_PGUP = 2,
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GK_HOME = 3,
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GK_END = 4,
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GK_LEFT = 5,
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GK_RIGHT = 6,
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GK_ALERT = 7, // ASCII bell
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GK_BACKSPACE= 8, // ASCII
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GK_TAB = 9, // ASCII
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GK_LINEFEED = 10, // ASCII
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GK_DOWN = 10,
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GK_VTAB = 11, // ASCII
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GK_UP = 11,
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GK_FORMFEED = 12, // ASCII
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GK_RETURN = 13, // ASCII
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GK_F1 = 14,
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GK_F2 = 15,
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GK_F3 = 16,
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GK_F4 = 17,
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GK_F5 = 18,
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GK_F6 = 19,
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GK_F7 = 20,
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GK_F8 = 21,
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GK_F9 = 22,
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GK_F10 = 23,
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GK_F11 = 24,
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GK_F12 = 25,
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GK_DEL = 26,
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GK_ESCAPE = 27, // ASCII
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GK_FREE1 = 28,
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GK_FREE2 = 29,
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GK_BACK = 30, // browser back key
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GK_CESCAPE = 31 // color escape
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};
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#endif //__D_GUI_H__
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@ -17,6 +17,18 @@
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//
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// Alternatively the following applies:
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//-----------------------------------------------------------------------------
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//
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@ -308,42 +320,42 @@ static void CT_ClearChatMessage ()
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static void ShoveChatStr (const char *str, uint8_t who)
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{
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#if 0
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// Don't send empty messages
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if (str == NULL || str[0] == '\0')
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return;
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FString substBuff;
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if (str[0] == '/' &&
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(str[1] == 'm' || str[1] == 'M') &&
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(str[2] == 'e' || str[2] == 'E'))
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{ // This is a /me message
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str += 3;
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who |= 2;
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}
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Net_WriteByte (DEM_SAY);
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Net_WriteByte (who);
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if (!chat_substitution || !DoSubstitution (substBuff, str))
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{
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Net_WriteString(MakeUTF8(str));
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}
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else
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{
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Net_WriteString(MakeUTF8(substBuff));
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}
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#else
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if (*str == '#')
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{
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C_DoCommand(FStringf("activatecheat %s", str + 1));
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}
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else
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{
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#if 0
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FString substBuff;
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if (str[0] == '/' &&
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(str[1] == 'm' || str[1] == 'M') &&
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(str[2] == 'e' || str[2] == 'E'))
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{ // This is a /me message
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str += 3;
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who |= 2;
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}
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Net_WriteByte(DEM_SAY);
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Net_WriteByte(who);
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if (!chat_substitution || !DoSubstitution(substBuff, str))
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{
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Net_WriteString(MakeUTF8(str));
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}
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else
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{
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Net_WriteString(MakeUTF8(substBuff));
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}
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#else
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Printf("%s %s\n", GStrings("TXT_SAY"), str);
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}
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#endif
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}
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}
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//===========================================================================
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static bool DoSubstitution (FString &out, const char *in)
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{
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#if 0
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player_t *player = &players[consoleplayer];
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auto weapon = player->ReadyWeapon;
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auto ammo1 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo1) : nullptr;
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auto ammo2 = weapon ? weapon->PointerVar<AActor>(NAME_Ammo2) : nullptr;
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const char *a, *b;
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a = in;
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ptrdiff_t ByteLen = b - a;
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if (ByteLen == 6)
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// todo: forward to the game modules. Doom used the following tokens:
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// health, weapon, armor, ammocount, ammo
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if (0)
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{
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if (strnicmp(a, "health", 6) == 0)
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{
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out.AppendFormat("%d", player->health);
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}
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else if (strnicmp(a, "weapon", 6) == 0)
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{
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if (weapon == NULL)
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{
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out += "no weapon";
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}
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else
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{
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out += weapon->GetClass()->TypeName.GetChars();
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}
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}
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}
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else if (ByteLen == 5)
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{
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if (strnicmp(a, "armor", 5) == 0)
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{
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auto armor = player->mo->FindInventory(NAME_BasicArmor);
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out.AppendFormat("%d", armor != NULL ? armor->IntVar(NAME_Amount) : 0);
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}
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}
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else if (ByteLen == 9)
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{
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if (strnicmp(a, "ammocount", 9) == 0)
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{
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if (weapon == NULL)
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{
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out += '0';
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}
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else
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{
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out.AppendFormat("%d", ammo1 != NULL ? ammo1->IntVar(NAME_Amount) : 0);
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if (ammo2 != NULL)
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{
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out.AppendFormat("/%d", ammo2->IntVar(NAME_Amount));
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}
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}
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}
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}
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else if (ByteLen == 4)
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{
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if (strnicmp(a, "ammo", 4) == 0)
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{
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if (ammo1 == NULL)
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{
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out += "no ammo";
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}
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else
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{
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out.AppendFormat("%s", ammo1->GetClass()->TypeName.GetChars());
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if (ammo2 != NULL)
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{
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out.AppendFormat("/%s", ammo2->GetClass()->TypeName.GetChars());
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}
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}
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}
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}
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else if (ByteLen == 0)
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{
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out += '$';
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if (*b == '$')
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{
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b++;
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}
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}
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else
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{
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@ -753,7 +753,7 @@ static void handle_st21(int sn, DDukeActor* actor)
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int j;
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if (i >= 0)
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{
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if (animategoal[sn] == sptr->ceilingz)
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if (animategoal[i] == sptr->ceilingz)
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animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
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else animategoal[i] = sptr->ceilingz;
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j = animategoal[i];
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