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gameexec.c: in VM_Fall(), comment out dead code, small indentation change.
git-svn-id: https://svn.eduke32.com/eduke32@3684 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 53 additions and 50 deletions
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@ -858,77 +858,81 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
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static void VM_Fall(int32_t g_i, spritetype *g_sp)
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{
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int32_t grav = g_spriteGravity;
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g_sp->xoffset = g_sp->yoffset = 0;
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if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == ST_2_UNDERWATER)
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grav = g_spriteGravity/6;
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else if (G_CheckForSpaceFloor(g_sp->sectnum))
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grav = 0;
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if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2))
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{
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int32_t j = g_spriteGravity;
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A_GetZLimits(g_i);
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actor[g_i].cgg = 3;
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}
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if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == ST_2_UNDERWATER)
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j = g_spriteGravity/6;
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else if (G_CheckForSpaceFloor(g_sp->sectnum))
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j = 0;
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if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2))
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{
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A_GetZLimits(g_i);
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actor[g_i].cgg = 3;
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}
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if (g_sp->z < actor[g_i].floorz-ZOFFSET)
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{
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g_sp->zvel = min(g_sp->zvel+j, ACTOR_MAXFALLINGZVEL);
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g_sp->z += g_sp->zvel;
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if (g_sp->z < actor[g_i].floorz-ZOFFSET)
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{
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// Free fall.
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g_sp->zvel = min(g_sp->zvel+grav, ACTOR_MAXFALLINGZVEL);
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g_sp->z += g_sp->zvel;
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#ifdef YAX_ENABLE
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if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 &&
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(sector[g_sp->sectnum].floorstat&512)==0)
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setspritez(g_i, (vec3_t *)g_sp);
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else
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if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 &&
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(sector[g_sp->sectnum].floorstat&512)==0)
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setspritez(g_i, (vec3_t *)g_sp);
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else
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#endif
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if (g_sp->z > actor[g_i].floorz - ZOFFSET)
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g_sp->z = actor[g_i].floorz - ZOFFSET;
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return;
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}
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if (g_sp->z > actor[g_i].floorz - ZOFFSET)
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g_sp->z = actor[g_i].floorz - ZOFFSET;
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return;
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}
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g_sp->z = actor[g_i].floorz - ZOFFSET;
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// SET_SPRITE_Z
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g_sp->z = actor[g_i].floorz - ZOFFSET;
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if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
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if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
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{
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if (g_sp->zvel > 3084 && g_sp->extra <= 1)
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{
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if (g_sp->zvel > 3084 && g_sp->extra <= 1)
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// I'm guessing this DRONE check is from a beta version of the game
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// where they crashed into the ground when killed
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if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && g_sp->picnum != DRONE)
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{
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// I'm guessing this DRONE check is from a beta version of the game
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// where they crashed into the ground when killed
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if (!(g_sp->picnum == APLAYER && g_sp->extra > 0) && g_sp->pal != 1 && g_sp->picnum != DRONE)
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{
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A_DoGuts(g_i,JIBS6,15);
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A_PlaySound(SQUISHED,g_i);
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A_Spawn(g_i,BLOODPOOL);
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}
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actor[g_i].picnum = SHOTSPARK1;
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actor[g_i].extra = 1;
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g_sp->zvel = 0;
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A_DoGuts(g_i,JIBS6,15);
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A_PlaySound(SQUISHED,g_i);
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A_Spawn(g_i,BLOODPOOL);
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}
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else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
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{
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int16_t newsect = g_sp->sectnum;
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pushmove((vec3_t *)g_sp, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
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if ((unsigned)newsect < MAXSECTORS)
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changespritesect(g_i, newsect);
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actor[g_i].picnum = SHOTSPARK1;
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actor[g_i].extra = 1;
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g_sp->zvel = 0;
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}
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else if (g_sp->zvel > 2048 && sector[g_sp->sectnum].lotag != ST_1_ABOVE_WATER)
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{
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int16_t newsect = g_sp->sectnum;
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A_PlaySound(THUD, g_i);
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}
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pushmove((vec3_t *)g_sp, &newsect, 128, 4<<8, 4<<8, CLIPMASK0);
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if ((unsigned)newsect < MAXSECTORS)
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changespritesect(g_i, newsect);
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A_PlaySound(THUD, g_i);
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}
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}
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if (g_sp->z > (actor[g_i].floorz - ZOFFSET))
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#if 0
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if (g_sp->z > actor[g_i].floorz - ZOFFSET)
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{
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// Unreachable because of SET_SPRITE_Z.
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A_GetZLimits(g_i);
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if (actor[g_i].floorz != sector[g_sp->sectnum].floorz)
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g_sp->z = (actor[g_i].floorz - ZOFFSET);
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return;
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}
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else if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
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#endif
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if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
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{
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switch (DYNAMICTILEMAP(g_sp->picnum))
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{
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@ -942,7 +946,6 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
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#if !defined LUNATIC
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int32_t moveScriptOfs = vm.g_t[1];
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#endif
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// fix for flying/jumping monsters getting stuck in water
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if ((g_sp->hitag & jumptoplayer) ||
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(G_HaveActor(g_sp->picnum) &&
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