mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- made more parts of USER serialization friendly.
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parent
dcb393bc44
commit
cd45a1f035
7 changed files with 50 additions and 45 deletions
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@ -1451,10 +1451,12 @@ public:
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return Ptr;
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}
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#if 0 // this is too dangerous.
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operator T* () const
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{
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return Ptr;
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}
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#endif
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void Alloc()
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{
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@ -1098,7 +1098,7 @@ typedef struct
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STATEp *Dive;
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} ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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typedef struct
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struct ROTATOR
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{
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int pos; // current position - always moves toward tgt
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int open_dest; // destination of open position
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@ -1106,10 +1106,27 @@ typedef struct
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int speed; // speed of movement
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int orig_speed; // original speed - vel jacks with speed
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int vel; // velocity adjuments
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int num_walls; // save off positions of walls for rotator
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int *origx;
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int *origy;
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} ROTATOR, *ROTATORp;
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TArray<int> origX;
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TArray<int> origY;
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void SetNumWalls(int num)
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{
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origX.Resize(num);
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origY.Resize(num);
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memset(origX.Data(), 0, num * sizeof(int));
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memset(origY.Data(), 0, num * sizeof(int));
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}
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void ClearWalls()
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{
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origX.Reset();
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origY.Reset();
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}
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};
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using ROTATORp = ROTATOR*;
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//
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// User Extension record
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@ -1133,8 +1150,7 @@ struct USER
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TPointer<ROTATOR> rotator;
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// wall vars for lighting
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int WallCount;
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int8_t* WallShade; // malloced - save off wall shades for lighting
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TArray<int8_t> WallShade;
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WALLp WallP; // operate on wall instead of sprite
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STATEp State;
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@ -78,8 +78,8 @@ void SectorLightShade(SPRITEp sp, short intensity)
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// change wall
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if (!TEST_BOOL4(sp))
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{
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ASSERT(User[sp - sprite] && User[sp - sprite]->WallShade);
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wall_shade = User[sp - sprite]->WallShade;
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ASSERT(User[sp - sprite] && User[sp - sprite]->WallShade.Data());
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wall_shade = User[sp - sprite]->WallShade.Data();
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startwall = sector[sp->sectnum].wallptr;
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endwall = startwall + sector[sp->sectnum].wallnum - 1;
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@ -50,7 +50,7 @@ void ReverseRotator(short SpriteNum)
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USERp u = User[SpriteNum];
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ROTATORp r;
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r = u->rotator;
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r = u->rotator.Data();
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// if paused go ahead and start it up again
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if (u->Tics)
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@ -101,7 +101,7 @@ void SetRotatorActive(short SpriteNum)
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SPRITEp sp = u->SpriteP;
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ROTATORp r;
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r = u->rotator;
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r = u->rotator.Data();
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DoRotatorSetInterp(SpriteNum);
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@ -320,7 +320,7 @@ int DoRotatorMove(short SpriteNum)
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int dist,closest;
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bool kill = false;
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r = u->rotator;
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r = u->rotator.Data();
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// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
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@ -416,7 +416,7 @@ int DoRotatorMove(short SpriteNum)
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// move points
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for (w = startwall, ndx = 0; w <= endwall; w++)
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{
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vec2_t const orig = { r->origx[ndx], r->origy[ndx] };
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vec2_t const orig = { r->origX[ndx], r->origY[ndx] };
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rotatepoint(pivot->pos.vec2, orig, r->pos, &nxy);
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dragpoint(w, nxy.x, nxy.y, 0);
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@ -371,9 +371,10 @@ bool GameInterface::SaveGame()
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MWRITE(u,sizeof(USER),1,fil);
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#if 0
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if (u->WallShade)
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{
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MWRITE(u->WallShade,sizeof(*u->WallShade)*u->WallCount,1,fil);
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MWRITE(u->WallShade, sizeof(*u->WallShade) * u->WallCount, 1, fil);
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}
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if (u->rotator)
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@ -384,6 +385,7 @@ bool GameInterface::SaveGame()
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if (u->rotator->origy)
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MWRITE(u->rotator->origy,sizeof(*u->rotator->origy)*u->rotator->num_walls,1,fil);
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}
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#endif
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saveisshot |= SaveSymDataInfo(fil, u->WallP);
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assert(!saveisshot);
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@ -753,10 +755,11 @@ bool GameInterface::LoadGame()
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MREAD(u,sizeof(USER),1,fil);
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memset((void*)&u->rotator, 0, sizeof(u->rotator));
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#if 0
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if (u->WallShade)
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{
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u->WallShade = (int8_t*)CallocMem(u->WallCount * sizeof(*u->WallShade), 1);
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MREAD(u->WallShade,sizeof(*u->WallShade)*u->WallCount,1,fil);
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MREAD(u->WallShade, sizeof(*u->WallShade) * u->WallCount, 1, fil);
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}
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if (u->rotator)
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@ -775,6 +778,7 @@ bool GameInterface::LoadGame()
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MREAD(u->rotator->origy,sizeof(*u->rotator->origy)*u->rotator->num_walls,1,fil);
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}
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}
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#endif
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saveisshot |= LoadSymDataInfo(fil, (void **)&u->WallP);
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saveisshot |= LoadSymDataInfo(fil, (void **)&u->State);
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@ -44,7 +44,7 @@ void ReverseSlidor(short SpriteNum)
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USERp u = User[SpriteNum];
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ROTATORp r;
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r = u->rotator;
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r = u->rotator.Data();
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// if paused go ahead and start it up again
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if (u->Tics)
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@ -96,7 +96,7 @@ void SetSlidorActive(short SpriteNum)
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SPRITEp sp = u->SpriteP;
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ROTATORp r;
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r = u->rotator;
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r = u->rotator.Data();
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DoSlidorInterp(SpriteNum, StartInterpolation);
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@ -543,7 +543,7 @@ int DoSlidorMove(short SpriteNum)
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int old_pos;
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bool kill = false;
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r = u->rotator;
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r = u->rotator.Data();
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// Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
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@ -642,12 +642,6 @@ KillSprite(int16_t SpriteNum)
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PLAYERp pp;
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short pnum;
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if (u->WallShade)
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{
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FreeMem(u->WallShade);
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u->WallShade = NULL;
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}
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// doing a MissileSetPos - don't allow killing
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if (TEST(u->Flags, SPR_SET_POS_DONT_KILL))
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return;
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@ -784,15 +778,7 @@ KillSprite(int16_t SpriteNum)
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SetSuicide(u->flame);
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}
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if (u->rotator)
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{
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if (u->rotator->origx)
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FreeMem(u->rotator->origx);
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if (u->rotator->origy)
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FreeMem(u->rotator->origy);
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u->rotator.Clear();
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}
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u->rotator.Clear();
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FreeUser(SpriteNum);
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}
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@ -909,7 +895,6 @@ SpawnUser(short SpriteNum, short id, STATEp state)
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u->SpriteNum = SpriteNum;
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u->WaitTics = 0;
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u->OverlapZ = Z(4);
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u->WallShade = NULL;
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u->bounce = 0;
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u->motion_blur_num = 0;
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@ -2405,21 +2390,19 @@ SpriteSetup(void)
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wallcount++;
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u->rotator.Alloc();
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u->rotator->num_walls = wallcount;
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u->rotator->open_dest = SP_TAG5(sp);
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u->rotator->speed = SP_TAG7(sp);
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u->rotator->vel = SP_TAG8(sp);
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u->rotator->pos = 0; // closed
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u->rotator->tgt = u->rotator->open_dest; // closed
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u->rotator->origx = (int*)CallocMem(sizeof(u->rotator->origx) * wallcount, 1);
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u->rotator->origy = (int*)CallocMem(sizeof(u->rotator->origy) * wallcount, 1);
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u->rotator->SetNumWalls(wallcount);
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u->rotator->orig_speed = u->rotator->speed;
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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{
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u->rotator->origx[wallcount] = wall[w].x;
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u->rotator->origy[wallcount] = wall[w].y;
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u->rotator->origX[wallcount] = wall[w].x;
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u->rotator->origY[wallcount] = wall[w].y;
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wallcount++;
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}
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@ -2466,7 +2449,7 @@ SpriteSetup(void)
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u->rotator->vel = SP_TAG8(sp);
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u->rotator->pos = 0; // closed
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u->rotator->tgt = u->rotator->open_dest; // closed
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u->rotator->num_walls = 0;
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u->rotator->ClearWalls();
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u->rotator->orig_speed = u->rotator->speed;
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SET(u->Flags, SPR_ACTIVE);
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@ -2611,13 +2594,13 @@ SpriteSetup(void)
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}
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User[SpriteNum] = u = SpawnUser(SpriteNum, 0, NULL);
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u->WallCount = wallcount;
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wall_shade = u->WallShade = (int8_t*)CallocMem(u->WallCount * sizeof(*u->WallShade), 1);
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u->WallShade.Resize(wallcount);
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wall_shade = u->WallShade.Data();
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// save off original wall shades
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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{
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wall_shade[wallcount] = wall[w].shade;
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wall_shade[wallcount] = wall[w].shade;
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wallcount++;
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if (TEST_BOOL5(sp))
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{
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@ -2667,8 +2650,8 @@ SpriteSetup(void)
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// !LIGHT
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// make an wall_shade array and put it in User
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User[SpriteNum] = u = SpawnUser(SpriteNum, 0, NULL);
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u->WallCount = wallcount;
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wall_shade = u->WallShade = (int8_t*)CallocMem(u->WallCount * sizeof(*u->WallShade), 1);
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u->WallShade.Resize(wallcount);
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wall_shade = u->WallShade.Data();
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// save off original wall shades
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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