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Fix redneck compiling
# Conflicts: # platform/Windows/eduke32.sln # platform/Windows/rednukem.vcxproj # platform/Windows/rednukem.vcxproj.filters # source/rr/src/config.cpp # source/rr/src/game.cpp # source/rr/src/game.h # source/rr/src/osdcmds.cpp # source/rr/src/sounds.cpp
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62c37b64ae
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2 changed files with 19 additions and 21 deletions
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@ -4549,7 +4549,7 @@ SPAWN_END:
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return newSprite;
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}
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static int G_MaybeTakeOnFloorPal(uspritetype *pSprite, int sectNum)
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static int G_MaybeTakeOnFloorPal(tspritetype *pSprite, int sectNum)
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{
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int const floorPal = sector[sectNum].floorpal;
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@ -4678,9 +4678,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t ourz, int32_t oura
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#endif
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for (j=spritesortcnt-1; j>=0; j--)
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{
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tspritetype *const t = &tsprite[j];
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auto const t = &tsprite[j];
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const int32_t i = t->owner;
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const spritetype *const s = &sprite[i];
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auto const s = &sprite[i];
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switch (DYNAMICTILEMAP(s->picnum))
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{
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@ -4707,7 +4707,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t ourz, int32_t oura
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for (j=spritesortcnt-1; j>=0; j--)
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{
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tspritetype *const t = &tsprite[j];
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auto const t = &tsprite[j];
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const int32_t i = t->owner;
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spritetype *const s = &sprite[i];
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@ -4818,11 +4818,12 @@ default_case1:
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int32_t curframe;
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int32_t scrofs_action;
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//is the perfect time to animate sprites
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tspritetype *const t = &tsprite[j];
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auto const t = &tsprite[j];
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const int32_t i = t->owner;
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// XXX: what's up with the (i < 0) check?
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// NOTE: not const spritetype because set at SET_SPRITE_NOT_TSPRITE (see below).
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tspritetype *const pSprite = (i < 0) ? &tsprite[j] : (tspritetype *)&sprite[i];
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EDUKE32_STATIC_ASSERT(sizeof(uspritetype) == sizeof(tspritetype)); // see TSPRITE_SIZE
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uspritetype *const pSprite = (i < 0) ? (uspritetype *)&tsprite[j] : (uspritetype *)&sprite[i];
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if (adult_lockout && G_CheckAdultTile(DYNAMICTILEMAP(pSprite->picnum)))
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{
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@ -5184,7 +5185,7 @@ default_case1:
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if (ud.showweapons && sprite[g_player[playerNum].ps->i].extra > 0 && g_player[playerNum].ps->curr_weapon > 0
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&& spritesortcnt < maxspritesonscreen)
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{
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uspritetype *const newTspr = &tsprite[spritesortcnt];
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tspritetype *const newTspr = &tsprite[spritesortcnt];
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int const currentWeapon = g_player[playerNum].ps->curr_weapon;
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*newTspr = *t;
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@ -5223,7 +5224,7 @@ default_case1:
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if (g_player[playerNum].inputBits->extbits & (1 << 7) && !ud.pause_on && spritesortcnt < maxspritesonscreen)
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{
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uspritetype *const playerTyping = t;
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tspritetype *const playerTyping = t;
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playerTyping->statnum = TSPR_TEMP;
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playerTyping->cstat = 0;
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@ -5603,7 +5604,7 @@ skip:
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if ((pSprite->z-shadowZ) < ZOFFSET3 && g_player[screenpeek].ps->pos.z < shadowZ)
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{
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uspritetype *const tsprShadow = &tsprite[spritesortcnt];
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tspritetype *const tsprShadow = &tsprite[spritesortcnt];
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*tsprShadow = *t;
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tsprShadow->statnum = TSPR_TEMP;
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@ -5626,7 +5627,7 @@ skip:
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tsprShadow->yrepeat = 0;
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// 512:trans reverse
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//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
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tsprShadow->extra |= TSPR_EXTRA_MDHACK;
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tsprShadow->clipdist |= TSPR_FLAGS_MDHACK;
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tsprShadow->cstat |= 512;
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}
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else
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@ -458,7 +458,14 @@ static inline int G_GetMusicIdx(const char *str)
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return (ep * MAXLEVELS) + lev;
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}
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static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
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extern void G_PrintCurrentMusic(void);
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EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
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EXTERN_INLINE_HEADER void SetIfGreater(int32_t *variable, int32_t potentialValue);
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template <typename T>
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static inline int G_GetViewscreenSizeShift(T const *tspr)
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{
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#if VIEWSCREENFACTOR == 0
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UNREFERENCED_PARAMETER(tspr);
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@ -475,16 +482,6 @@ static inline int G_GetViewscreenSizeShift(const uspritetype *tspr)
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#endif
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}
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EXTERN_INLINE_HEADER void G_SetStatusBarScale(int32_t sc);
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EXTERN_INLINE_HEADER void SetIfGreater(int32_t *variable, int32_t potentialValue);
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#endif
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#ifndef ONLY_USERDEFS
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#if defined game_c_ || !defined DISABLE_INLINING
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EXTERN_INLINE void G_SetStatusBarScale(int32_t sc)
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