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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- variable renaming for clarity.
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parent
b03a637e10
commit
cf8da6c6e3
1 changed files with 49 additions and 49 deletions
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@ -366,7 +366,7 @@ void movedummyplayers(void)
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while ((i = iti.NextIndex()) >= 0)
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{
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auto spri = &sprite[i];
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auto hti = &hittype[i];
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auto act = &hittype[i];
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p = sprite[spri->owner].yvel;
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if ((!isRR() && ps[p].on_crane != nullptr) || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0)
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@ -382,9 +382,9 @@ void movedummyplayers(void)
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spri->cstat = CSTAT_SPRITE_BLOCK_ALL;
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spri->z = sector[spri->sectnum].ceilingz + (27 << 8);
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spri->ang = ps[p].angle.ang.asbuild();
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if (hti->temp_data[0] == 8)
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hti->temp_data[0] = 0;
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else hti->temp_data[0]++;
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if (act->temp_data[0] == 8)
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act->temp_data[0] = 0;
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else act->temp_data[0]++;
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}
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else
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{
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@ -413,35 +413,35 @@ void moveplayers(void) //Players
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StatIterator iti(STAT_PLAYER);
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while ((i = iti.NextIndex()) >= 0)
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{
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auto s = &sprite[i];
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auto ht = &hittype[i];
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auto p = &ps[s->yvel];
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if (s->owner >= 0)
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auto spri = &sprite[i];
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auto act = &hittype[i];
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auto p = &ps[spri->yvel];
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if (spri->owner >= 0)
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{
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if (p->newowner >= 0) //Looking thru the camera
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{
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s->x = p->oposx;
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s->y = p->oposy;
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ht->bposz = s->z = p->oposz + PHEIGHT;
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s->ang = p->angle.oang.asbuild();
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setsprite(i, s->x, s->y, s->z);
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spri->x = p->oposx;
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spri->y = p->oposy;
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act->bposz = spri->z = p->oposz + PHEIGHT;
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spri->ang = p->angle.oang.asbuild();
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setsprite(i, spri->x, spri->y, spri->z);
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}
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else
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{
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if (ud.multimode > 1)
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otherp = findotherplayer(s->yvel, &otherx);
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otherp = findotherplayer(spri->yvel, &otherx);
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else
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{
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otherp = s->yvel;
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otherp = spri->yvel;
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otherx = 0;
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}
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execute(i, s->yvel, otherx);
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execute(i, spri->yvel, otherx);
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if (ud.multimode > 1)
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if (sprite[ps[otherp].i].extra > 0)
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{
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if (s->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
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if (spri->yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
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{
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if (otherx < 1400 && p->knee_incs == 0)
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{
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@ -454,8 +454,8 @@ void moveplayers(void) //Players
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if (ud.god)
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{
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s->extra = max_player_health;
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s->cstat = 257;
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spri->extra = max_player_health;
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spri->cstat = 257;
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if (!isWW2GI() && !isRR())
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p->jetpack_amount = 1599;
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}
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@ -465,21 +465,21 @@ void moveplayers(void) //Players
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p->angle.addadjustment(FixedToFloat(getincangleq16(p->angle.ang.asq16(), gethiq16angle(p->actorsqu->s.x - p->posx, p->actorsqu->s.y - p->posy)) >> 2));
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}
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if (s->extra > 0)
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if (spri->extra > 0)
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{
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// currently alive...
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ht->owner = i;
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act->owner = i;
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if (ud.god == 0)
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if (fi.ceilingspace(s->sectnum) || fi.floorspace(s->sectnum))
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if (fi.ceilingspace(spri->sectnum) || fi.floorspace(spri->sectnum))
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quickkill(p);
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}
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else
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{
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p->posx = s->x;
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p->posy = s->y;
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p->posz = s->z - (20 << 8);
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p->posx = spri->x;
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p->posy = spri->y;
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p->posz = spri->z - (20 << 8);
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p->newowner = -1;
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@ -488,7 +488,7 @@ void moveplayers(void) //Players
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p->angle.addadjustment(FixedToFloat(getincangleq16(p->angle.ang.asq16(), gethiq16angle(p->wackedbyactor->s.x - p->posx, p->wackedbyactor->s.y - p->posy)) >> 1));
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}
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}
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s->ang = p->angle.ang.asbuild();
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spri->ang = p->angle.ang.asbuild();
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}
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}
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else
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@ -499,49 +499,49 @@ void moveplayers(void) //Players
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continue;
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}
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ht->bposx = s->x;
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ht->bposy = s->y;
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ht->bposz = s->z;
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act->bposx = spri->x;
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act->bposy = spri->y;
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act->bposz = spri->z;
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s->cstat = 0;
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spri->cstat = 0;
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if (s->xrepeat < 42)
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if (spri->xrepeat < 42)
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{
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s->xrepeat += 4;
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s->cstat |= 2;
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spri->xrepeat += 4;
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spri->cstat |= 2;
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}
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else s->xrepeat = 42;
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if (s->yrepeat < 36)
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s->yrepeat += 4;
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else spri->xrepeat = 42;
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if (spri->yrepeat < 36)
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spri->yrepeat += 4;
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else
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{
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s->yrepeat = 36;
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if (sector[s->sectnum].lotag != ST_2_UNDERWATER)
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spri->yrepeat = 36;
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if (sector[spri->sectnum].lotag != ST_2_UNDERWATER)
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makeitfall(i);
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if (s->zvel == 0 && sector[s->sectnum].lotag == ST_1_ABOVE_WATER)
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s->z += (32 << 8);
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if (spri->zvel == 0 && sector[spri->sectnum].lotag == ST_1_ABOVE_WATER)
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spri->z += (32 << 8);
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}
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if (s->extra < 8)
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if (spri->extra < 8)
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{
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s->xvel = 128;
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s->ang = p->angle.ang.asbuild();
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s->extra++;
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spri->xvel = 128;
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spri->ang = p->angle.ang.asbuild();
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spri->extra++;
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//IFMOVING; // JBF 20040825: is really "if (ssp(i,CLIPMASK0)) ;" which is probably
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ssp(i, CLIPMASK0); // not the safest of ideas because a zealous optimiser probably sees
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// it as redundant, so I'll call the "ssp(i,CLIPMASK0)" explicitly.
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}
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else
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{
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s->ang = 2047 - (p->angle.ang.asbuild());
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setsprite(i, s->x, s->y, s->z);
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spri->ang = 2047 - (p->angle.ang.asbuild());
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setsprite(i, spri->x, spri->y, spri->z);
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}
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}
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if (sector[s->sectnum].ceilingstat & 1)
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s->shade += (sector[s->sectnum].ceilingshade - s->shade) >> 1;
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if (sector[spri->sectnum].ceilingstat & 1)
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spri->shade += (sector[spri->sectnum].ceilingshade - spri->shade) >> 1;
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else
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s->shade += (sector[s->sectnum].floorshade - s->shade) >> 1;
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spri->shade += (sector[spri->sectnum].floorshade - spri->shade) >> 1;
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}
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}
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