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https://github.com/ZDoom/raze-gles.git
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I guess this is an optimization as well
git-svn-id: https://svn.eduke32.com/eduke32@394 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
d0ef9e1133
commit
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6 changed files with 469 additions and 469 deletions
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@ -1108,7 +1108,7 @@ void moveplayers(void) //Players
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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,&s->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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@ -2341,11 +2341,11 @@ CLEAR_THE_BOLT:
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case STEAM__STATIC:
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case CEILINGSTEAM__STATIC:
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p = findplayer(s, &x);
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execute(i,p,x);
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execute(&i,&p,&x);
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goto BOLT;
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case WATERBUBBLEMAKER__STATIC:
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p = findplayer(s, &x);
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execute(i,p,x);
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execute(&i,&p,&x);
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goto BOLT;
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}
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@ -2812,7 +2812,7 @@ void moveweapons(void)
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if (thisprojectile[i].workslike & PROJECTILE_FLAG_HITSCAN)
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{
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p = findplayer(s,&x);
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execute(i,p,x);
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execute(&i,&p,&x);
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goto BOLT;
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}
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@ -3183,7 +3183,7 @@ void moveweapons(void)
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case SHOTSPARK1__STATIC:
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p = findplayer(s,&x);
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execute(i,p,x);
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execute(&i,&p,&x);
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goto BOLT;
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}
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}
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@ -4842,7 +4842,7 @@ DETONATEB:
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p = findplayer(s,&x);
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execute(i,p,x);
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execute(&i,&p,&x);
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BOLT:
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@ -5283,7 +5283,7 @@ void moveexplosions(void) // STATNUM 5
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case TRANSPORTERSTAR__STATIC:
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case TRANSPORTERBEAM__STATIC:
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p = findplayer(s,&x);
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execute(i,p,x);
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execute(&i,&p,&x);
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goto BOLT;
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case SHELL__STATIC:
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@ -170,7 +170,7 @@ extern void alterang(short a);
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extern void move(void);
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extern void parseifelse(long condition);
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extern char parse(void);
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extern void execute(short sActor,short sPlayer,long lDist);
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extern void execute(const short *sActor,const short *sPlayer,const long *lDist);
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extern void overwritesprite(long thex,long they,short tilenum,signed char shade,char stat,char dapalnum);
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extern void timerhandler(void);
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extern int gametext(int x,int y,char *t,char s,short dabits);
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@ -328,7 +328,7 @@ extern void sanitizegametype();
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extern void setupdynamictostatic();
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extern void processnames(char *szLabel, long lValue);
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extern void LoadActor(short sActor, short sPlayer, long lDist);
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extern void LoadActor(long sActor);
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extern long GetGameVar(char *szGameLabel, long lDefault, short sActor, short sPlayer);
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extern void DumpGameVars(FILE *fp);
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@ -358,6 +358,6 @@ extern void sendquit(void);
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extern void adduserquote(char *daquote);
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extern char *strip_color_codes(char *t);
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extern void get_level_from_filename(char *fn, char *volume, char *level);
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extern void get_level_from_filename(char *fn, int *volume, int *level);
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#endif // __funct_h__
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@ -9594,7 +9594,7 @@ int load_script(char *szScript)
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return 1;
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}
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void get_level_from_filename(char *fn, char *volume, char *level)
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void get_level_from_filename(char *fn, int *volume, int *level)
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{
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for ((*volume)=0;(*volume)<MAXVOLUMES;(*volume)++)
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{
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File diff suppressed because it is too large
Load diff
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@ -181,4 +181,4 @@ proj_struct projectile[MAXTILES], thisprojectile[MAXSPRITES], defaultprojectile[
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char cheatkey[2] = { sc_D, sc_N };
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char setupfilename[BMAX_PATH]= "duke3d.cfg";
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void get_level_from_filename(char *fn, char *volume, char *level);
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void get_level_from_filename(char *fn, int *volume, int *level);
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@ -813,7 +813,7 @@ void prelevel(char g)
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{
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nexti = nextspritestat[i];
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ResetActorGameVars(i);
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LoadActor(i, -1, -1);
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LoadActor(i);
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if (sprite[i].lotag == -1 && (sprite[i].cstat&16))
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{
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ps[0].exitx = SX;
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@ -1615,7 +1615,7 @@ int enterlevel(char g)
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if (boardfilename[0] != 0 && ud.m_level_number == 7 && ud.m_volume_number == 0)
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{
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char volume, level;
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int volume, level;
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get_level_from_filename(boardfilename,&volume,&level);
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