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- moved a few global variables around so that they don't get lost for handling savegames or a global state reset.
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6 changed files with 6 additions and 7 deletions
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@ -47,8 +47,6 @@ This file is a combination of code from the following sources:
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BEGIN_DUKE_NS
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int otherp;
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int adjustfall(spritetype* s, int c);
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@ -74,6 +74,7 @@ extern int32_t otherp;
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extern ActorInfo actorinfo[MAXTILES];
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extern weaponhit hittype[MAXSPRITES];
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extern bool sound445done;
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#endif
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@ -46,7 +46,6 @@ BEGIN_DUKE_NS
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FFont* IndexFont;
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FFont* DigiFont;
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int rtsplaying;
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//---------------------------------------------------------------------------
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//
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@ -41,8 +41,6 @@ source as it is released.
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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int levelTextTime;
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//==========================================================================
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//
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// very much a dummy to access the methods.
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@ -35,8 +35,6 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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// PRIMITIVE
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BEGIN_DUKE_NS
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static bool sound445done; // what is this supposed to do? Looks broken.
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//---------------------------------------------------------------------------
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//
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//
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@ -46,6 +46,11 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_DUKE_NS
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int levelTextTime; // must be serialized
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int rtsplaying; // must be serialized
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int otherp; // MP only
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bool sound445done; // this was local state inside a function, but this must be maintained globally and serialized
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int16_t max_ammo_amount[MAX_WEAPONS];
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int32_t spriteqamount = 64;
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