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source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
# Conflicts: # source/duke3d/src/gamevars.cpp
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1 changed files with 2 additions and 12 deletions
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@ -1059,22 +1059,12 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
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}
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}
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}
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}
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// Initialize WEAPONx_* gamevars. Since for Lunatic, they reside on the C side,
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// Initialize WEAPONx_* gamevars
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// they're set directly. In C-CON, a new CON variable is defined together with
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#define ADDWEAPONVAR(Weapidx, Membname) do { \
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// its initial value.
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#ifdef LUNATIC
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# define ADDWEAPONVAR(Weapidx, Membname) do { \
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int32_t j; \
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for (j=0; j<MAXPLAYERS; j++) \
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g_playerWeapon[j][Weapidx].Membname = weapondefaults[Weapidx].Membname; \
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} while (0)
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#else
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# define ADDWEAPONVAR(Weapidx, Membname) do { \
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FStringf aszBuf("WEAPON%d_" #Membname, Weapidx); \
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FStringf aszBuf("WEAPON%d_" #Membname, Weapidx); \
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aszBuf.ToUpper(); \
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aszBuf.ToUpper(); \
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Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
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Gv_NewVar(aszBuf, weapondefaults[Weapidx].Membname, GAMEVAR_PERPLAYER | GAMEVAR_SYSTEM); \
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} while (0)
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} while (0)
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#endif
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// Finish a default weapon member after CON translation. If it was not
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// Finish a default weapon member after CON translation. If it was not
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// overridden from CON itself (see example at g_weaponOverridden[]), we set
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// overridden from CON itself (see example at g_weaponOverridden[]), we set
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