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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- thinning out some crap.
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parent
d7f8d1a5bf
commit
dc653bbdc0
14 changed files with 13 additions and 110 deletions
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@ -51,27 +51,7 @@ short DebugBorderShade = 0;
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#define X_TO_FIXED(val) (x_aspect_mul*(val))
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#define Y_TO_FIXED(val) (y_aspect_mul*(val))
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SWBOOL RedrawScreen = FALSE;
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int f_xdim, f_ydim, x_pix_size, y_pix_size, x_aspect_mul, y_aspect_mul;
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int CrosshairX, CrosshairY;
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extern SWBOOL BorderAdjust;
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SWBOOL GlobSpriteBoxUpdateEveryFrame = FALSE;
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void
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SetupAspectRatio(void)
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{
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f_xdim = FIXED(xdim, 0);
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f_ydim = FIXED(ydim, 0);
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x_pix_size = (f_320 / xdim);
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y_pix_size = (f_200 / ydim);
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x_aspect_mul = (f_xdim / 320);
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y_aspect_mul = (f_ydim / 200);
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}
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void
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SetFragBar(PLAYERp pp)
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@ -140,11 +120,18 @@ BORDER_INFO BorderInfoValues[] =
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static void BorderSetView(PLAYERp, int *Xdim, int *Ydim, int *ScreenSize)
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{
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int x, x2, y, y2;
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BORDER_INFO *b;
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const BORDER_INFO *b = &BorderInfoValues[gs.BorderNum];
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int f_xdim, f_ydim, x_pix_size, y_pix_size, x_aspect_mul, y_aspect_mul;
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BorderInfo = BorderInfoValues[gs.BorderNum];
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f_xdim = FIXED(xdim, 0);
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f_ydim = FIXED(ydim, 0);
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x_pix_size = (f_320 / xdim);
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y_pix_size = (f_200 / ydim);
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x_aspect_mul = (f_xdim / 320);
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y_aspect_mul = (f_ydim / 200);
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b = &BorderInfo;
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// figure out the viewing window x and y dimensions
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*Xdim = MSW(f_xdim - X_TO_FIXED(b->Xdim));
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@ -206,24 +193,4 @@ void SetBorder(PLAYERp pp, int value)
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SetFragBar(pp);
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}
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void
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SetRedrawScreen(PLAYERp pp)
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{
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if (pp != Player + myconnectindex)
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return;
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if (!BorderAdjust)
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return;
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if (gs.BorderNum < BORDER_NONE)
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gs.BorderNum = BORDER_NONE;
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// Redraw the BORDER_TILE only if getting smaller
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BorderInfo = BorderInfoValues[gs.BorderNum];
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// test at redrawing the whole screen
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RedrawScreen = TRUE;
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}
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END_SW_NS
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@ -194,7 +194,6 @@ void GameInterface::MenuClosed()
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if (!LoadGameOutsideMoveLoop)
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{
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ResumeGame();
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SetRedrawScreen(&Player[myconnectindex]);
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}
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}
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@ -424,7 +424,6 @@ DemoPlayBack(void)
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// THIS STUFF DEPENDS ON MYCONNECTINDEX BEING SET RIGHT
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pp = Player + myconnectindex;
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SetRedrawScreen(pp);
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if (!DemoInitOnce)
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buf_ndx = 0;
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@ -70,7 +70,6 @@ extern SWBOOL HelpInputMode;
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extern short HelpPage;
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extern short HelpPagePic[];
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extern ParentalStruct aVoxelArray[MAXTILES];
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extern SWBOOL RedrawScreen;
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SWBOOL RedrawCompass=FALSE;
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extern int Follow_posx,Follow_posy;
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@ -1079,7 +1078,6 @@ ResizeView(PLAYERp pp)
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inputState.ClearKeyStatus(sc_Escape);
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dimensionmode = 3;
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ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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}
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#endif
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}
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@ -1923,16 +1921,12 @@ drawscreen(PLAYERp pp)
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}
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#endif
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if (videoGetRenderMode() >= REND_POLYMOST)
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RedrawScreen = TRUE;
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DrawScreen = TRUE;
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PreDraw();
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// part of new border refresh method
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if (RedrawScreen && !ScreenSavePic)
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if (!ScreenSavePic)
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{
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RedrawCompass = TRUE;
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RedrawScreen = FALSE;
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// get rid of all PERM sprites!
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renderFlushPerms();
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// get rid of all PANF_KILL_AFTER_SHOW sprites!
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@ -668,7 +668,6 @@ bool InitGame()
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}
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GraphicsMode = TRUE;
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SetupAspectRatio();
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InitFX(); // JBF: do it down here so we get a hold of the window handle
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return true;
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@ -2148,7 +2147,6 @@ void InitRunLevel(void)
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// contains what is needed from calls below
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if (snd_ambience)
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StartAmbientSound();
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SetRedrawScreen(Player + myconnectindex);
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// crappy little hack to prevent play clock from being overwritten
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// for load games
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SavePlayClock = PlayClock;
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@ -2210,8 +2208,6 @@ void InitRunLevel(void)
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// IMPORTANT - MUST be right before game loop AFTER waitforeverybody
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InitTimingVars();
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SetRedrawScreen(Player + myconnectindex);
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if (snd_ambience)
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StartAmbientSound();
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}
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@ -2745,7 +2741,6 @@ getinput(SW_PACKET *loc, SWBOOL tied)
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dimensionmode = 3;
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SetFragBar(pp);
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ScrollMode2D = FALSE;
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SetRedrawScreen(pp);
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}
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}
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@ -3594,8 +3589,8 @@ void GameInterface::set_hud_layout(int requested_size)
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{
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gs.BorderNum = 9 - requested_size;
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SetBorder(Player + myconnectindex, gs.BorderNum);
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SetRedrawScreen(Player + myconnectindex);
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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@ -3615,7 +3610,7 @@ void GameInterface::FreeGameData()
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void GameInterface::UpdateScreenSize()
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{
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SetupAspectRatio();
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// Fixme. The underlying code here is too broken and must be refactored first.
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}
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@ -2270,7 +2270,6 @@ extern SWBOOL ReloadPrompt;
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extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
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//extern unsigned char synctics, lastsynctics;
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extern BORDER_INFO BorderInfo;
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extern short snum;
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extern int lockspeed,totalsynctics;
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@ -2390,10 +2389,6 @@ void DrawMenuLevelScreen(void); // game.c
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void DebugWriteString(char *string); // game.c
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void ManualPlayerInsert(PLAYERp pp); // game.c
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void SetRedrawScreen(PLAYERp pp); // border.c
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void SetupAspectRatio(void); // border.c
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void SetCrosshair(void); // border.c
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void initsynccrc(void); // sync.c
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void demosync_record(void); // sync.c
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void demosync_test(int cnt); // sync.c
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@ -51,7 +51,6 @@ short InventoryBarYpos[] = {172, 172, 130, 130, 130, 130, 130, 130, 130, 130, 13
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void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
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void SpawnInventoryBar(PLAYERp pp);
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void InventoryBarUpdatePosition(PLAYERp pp);
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void InvBorderRefresh(PLAYERp pp);
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void InventoryUse(PLAYERp pp);
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void InventoryStop(PLAYERp pp, short InventoryNum);
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void KillInventoryBar(PLAYERp pp);
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@ -628,7 +627,6 @@ void InventoryKeys(PLAYERp pp)
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PlayerUpdateInventory(pp, pp->InventoryNum - 1);
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PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
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InventoryBarUpdatePosition(pp);
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InvBorderRefresh(pp);
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}
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}
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else
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@ -646,7 +644,6 @@ void InventoryKeys(PLAYERp pp)
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PlayerUpdateInventory(pp, pp->InventoryNum + 1);
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PutStringInfo(pp, InventoryData[pp->InventoryNum].Name);
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InventoryBarUpdatePosition(pp);
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InvBorderRefresh(pp);
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}
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}
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else
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@ -721,20 +718,6 @@ void InventoryKeys(PLAYERp pp)
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}
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}
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void InvBorderRefresh(PLAYERp pp)
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{
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// int x,y;
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if (pp != Player + myconnectindex)
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return;
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// x = InventoryBarXpos[gs.BorderNum];
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// y = InventoryBarYpos[gs.BorderNum];
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SetRedrawScreen(pp);
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//BorderRefreshClip(pp, x-5, y-5, x + (MAX_INVENTORY * INVENTORY_ICON_WIDTH), y + 24);
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}
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void InventoryTimer(PLAYERp pp)
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{
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// called every time through loop
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@ -754,9 +737,6 @@ void InventoryTimer(PLAYERp pp)
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KillInventoryBar(pp);
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// don't update bar anymore
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pp->InventoryBarTics = 0;
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InvBorderRefresh(pp);
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//BorderRefresh(pp);
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}
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}
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@ -213,8 +213,6 @@ void adduserquote(const char *daquote)
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{
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int i;
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SetRedrawScreen(Player+myconnectindex);
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for (i=MAXUSERQUOTES-1; i>0; i--)
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{
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strcpy(user_quote[i],user_quote[i-1]);
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@ -467,7 +467,6 @@ SendMulitNameChange(char *new_name)
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strcpy(pp->PlayerName, new_name);
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playername = new_name;
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SetRedrawScreen(pp);
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//TRAVERSE_CONNECT(pnum)
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{
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@ -1505,7 +1504,6 @@ getpackets(void)
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MONO_PRINT(ds);
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strcpy(pp->PlayerName, p->PlayerName);
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SetRedrawScreen(Player+myconnectindex);
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break;
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}
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@ -106,8 +106,6 @@ char UziRecoilYadj = 0;
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extern SWBOOL QuitFlag;
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extern short screenpeek;
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BORDER_INFO BorderInfo;
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ANIMATOR NullAnimator;
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pANIMATOR pNullAnimator;
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int InitStar(PLAYERp);
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@ -5215,8 +5215,6 @@ DoPlayerStopDiveNoWarp(PLAYERp pp)
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if (Prediction)
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return;
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if (!NoMeters) SetRedrawScreen(pp);
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StopPlayerSound(pp);
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// stop diving no warp
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@ -5245,8 +5243,6 @@ DoPlayerStopDive(PLAYERp pp)
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if (Prediction)
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return;
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if (!NoMeters) SetRedrawScreen(pp);
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StopPlayerSound(pp);
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// stop diving with warp
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@ -5289,7 +5285,6 @@ DoPlayerDiveMeter(PLAYERp pp)
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if (metertics <= 0 && !TEST(pp->Flags, PF_DIVING|PF_DIVING_IN_LAVA))
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{
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SetRedrawScreen(pp);
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return;
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}
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@ -7775,10 +7770,8 @@ void UpdateScrollingMessages(void)
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if (user_quote_time[i] <= 0)
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{
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SetRedrawScreen(Player + myconnectindex);
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user_quote_time[i] = 0;
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}
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//if (!user_quote_time[i]) pub = NUMPAGES;
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}
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}
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@ -585,7 +585,6 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
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MWRITE(&totalclock,sizeof(totalclock),1,fil);
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MWRITE(&NormalVisibility,sizeof(NormalVisibility),1,fil);
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MWRITE(&BorderInfo,sizeof(BorderInfo),1,fil);
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MWRITE(&MoveSkip2,sizeof(MoveSkip2),1,fil);
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MWRITE(&MoveSkip4,sizeof(MoveSkip4),1,fil);
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MWRITE(&MoveSkip8,sizeof(MoveSkip8),1,fil);
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@ -972,7 +971,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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MREAD(&NormalVisibility,sizeof(NormalVisibility),1,fil);
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MREAD(&BorderInfo,sizeof(BorderInfo),1,fil);
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MREAD(&MoveSkip2,sizeof(MoveSkip2),1,fil);
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MREAD(&MoveSkip4,sizeof(MoveSkip4),1,fil);
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MREAD(&MoveSkip8,sizeof(MoveSkip8),1,fil);
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@ -1137,9 +1135,6 @@ bool GameInterface::LoadGame(FSaveGameNode* sv)
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}
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InitNetVars();
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SetupAspectRatio();
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SetRedrawScreen(Player + myconnectindex);
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screenpeek = myconnectindex;
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PlayingLevel = Level;
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@ -953,7 +953,6 @@ BossHealthMeter(void)
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if (metertics <= 0)
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{
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SetRedrawScreen(pp);
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continue;
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}
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@ -95,8 +95,6 @@ PANEL_SPRITEp pClearTextLineID(PLAYERp pp, short id, int y, short pri)
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if (psp->ID == id && psp->y == y && psp->priority == pri)
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{
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SetRedrawScreen(psp->PlayerP);
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//SET(psp->flags, PANF_INVISIBLE);
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pSetSuicide(psp);
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}
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}
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@ -117,9 +115,7 @@ PANEL_SPRITEp pMenuClearTextLineID(PLAYERp pp, short id, int y, short pri)
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if (psp->ID == id && psp->y == y && psp->priority == pri)
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{
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SetRedrawScreen(psp->PlayerP);
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pKillSprite(psp);
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//pSetSuicide(psp);
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}
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}
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@ -129,7 +125,6 @@ PANEL_SPRITEp pMenuClearTextLineID(PLAYERp pp, short id, int y, short pri)
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void pClearTextLine(PLAYERp pp, int y)
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{
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SetRedrawScreen(pp);
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pClearTextLineID(pp, ID_TEXT, y, PRI_FRONT_MAX);
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}
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@ -137,8 +132,6 @@ void StringTimer(PANEL_SPRITEp psp)
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{
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if ((psp->kill_tics -= synctics) <= 0)
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{
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SetRedrawScreen(psp->PlayerP);
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//pSetSuicide(psp); // did not work here
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pKillSprite(psp);
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return;
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}
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