mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- deleted a bit more unused code.
# Conflicts: # source/games/duke/src/zz_config.cpp
This commit is contained in:
parent
10976e3865
commit
ed9b418db7
7 changed files with 28 additions and 156 deletions
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@ -1319,6 +1319,9 @@ extern int32_t rintersect(int32_t x1, int32_t y1, int32_t z1,
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int32_t x3, int32_t y3, int32_t x4, int32_t y4,
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int32_t x3, int32_t y3, int32_t x4, int32_t y4,
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int32_t *intx, int32_t *inty, int32_t *intz);
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int32_t *intx, int32_t *inty, int32_t *intz);
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void markTileForPrecache(int tilenum, int palnum);
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void precacheMarkedTiles();
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extern int32_t(*animateoffs_replace)(int const tilenum, int fakevar);
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extern int32_t(*animateoffs_replace)(int const tilenum, int fakevar);
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extern void(*paletteLoadFromDisk_replace)(void);
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extern void(*paletteLoadFromDisk_replace)(void);
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extern int32_t(*getpalookup_replace)(int32_t davis, int32_t dashade);
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extern int32_t(*getpalookup_replace)(int32_t davis, int32_t dashade);
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@ -233,7 +233,6 @@ enum sflags_t
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extern ActorInfo actorinfo[MAXTILES];
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extern ActorInfo actorinfo[MAXTILES];
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extern actor_t actor[MAXSPRITES];
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extern actor_t actor[MAXSPRITES];
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extern actor_t* hittype;
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extern actor_t* hittype;
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extern int32_t block_deletesprite;
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extern int32_t g_noEnemies;
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extern int32_t g_noEnemies;
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#define actor_tog g_noEnemies
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#define actor_tog g_noEnemies
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extern int32_t otherp;
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extern int32_t otherp;
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@ -247,15 +246,10 @@ inline int LocateTheLocator(int const tag, int const sectNum)
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}
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}
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int A_IncurDamage(int spriteNum);
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int A_IncurDamage(int spriteNum);
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void A_AddToDeleteQueue(int spriteNum);
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void A_DeleteSprite(int spriteNum);
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void A_DeleteSprite(int spriteNum);
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt);
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void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt);
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void movecyclers(void);
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void movecyclers(void);
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void movedummyplayers(void);
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void movedummyplayers(void);
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void A_MoveSector(int spriteNum);
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void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
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void resetlanepics(void);
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void resetlanepics(void);
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int G_SetInterpolation(int32_t *posptr);
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int G_SetInterpolation(int32_t *posptr);
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@ -282,7 +276,6 @@ static FORCE_INLINE void setsectinterpolate(int sectnum) { Sect_ToggleInterpol
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# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
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# define ACTOR_INLINE_HEADER EXTERN_INLINE_HEADER
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#endif
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#endif
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extern int32_t A_MoveSprite(int32_t spritenum, vec3_t const * change, uint32_t cliptype);
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ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
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ACTOR_INLINE_HEADER int A_CheckEnemyTile(int tileNum);
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ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
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ACTOR_INLINE_HEADER int A_SetSprite(int spriteNum, uint32_t cliptype);
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@ -1,37 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef config_public_h_
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#define config_public_h_
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#include "gamecontrol.h"
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BEGIN_DUKE_NS
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#define SETUPNAMEPARM "SETUPFILE"
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int32_t CONFIG_ReadSetup( void );
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void CONFIG_GetSetupFilename( void );
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END_DUKE_NS
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#endif
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@ -108,7 +108,6 @@ END_DUKE_NS
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#include "actors.h"
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#include "actors.h"
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#include "common_game.h"
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#include "common_game.h"
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#include "config.h"
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#include "gamecontrol.h"
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#include "gamecontrol.h"
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#include "game.h"
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#include "game.h"
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#include "gamedef.h"
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#include "gamedef.h"
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@ -50,24 +50,9 @@ void G_ClearCameraView(DukePlayer_t *ps)
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sprite[k].yvel = 0;
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sprite[k].yvel = 0;
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}
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}
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int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t clipType)
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{
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return fi.movesprite(spriteNum, change->x, change->y, change->z, clipType);
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}
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int32_t block_deletesprite = 0;
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// deletesprite() game wrapper
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// deletesprite() game wrapper
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void A_DeleteSprite(int spriteNum)
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void A_DeleteSprite(int spriteNum)
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{
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{
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if (EDUKE32_PREDICT_FALSE(block_deletesprite))
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{
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Printf(TEXTCOLOR_RED "A_DeleteSprite(): tried to remove sprite %d in EVENT_EGS\n", spriteNum);
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return;
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}
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#ifdef POLYMER
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#ifdef POLYMER
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if (actor[spriteNum].lightptr != NULL && videoGetRenderMode() == REND_POLYMER)
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if (actor[spriteNum].lightptr != NULL && videoGetRenderMode() == REND_POLYMER)
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A_DeleteLight(spriteNum);
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A_DeleteLight(spriteNum);
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@ -82,35 +67,6 @@ void A_DeleteSprite(int spriteNum)
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void insertspriteq(int i);
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void insertspriteq(int i);
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void A_AddToDeleteQueue(int spriteNum)
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{
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insertspriteq(spriteNum);
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}
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void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt)
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{
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spritetype *pSprite = &sprite[spriteNum];
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for (; spawnCnt>0; spawnCnt--)
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{
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int32_t const r1 = krand2(), r2 = krand2();
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int const j = A_InsertSprite(pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z - (r2 % (47 << 8)), tileNum, -32, 8,
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8, r1 & 2047, 0, 0, spriteNum, 5);
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//fi.spawn(-1, j);
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sprite[j].cstat = krand2()&12;
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}
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}
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void A_DoGuts(int spriteNum, int tileNum, int spawnCnt)
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{
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fi.guts(&sprite[spriteNum], tileNum, spawnCnt, 0);
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}
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void A_DoGutsDir(int spriteNum, int tileNum, int spawnCnt)
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{
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fi.gutsdir(&sprite[spriteNum], tileNum, spawnCnt, 0);
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}
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static int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
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static int32_t G_ToggleWallInterpolation(int32_t wallNum, int32_t setInterpolation)
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{
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{
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if (setInterpolation)
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if (setInterpolation)
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}
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}
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}
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}
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void ms(short i);
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void A_MoveSector(int spriteNum)
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{
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ms(spriteNum);
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}
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int g_canSeePlayer = 0;
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int g_canSeePlayer = 0;
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int G_WakeUp(spritetype *const pSprite, int const playerNum)
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int G_WakeUp(spritetype *const pSprite, int const playerNum)
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@ -1,58 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2016 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "duke3d.h"
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#include "osdcmds.h"
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#include "baselayer.h"
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#include "cmdline.h"
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// we load this in to get default button and key assignments
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// as well as setting up function mappings
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BEGIN_DUKE_NS
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int32_t CONFIG_ReadSetup(void)
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{
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g_player[0].ps->aim_mode = 1;
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ud.config.ShowOpponentWeapons = 0;
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ud.automsg = 0;
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ud.camerasprite = -1;
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ud.camera_time = 0;//4;
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ud.screen_tilting = 1;
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ud.statusbarflags = 0;// STATUSBAR_NOSHRINK;
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playerteam = 0;
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ud.angleinterpolation = 0;
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ud.display_bonus_screen = 1;
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ud.show_level_text = 1;
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ud.screenfade = 1;
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ud.menubackground = 1;
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ud.slidebar_paldisabled = 1;
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ud.shadow_pal = 4;
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return 0;
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}
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END_DUKE_NS
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@ -3833,6 +3833,30 @@ static const char* actions[] = {
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void InitFonts();
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void InitFonts();
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int32_t SetDefaults(void)
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{
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g_player[0].ps->aim_mode = 1;
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ud.config.ShowOpponentWeapons = 0;
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ud.automsg = 0;
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ud.camerasprite = -1;
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ud.camera_time = 0;//4;
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ud.screen_tilting = 1;
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ud.statusbarflags = 0;// STATUSBAR_NOSHRINK;
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playerteam = 0;
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ud.angleinterpolation = 0;
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ud.display_bonus_screen = 1;
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ud.show_level_text = 1;
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ud.screenfade = 1;
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ud.menubackground = 1;
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ud.slidebar_paldisabled = 1;
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ud.shadow_pal = 4;
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return 0;
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}
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int GameInterface::app_main()
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int GameInterface::app_main()
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{
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{
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for (int i = 0; i < MAXPLAYERS; i++)
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for (int i = 0; i < MAXPLAYERS; i++)
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G_CheckCommandLine();
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G_CheckCommandLine();
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CONFIG_ReadSetup();
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SetDefaults();
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hud_size.Callback();
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hud_size.Callback();
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