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Mapster undo fixes and some other relatively minor stuff... SPRITE_NOLIGHT flag to kill built in lights from CONs
git-svn-id: https://svn.eduke32.com/eduke32@1444 1a8010ca-5511-0410-912e-c29ae57300e0
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6f6f0900c8
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5 changed files with 1949 additions and 1906 deletions
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@ -7853,6 +7853,17 @@ void G_MoveWorld(void)
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{
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spritetype *s = &sprite[i];
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT))
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{
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if (ActorExtra[i].lightptr != NULL)
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{
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polymer_deletelight(ActorExtra[i].lightId);
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ActorExtra[i].lightId = -1;
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ActorExtra[i].lightptr = NULL;
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}
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break;
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}
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if (ActorExtra[i].lightptr != NULL && ActorExtra[i].lightcount)
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{
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if (!(--ActorExtra[i].lightcount))
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@ -7883,8 +7894,16 @@ void G_MoveWorld(void)
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{
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int32_t x, y;
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if (s->cstat & 32768 || !inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT) || !inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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{
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if (ActorExtra[i].lightptr != NULL)
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{
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polymer_deletelight(ActorExtra[i].lightId);
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ActorExtra[i].lightId = -1;
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ActorExtra[i].lightptr = NULL;
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}
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break;
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}
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x = ((sintable[(s->ang+512)&2047])>>7);
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y = ((sintable[(s->ang)&2047])>>7);
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@ -7981,7 +8000,7 @@ void G_MoveWorld(void)
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{
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int32_t x, y;
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if ((s->cstat & 32768) || !inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SPRITE_NOLIGHT) || !inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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{
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if (ActorExtra[i].lightptr != NULL)
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{
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File diff suppressed because it is too large
Load diff
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@ -864,6 +864,7 @@ enum SpriteFlags_t {
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SPRITE_BADGUY = 32,
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SPRITE_NOPAL = 64,
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SPRITE_NOEVENTCODE = 128,
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SPRITE_NOLIGHT = 256,
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};
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extern int16_t SpriteCacheList[MAXTILES][3];
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@ -271,7 +271,7 @@ extern inline void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zof
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extern void se40code(int32_t x,int32_t y,int32_t z,int32_t a,int32_t h, int32_t smoothratio);
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extern void G_FreeMapState(int32_t mapnum);
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extern void G_FindLevelForFilename(const char *fn, char *volume, char *level);
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extern int32_t G_FindLevelForFilename(const char *fn);
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extern void G_GetCrosshairColor(void);
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extern void G_SetCrosshairColor(int32_t r, int32_t g, int32_t b);
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@ -742,7 +742,7 @@ void P_ResetWeapons(int32_t snum)
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p->curr_weapon = PISTOL_WEAPON;
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p->gotweapon[PISTOL_WEAPON] = 1;
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p->gotweapon[KNEE_WEAPON] = 1;
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p->ammo_amount[PISTOL_WEAPON] = 48;
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p->ammo_amount[PISTOL_WEAPON] = min(p->max_ammo_amount[PISTOL_WEAPON], 48);
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p->gotweapon[HANDREMOTE_WEAPON] = 1;
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p->last_weapon = -1;
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@ -1282,7 +1282,7 @@ void G_NewGame(int32_t vn,int32_t ln,int32_t sk)
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{
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p->curr_weapon = i;
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p->gotweapon[i] = 1;
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p->ammo_amount[i] = 48;
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p->ammo_amount[i] = min(p->max_ammo_amount[i], 48);
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}
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else if (aplWeaponWorksLike[i][0]==KNEE_WEAPON)
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p->gotweapon[i] = 1;
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@ -1625,19 +1625,20 @@ void Net_ResetPrediction(void)
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extern int32_t voting, vote_map, vote_episode;
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void G_FindLevelForFilename(const char *fn, char *volume, char *level)
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int32_t G_FindLevelForFilename(const char *fn)
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{
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for (*volume=0; *volume<MAXVOLUMES; (*volume)++)
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int32_t volume, level;
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for (volume=0; volume<MAXVOLUMES; volume++)
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{
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for (*level=0; *level<MAXLEVELS; (*level)++)
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for (level=0; level<MAXLEVELS; level++)
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{
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if (MapInfo[(*volume*MAXLEVELS)+*level].filename != NULL)
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if (!Bstrcasecmp(fn, MapInfo[(*volume*MAXLEVELS)+*level].filename))
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break;
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if (MapInfo[(volume*MAXLEVELS)+level].filename != NULL)
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if (!Bstrcasecmp(fn, MapInfo[(volume*MAXLEVELS)+level].filename))
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return ((volume * MAXLEVELS) + level);
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}
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if (*level != MAXLEVELS)
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break;
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}
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return MAXLEVELS;
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}
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int32_t G_EnterLevel(int32_t g)
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@ -1669,14 +1670,17 @@ int32_t G_EnterLevel(int32_t 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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int32_t volume, level;
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Bcorrectfilename(boardfilename,0);
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G_FindLevelForFilename(boardfilename,&volume,&level);
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volume = level = G_FindLevelForFilename(boardfilename);
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if (level != MAXLEVELS)
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{
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level &= MAXLEVELS-1;
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volume = (volume - level) / MAXLEVELS;
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ud.level_number = ud.m_level_number = level;
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ud.volume_number = ud.m_volume_number = volume;
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boardfilename[0] = 0;
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