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- make sure that the aplWeapon* stuff is never accessed outside of WW2GI.
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parent
f0a6c4ecd8
commit
07c4b61260
3 changed files with 14 additions and 16 deletions
source/games/duke/src
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@ -549,6 +549,8 @@ void InitGameVarPointers(void)
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char aszBuf[64];
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// called from game Init AND when level is loaded...
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if (!isWW2GI()) return;
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for (i = 0; i < 12/*MAX_WEAPONS*/; i++) // Setup only exists for the original 12 weapons.
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{
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sprintf(aszBuf, "WEAPON%d_CLIP", i);
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@ -282,9 +282,13 @@ void displayweapon_d(int snum, double interpfrac)
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}
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else
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{
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auto weapTotalTime = aplWeaponTotalTime(p->curr_weapon, snum);
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auto weapFireDelay = aplWeaponFireDelay(p->curr_weapon, snum);
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auto weapReload = aplWeaponReload(p->curr_weapon, snum);
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int weapTotalTime = 0, weapFireDelay = 0, weapReload = 0;
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if (isWW2GI())
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{
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weapTotalTime = aplWeaponTotalTime(p->curr_weapon, snum);
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weapFireDelay = aplWeaponFireDelay(p->curr_weapon, snum);
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weapReload = aplWeaponReload(p->curr_weapon, snum);
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}
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//---------------------------------------------------------------------------
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//
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@ -737,7 +741,6 @@ void displayweapon_d(int snum, double interpfrac)
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{
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// down
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offsets.Y += 10 * (kickback_pic - weapTotalTime); //D
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// offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle);
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}
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@ -745,7 +748,6 @@ void displayweapon_d(int snum, double interpfrac)
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{
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// up and left
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offsets.Y += 10 * (weapReload - kickback_pic); //U
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// offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DTILE_DEVISTATOR, shade, o, pal, angle);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DTILE_DEVISTATOR, shade, o | 4, pal, angle);
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}
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@ -1344,28 +1344,22 @@ static void operateweapon(int snum, ESyncBits actions)
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p->ammo_amount[p->curr_weapon]--;
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shoot(pact, DukeGrowSparkClass);
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//#ifdef NAM
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//#else
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if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
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if (!isNam())
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{
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// make them visible if not set...
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p->visibility = 0;
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lastvisinc = PlayClock + 32;
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checkavailweapon(p);
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}
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checkavailweapon(p);
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//#endif
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}
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else if (!isNam()) p->kickback_pic++;
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if (isNam() && p->kickback_pic > 30)
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{
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// reload now...
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p->okickback_pic = p->kickback_pic = 0;
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if (!(aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_NOVISIBLE))
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{
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// make them visible if not set...
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p->visibility = 0;
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lastvisinc = PlayClock + 32;
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}
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// make them visible if not set...
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p->visibility = 0;
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lastvisinc = PlayClock + 32;
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checkavailweapon(p);
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}
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break;
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