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- deleted some unused global variables, code simplification plus extended wall index field in Trap
Todo: give fields more meaningful names!
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4 changed files with 3 additions and 27 deletions
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@ -108,13 +108,10 @@ short nAlarmTicks;
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short nButtonColor;
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short nEnergyChan;
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short bModemPlay = false;
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int lCountDown = 0;
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short nEnergyTowers = 0;
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short nCfgNetPlayers = 0;
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FILE *vcrfp = NULL;
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int lLocalCodes = 0;
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@ -122,12 +119,6 @@ short bCoordinates = false;
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int nNetTime = -1;
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short nCodeMin = 0;
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short nCodeMax = 0;
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short nCodeIndex = 0;
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//short nScreenWidth = 320;
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//short nScreenHeight = 200;
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int flash;
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int totalmoves;
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@ -135,14 +126,9 @@ short nCurBodyNum = 0;
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short nBodyTotal = 0;
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short lastfps;
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short nTotalPlayers = 1;
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// TODO: Rename this (or make it static) so it doesn't conflict with library function
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//short socket = 0;
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short nFirstPassword = 0;
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short nFirstPassInfo = 0;
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short nPasswordCount = 0;
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short bSnakeCam = false;
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short bRecord = false;
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@ -130,8 +130,6 @@ extern short nButtonColor;
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extern short nHeadStage;
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extern short lastfps;
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extern int flash;
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extern short nSnakeCam;
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@ -174,7 +174,6 @@ void InitLevel(MapRecord* map)
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InitPlayerKeys(i);
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}
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EndLevel = 0;
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lastfps = 0;
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ResetView();
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ResetEngine();
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totalmoves = 0;
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@ -154,7 +154,7 @@ struct Trap
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short field_0;
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short nType;
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short field_6;
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int field_6;
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int field_8; // wallnum
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short field_A;
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short field_C;
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@ -2612,15 +2612,8 @@ void PostProcess()
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if (i != j && SectSpeed[j] && !(SectFlag[i] & kSectLava))
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{
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int xVal = wall[sector[i].wallptr].x - wall[sector[j].wallptr].x;
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if (xVal < 0) {
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xVal = -xVal;
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}
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int yVal = wall[sector[i].wallptr].x - wall[sector[j].wallptr].x;
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if (yVal < 0) {
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yVal = -yVal;
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}
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int xVal = abs(sector[i].firstWall()->x - sector[j].firstWall()->x);
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int yVal = abs(sector[i].firstWall()->y - sector[j].firstWall()->y);
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if (xVal < 15000 && yVal < 15000 && (xVal + yVal < var_20))
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{
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