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Duke3D: Remove a few more LUNATIC-specific definitions and macro references
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2 changed files with 0 additions and 66 deletions
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@ -114,28 +114,6 @@ enum actionflags
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AF_VIEWPOINT = 1u<<0u,
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};
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#ifdef LUNATIC
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struct action
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{
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// These members MUST be in this exact order because FFI cdata of this type
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// can be initialized by passing a table with numeric indices (con.action).
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int16_t startframe, numframes;
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int16_t viewtype, incval, delay;
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uint16_t flags;
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};
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struct move
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{
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// These members MUST be in this exact order.
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int16_t hvel, vvel;
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};
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#pragma pack(push,1)
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typedef struct { int32_t id; struct move mv; } con_move_t;
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typedef struct { int32_t id; struct action ac; } con_action_t;
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#pragma pack(pop)
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#endif
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// Select an actor's actiontics and movflags locations depending on
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// whether we compile the Lunatic build.
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// <spr>: sprite pointer
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@ -154,16 +132,6 @@ typedef struct
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{
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int32_t t_data[10]; // 40b sometimes used to hold offsets to con code
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#ifdef LUNATIC
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// total: 18b
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struct move mv;
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struct action ac;
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// Gets incremented by TICSPERFRAME on each A_Execute() call:
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uint16_t actiontics;
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// Movement flags, sprite[i].hitag in C-CON:
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uint16_t movflags;
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#endif
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int32_t flags; // 4b
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vec3_t bpos; // 12b
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int32_t floorz, ceilingz; // 8b
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@ -206,26 +174,6 @@ typedef struct netactor_s
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t_data_8,
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t_data_9;
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#ifdef LUNATIC
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int32_t
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hvel,
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vvel;
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int32_t
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startframe,
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numframes;
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int32_t
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viewtype,
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incval,
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delay;
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int32_t
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actiontics;
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#endif
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int32_t
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flags;
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@ -255,11 +203,6 @@ typedef struct netactor_s
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stayput,
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dispicnum;
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#if defined LUNATIC
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int32_t movflags;
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#endif
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// note: lightId, lightcount, lightmaxrange are not synchronized between client and server
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int32_t
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@ -353,10 +296,8 @@ typedef struct netactor_s
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typedef struct
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{
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#if !defined LUNATIC
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intptr_t *execPtr; // pointer to CON script for this tile, formerly actorscrptr
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intptr_t *loadPtr; // pointer to load time CON script, formerly actorLoadEventScrPtr or something
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#endif
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projectile_t *proj;
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projectile_t *defproj;
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uint32_t flags; // formerly SpriteFlags, ActorType
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@ -468,10 +409,6 @@ void Sect_ToggleInterpolation(int sectnum, int setInterpolation);
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static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 0); }
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static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1); }
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#ifdef LUNATIC
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int32_t G_ToggleWallInterpolation(int32_t w, int32_t doset);
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#endif
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#if KRANDDEBUG
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# define ACTOR_INLINE __fastcall
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# define ACTOR_INLINE_HEADER extern __fastcall
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@ -2017,8 +2017,6 @@ static int P_DisplayKnuckles(int knuckleShade)
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return 1;
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}
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#if !defined LUNATIC
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// Set C-CON's WEAPON and WORKSLIKE gamevars.
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void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
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{
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Gv_SetVar(g_weaponVarID, pPlayer->curr_weapon, pPlayer->i, playerNum);
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@ -2026,7 +2024,6 @@ void P_SetWeaponGamevars(int playerNum, const DukePlayer_t * const pPlayer)
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((unsigned)pPlayer->curr_weapon < MAX_WEAPONS) ? PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) : -1,
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pPlayer->i, playerNum);
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}
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#endif
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static void P_FireWeapon(int playerNum)
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{
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