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- Blood: Remove bVanilla
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c835d9cadc
commit
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7 changed files with 7 additions and 22 deletions
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@ -4728,12 +4728,7 @@ void MoveDude(spritetype *pSprite)
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{
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
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if (pPlayer)
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{
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if (bVanilla)
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playerResetInertia(pPlayer);
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else
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playerCorrectInertia(pPlayer, &oldpos);
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}
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playerCorrectInertia(pPlayer, &oldpos);
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switch (nLink) {
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case kMarkerLowStack:
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if (pPlayer == gView)
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@ -123,7 +123,6 @@ void StartLevel(MapRecord* level)
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gHealthTemp[i] = xsprite[gPlayer[i].pSprite->extra].health;
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}
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}
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bVanilla = false;
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memset(xsprite, 0, sizeof(xsprite));
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memset(sprite, 0, kMaxSprites * sizeof(spritetype));
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//drawLoadingScreen();
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@ -228,7 +227,7 @@ void StartLevel(MapRecord* level)
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PreloadCache();
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InitMirrors();
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trInit();
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if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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if (!gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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sfxSetReverb(0);
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ambInit();
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Net_ClearFifo();
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@ -442,7 +441,7 @@ void GameInterface::app_init()
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gChoke.init(518, sub_84230);
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UpdateDacs(0, true);
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enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;//bVanilla;
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enginecompatibility_mode = ENGINECOMPATIBILITY_19960925;
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}
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static void gameInit()
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@ -162,7 +162,7 @@ void qinitspritelists(void) // Replace
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{
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headspritestat[i] = -1;
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}
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int const nMaxSprites = bVanilla ? 4096 : kMaxSprites;
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int const nMaxSprites = kMaxSprites;
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for (short i = 0; i < nMaxSprites; i++)
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{
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sprite[i].sectnum = -1;
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@ -285,8 +285,7 @@ unsigned short dbInsertXSprite(int nSprite)
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ThrowError("Out of free XSprites");
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}
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memset(&xsprite[nXSprite], 0, sizeof(XSPRITE));
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if (!bVanilla)
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memset(&gSpriteHit[nXSprite], 0, sizeof(SPRITEHIT));
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memset(&gSpriteHit[nXSprite], 0, sizeof(SPRITEHIT));
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xsprite[nXSprite].reference = nSprite;
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sprite[nSprite].extra = nXSprite;
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return nXSprite;
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@ -32,7 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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bool bVanilla = false;
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int gFrameClock;
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int gFrameCount;
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@ -32,7 +32,6 @@ BEGIN_BLD_NS
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extern int gFrameClock;
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extern int gFrameCount;
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extern bool bVanilla;
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#define MAXPLAYERNAME 16
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@ -498,7 +498,7 @@ bool GameInterface::LoadGame(FSaveGameNode* node)
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InitSectorFX();
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viewInitializePrediction();
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PreloadCache();
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if (!bVanilla && !gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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if (!gMe->packSlots[1].isActive) // if diving suit is not active, turn off reverb sound effect
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sfxSetReverb(0);
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ambInit();
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for (int i = 0; i < gNetPlayers; i++)
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@ -506,7 +506,6 @@ bool GameInterface::LoadGame(FSaveGameNode* node)
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viewSetErrorMessage("");
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Net_ClearFifo();
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paused = 0;
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bVanilla = false;
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#ifdef USE_OPENGL
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@ -1336,12 +1336,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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{
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if (bVanilla)
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pPlayer->q16horiz = IntToFixed(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime*8, 1024))>>15), 120));
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else
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pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime*8, 1024))>>15), IntToFixed(120));
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}
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pPlayer->q16horiz = mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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