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- got rid of some rarely used macros.
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parent
d10919704a
commit
5eca574bba
7 changed files with 10 additions and 18 deletions
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@ -455,8 +455,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
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u->MaxHealth = u->Health;
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u->PainThreshold = DIV16(u->Health) - 1;
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//u->PainThreshold = DIV4(u->Health) - 1;
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u->PainThreshold = (u->Health >> 4) - 1;
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SET(sp->cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(sp->extra,SPRX_PLAYER_OR_ENEMY);
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@ -331,8 +331,7 @@ DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
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view_dist = 0;
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// make shadow smaller depending on height from ground
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ground_dist = labs(loz - SPRITEp_BOS(tsp)) >> 8;
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ground_dist = DIV16(ground_dist);
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ground_dist = labs(loz - SPRITEp_BOS(tsp)) >> 12;
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xrepeat = max(xrepeat - ground_dist - view_dist, 4);
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yrepeat = max(yrepeat - ground_dist - view_dist, 4);
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@ -177,7 +177,7 @@ int testquadinsect(int *point_num, vec2_t const * q, short sectnum)
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for (i=0; i<4; i++)
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{
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next_i = MOD4(i+1);
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next_i = (i+1) & 3;
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if (!cansee(q[i].x, q[i].y,0x3fffffff, sectnum,
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q[next_i].x, q[next_i].y,0x3fffffff, sectnum))
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{
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@ -48,15 +48,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#define DIV2(x) ((x) >> 1)
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#define DIV4(x) ((x) >> 2)
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#define DIV8(x) ((x) >> 3)
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#define DIV16(x) ((x) >> 4)
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#define DIV32(x) ((x) >> 5)
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#define DIV256(x) ((x) >> 8)
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// Fast mods of select 2 power numbers
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#define MOD2(x) ((x) & 1)
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#define MOD4(x) ((x) & 3)
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// Fast mods of any power of 2
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#define MOD_P2(number,modby) ((number) & ((modby)-1))
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@ -69,10 +69,11 @@ InitNetPlayerOptions(void)
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// myconnectindex palette
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pp->TeamColor = gs.NetColor;
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if (pp->SpriteP)
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if (pp->Actor())
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{
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pp->SpriteP->pal = PALETTE_PLAYER0 + pp->TeamColor;
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User[pp->SpriteP - sprite]->spal = pp->SpriteP->pal;
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auto psp = &pp->Actor()->s();
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psp->pal = PALETTE_PLAYER0 + pp->TeamColor;
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pp->Actor()->u()->spal = psp->pal;
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}
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}
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@ -5221,7 +5221,7 @@ DoGrating(DSWActor* actor)
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// reduce to 0 to 3 value
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dir = sp->ang >> 9;
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if (MOD2(dir) == 0)
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if ((dir & 1) == 0)
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{
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if (dir == 0)
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sp->x += 2 * GRATE_FACTOR;
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@ -4172,7 +4172,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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hit_ang = sp->ang;
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hit_x = sp->x;
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hit_y = sp->y;
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hit_z = SPRITEp_TOS(wp) + DIV16(SPRITEp_SIZE_Z(wp));
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hit_z = SPRITEp_TOS(wp) + (SPRITEp_SIZE_Z(wp) >> 4);
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}
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else
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{
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@ -4729,7 +4729,7 @@ DoFireballFlames(DSWActor* actor)
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if (TEST(ap->extra, SPRX_BURNABLE))
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{
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if (MOD2(u->Counter2) == 0)
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if ((u->Counter2 & 1) == 0)
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{
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ap->shade++;
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if (ap->shade > 10)
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