From 7017166f2d453b9188c2590a1280c04c6aea3cde Mon Sep 17 00:00:00 2001 From: terminx Date: Sun, 10 Dec 2006 19:32:44 +0000 Subject: [PATCH] Oops git-svn-id: https://svn.eduke32.com/eduke32@399 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/Makefile | 1 + polymer/eduke32/Makefile.deps | 1 + polymer/eduke32/Makefile.msvc | 1 + polymer/eduke32/Makefile.watcom | 1 + polymer/eduke32/source/funct.h | 4 - polymer/eduke32/source/game.c | 14 +- polymer/eduke32/source/gameexec.c | 856 +++++++++++++++--------------- 7 files changed, 439 insertions(+), 439 deletions(-) diff --git a/polymer/eduke32/Makefile b/polymer/eduke32/Makefile index bc6019071..e9c32a6b6 100644 --- a/polymer/eduke32/Makefile +++ b/polymer/eduke32/Makefile @@ -102,6 +102,7 @@ GAMEOBJS=$(OBJ)/game.$o \ $(OBJ)/config.$o \ $(OBJ)/gamedef.$o \ $(OBJ)/gameexec.$o \ + $(OBJ)/gamevars.$o \ $(OBJ)/global.$o \ $(OBJ)/menus.$o \ $(OBJ)/namesdyn.$o \ diff --git a/polymer/eduke32/Makefile.deps b/polymer/eduke32/Makefile.deps index 6749b77de..ac5a0f39b 100644 --- a/polymer/eduke32/Makefile.deps +++ b/polymer/eduke32/Makefile.deps @@ -6,6 +6,7 @@ $(OBJ)/actors.$o: $(SRC)/actors.c $(duke3d_h) $(OBJ)/anim.$o: $(SRC)/anim.c $(duke3d_h) $(SRC)/jmact/animlib.h $(OBJ)/gamedef.$o: $(SRC)/gamedef.c $(duke3d_h) $(gamedef_h) $(OBJ)/gameexec.$o: $(SRC)/gameexec.c $(duke3d_h) $(gamedef_h) +$(OBJ)/gamevars.$o: $(SRC)/gamevars.c $(duke3d_h) $(gamedef_h) $(OBJ)/global.$o: $(SRC)/global.c $(duke3d_h) $(OBJ)/menus.$o: $(SRC)/menus.c $(duke3d_h) $(SRC)/jmact/mouse.h $(OBJ)/namesdyn.$o: $(SRC)/namesdyn.c $(duke3d_h) diff --git a/polymer/eduke32/Makefile.msvc b/polymer/eduke32/Makefile.msvc index a97e0ef56..adb0de5aa 100644 --- a/polymer/eduke32/Makefile.msvc +++ b/polymer/eduke32/Makefile.msvc @@ -71,6 +71,7 @@ AUDIOLIBOBJ=$(AUDIOLIB_JFAUD) $(OBJ)\anim.$o \ $(OBJ)\gamedef.$o \ $(OBJ)\gameexec.$o \ + $(OBJ)\gamevars.$o \ $(OBJ)\global.$o \ $(OBJ)\menus.$o \ $(OBJ)\namesdyn.$o \ diff --git a/polymer/eduke32/Makefile.watcom b/polymer/eduke32/Makefile.watcom index 2a0d76ac2..683e83a82 100644 --- a/polymer/eduke32/Makefile.watcom +++ b/polymer/eduke32/Makefile.watcom @@ -59,6 +59,7 @@ GAMEOBJS=$(OBJ)\game.$o & $(OBJ)\anim.$o & $(OBJ)\gamedef.$o & $(OBJ)\gameexec.$o & + $(OBJ)\gamevars.$o & $(OBJ)\global.$o & $(OBJ)\menus.$o & $(OBJ)\namesdyn.$o & diff --git a/polymer/eduke32/source/funct.h b/polymer/eduke32/source/funct.h index 28b96ce03..482fd9342 100644 --- a/polymer/eduke32/source/funct.h +++ b/polymer/eduke32/source/funct.h @@ -148,10 +148,6 @@ extern short EGS(short whatsect,long s_x,long s_y,long s_z,short s_pn,signed cha extern char wallswitchcheck(short i); extern short spawn(short j,short pn); extern void animatesprites(long x,long y,short a,long smoothratio); -extern void printstr(short x,short y,char string[],char attribute); -extern void Logo(void); -extern void loadtmb(void); -extern void compilecons(void); extern int main(int argc,char **argv); extern void opendemowrite(void); extern void closedemowrite(void); diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index 935d356dd..6fb1becb1 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -8897,7 +8897,7 @@ static void checkcommandline(int argc,char **argv) } } -void Logo(void) +static void Logo(void) { short soundanm; long logoflags=GetGameVar("LOGO_FLAGS",255, -1, -1); @@ -9078,7 +9078,7 @@ void Logo(void) clearview(0L); } -void loadtmb(void) +static void loadtmb(void) { unsigned char tmb[8000]; long fil, l; @@ -9091,11 +9091,11 @@ void loadtmb(void) kclose(fil); } -void freeconmem(void) +static void freeconmem(void) { int i; - for (i=0;i0;i--) { if (level_names[i] != NULL) Bfree(level_names[i]); @@ -9105,7 +9105,7 @@ void freeconmem(void) Bfree(music_fn[0][i]); } - for (i=0;i0;i--) { if (fta_quotes[i] != NULL) Bfree(fta_quotes[i]); @@ -9113,7 +9113,7 @@ void freeconmem(void) Bfree(redefined_quotes[i]); } - for (i=0;i0;i--) { if (aGameVars[i].szLabel != NULL) Bfree(aGameVars[i].szLabel); @@ -9157,7 +9157,7 @@ void Shutdown(void) =================== */ -void compilecons(void) +static void compilecons(void) { int i; label = (char *)&sprite[0]; // V8: 16384*44/64 = 11264 V7: 4096*44/64 = 2816 diff --git a/polymer/eduke32/source/gameexec.c b/polymer/eduke32/source/gameexec.c index d02c49183..e41f91851 100644 --- a/polymer/eduke32/source/gameexec.c +++ b/polymer/eduke32/source/gameexec.c @@ -34,13 +34,13 @@ static spritetype *g_sp; extern int32 scripthandle; -static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2) { long lValue; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); - if (*sPlayer != myconnectindex) return; + if (g_p != myconnectindex) return; switch (*lLabelID) { @@ -48,56 +48,56 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const if (bSet) ud.god = lValue; else - SetGameVarID(*lVar2, ud.god, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.god, g_i, g_p); break; case USERDEFS_WARP_ON: if (bSet) ud.warp_on = lValue; else - SetGameVarID(*lVar2, ud.warp_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.warp_on, g_i, g_p); break; case USERDEFS_CASHMAN: if (bSet) ud.cashman = lValue; else - SetGameVarID(*lVar2, ud.cashman, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.cashman, g_i, g_p); break; case USERDEFS_EOG: if (bSet) ud.eog = lValue; else - SetGameVarID(*lVar2, ud.eog, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.eog, g_i, g_p); break; case USERDEFS_SHOWALLMAP: if (bSet) ud.showallmap = lValue; else - SetGameVarID(*lVar2, ud.showallmap, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.showallmap, g_i, g_p); break; case USERDEFS_SHOW_HELP: if (bSet) ud.show_help = lValue; else - SetGameVarID(*lVar2, ud.show_help, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.show_help, g_i, g_p); break; case USERDEFS_SCROLLMODE: if (bSet) ud.scrollmode = lValue; else - SetGameVarID(*lVar2, ud.scrollmode, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.scrollmode, g_i, g_p); break; case USERDEFS_CLIPPING: if (bSet) ud.clipping = lValue; else - SetGameVarID(*lVar2, ud.clipping, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.clipping, g_i, g_p); break; // case USERDEFS_USER_NAME: @@ -107,7 +107,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.user_name[MAXPLAYERS][32], *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.user_name[MAXPLAYERS][32], g_i, g_p); // } // break; @@ -118,7 +118,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.ridecule, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.ridecule, g_i, g_p); // } // break; @@ -129,7 +129,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.savegame, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.savegame, g_i, g_p); // } // break; @@ -140,7 +140,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.pwlockout, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.pwlockout, g_i, g_p); // } // break; @@ -151,7 +151,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.rtsname, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.rtsname, g_i, g_p); // } // break; @@ -159,217 +159,217 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const if (bSet) ud.overhead_on = lValue; else - SetGameVarID(*lVar2, ud.overhead_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.overhead_on, g_i, g_p); break; case USERDEFS_LAST_OVERHEAD: if (bSet) ud.last_overhead = lValue; else - SetGameVarID(*lVar2, ud.last_overhead, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.last_overhead, g_i, g_p); break; case USERDEFS_SHOWWEAPONS: if (bSet) ud.showweapons = lValue; else - SetGameVarID(*lVar2, ud.showweapons, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.showweapons, g_i, g_p); break; case USERDEFS_PAUSE_ON: if (bSet) ud.pause_on = lValue; else - SetGameVarID(*lVar2, ud.pause_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.pause_on, g_i, g_p); break; case USERDEFS_FROM_BONUS: if (bSet) ud.from_bonus = lValue; else - SetGameVarID(*lVar2, ud.from_bonus, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.from_bonus, g_i, g_p); break; case USERDEFS_CAMERASPRITE: if (bSet) ud.camerasprite = lValue; else - SetGameVarID(*lVar2, ud.camerasprite, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.camerasprite, g_i, g_p); break; case USERDEFS_LAST_CAMSPRITE: if (bSet) ud.last_camsprite = lValue; else - SetGameVarID(*lVar2, ud.last_camsprite, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.last_camsprite, g_i, g_p); break; case USERDEFS_LAST_LEVEL: if (bSet) ud.last_level = lValue; else - SetGameVarID(*lVar2, ud.last_level, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.last_level, g_i, g_p); break; case USERDEFS_SECRETLEVEL: if (bSet) ud.secretlevel = lValue; else - SetGameVarID(*lVar2, ud.secretlevel, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.secretlevel, g_i, g_p); break; case USERDEFS_CONST_VISIBILITY: if (bSet) ud.const_visibility = lValue; else - SetGameVarID(*lVar2, ud.const_visibility, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.const_visibility, g_i, g_p); break; case USERDEFS_UW_FRAMERATE: if (bSet) ud.uw_framerate = lValue; else - SetGameVarID(*lVar2, ud.uw_framerate, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.uw_framerate, g_i, g_p); break; case USERDEFS_CAMERA_TIME: if (bSet) ud.camera_time = lValue; else - SetGameVarID(*lVar2, ud.camera_time, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.camera_time, g_i, g_p); break; case USERDEFS_FOLFVEL: if (bSet) ud.folfvel = lValue; else - SetGameVarID(*lVar2, ud.folfvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.folfvel, g_i, g_p); break; case USERDEFS_FOLAVEL: if (bSet) ud.folavel = lValue; else - SetGameVarID(*lVar2, ud.folavel, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.folavel, g_i, g_p); break; case USERDEFS_FOLX: if (bSet) ud.folx = lValue; else - SetGameVarID(*lVar2, ud.folx, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.folx, g_i, g_p); break; case USERDEFS_FOLY: if (bSet) ud.foly = lValue; else - SetGameVarID(*lVar2, ud.foly, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.foly, g_i, g_p); break; case USERDEFS_FOLA: if (bSet) ud.fola = lValue; else - SetGameVarID(*lVar2, ud.fola, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.fola, g_i, g_p); break; case USERDEFS_RECCNT: if (bSet) ud.reccnt = lValue; else - SetGameVarID(*lVar2, ud.reccnt, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.reccnt, g_i, g_p); break; case USERDEFS_ENTERED_NAME: if (bSet) ud.entered_name = lValue; else - SetGameVarID(*lVar2, ud.entered_name, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.entered_name, g_i, g_p); break; case USERDEFS_SCREEN_TILTING: if (bSet) ud.screen_tilting = lValue; else - SetGameVarID(*lVar2, ud.screen_tilting, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.screen_tilting, g_i, g_p); break; case USERDEFS_SHADOWS: if (bSet) ud.shadows = lValue; else - SetGameVarID(*lVar2, ud.shadows, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.shadows, g_i, g_p); break; case USERDEFS_FTA_ON: if (bSet) ud.fta_on = lValue; else - SetGameVarID(*lVar2, ud.fta_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.fta_on, g_i, g_p); break; case USERDEFS_EXECUTIONS: if (bSet) ud.executions = lValue; else - SetGameVarID(*lVar2, ud.executions, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.executions, g_i, g_p); break; case USERDEFS_AUTO_RUN: if (bSet) ud.auto_run = lValue; else - SetGameVarID(*lVar2, ud.auto_run, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.auto_run, g_i, g_p); break; case USERDEFS_COORDS: if (bSet) ud.coords = lValue; else - SetGameVarID(*lVar2, ud.coords, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.coords, g_i, g_p); break; case USERDEFS_TICKRATE: if (bSet) ud.tickrate = lValue; else - SetGameVarID(*lVar2, ud.tickrate, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.tickrate, g_i, g_p); break; case USERDEFS_M_COOP: if (bSet) ud.m_coop = lValue; else - SetGameVarID(*lVar2, ud.m_coop, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_coop, g_i, g_p); break; case USERDEFS_COOP: if (bSet) ud.coop = lValue; else - SetGameVarID(*lVar2, ud.coop, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.coop, g_i, g_p); break; case USERDEFS_SCREEN_SIZE: if (bSet) ud.screen_size = lValue; else - SetGameVarID(*lVar2, ud.screen_size, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.screen_size, g_i, g_p); break; case USERDEFS_LOCKOUT: if (bSet) ud.lockout = lValue; else - SetGameVarID(*lVar2, ud.lockout, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.lockout, g_i, g_p); break; case USERDEFS_CROSSHAIR: if (bSet) ud.crosshair = lValue; else - SetGameVarID(*lVar2, ud.crosshair, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.crosshair, g_i, g_p); break; // case USERDEFS_WCHOICE: @@ -379,7 +379,7 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const // } // else // { - // SetGameVarID(*lVar2, ud.wchoice, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ud.wchoice, g_i, g_p); // } // break; @@ -387,420 +387,420 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const if (bSet) ud.playerai = lValue; else - SetGameVarID(*lVar2, ud.playerai, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.playerai, g_i, g_p); break; case USERDEFS_RESPAWN_MONSTERS: if (bSet) ud.respawn_monsters = lValue; else - SetGameVarID(*lVar2, ud.respawn_monsters, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.respawn_monsters, g_i, g_p); break; case USERDEFS_RESPAWN_ITEMS: if (bSet) ud.respawn_items = lValue; else - SetGameVarID(*lVar2, ud.respawn_items, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.respawn_items, g_i, g_p); break; case USERDEFS_RESPAWN_INVENTORY: if (bSet) ud.respawn_inventory = lValue; else - SetGameVarID(*lVar2, ud.respawn_inventory, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.respawn_inventory, g_i, g_p); break; case USERDEFS_RECSTAT: if (bSet) ud.recstat = lValue; else - SetGameVarID(*lVar2, ud.recstat, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.recstat, g_i, g_p); break; case USERDEFS_MONSTERS_OFF: if (bSet) ud.monsters_off = lValue; else - SetGameVarID(*lVar2, ud.monsters_off, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.monsters_off, g_i, g_p); break; case USERDEFS_BRIGHTNESS: if (bSet) ud.brightness = lValue; else - SetGameVarID(*lVar2, ud.brightness, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.brightness, g_i, g_p); break; case USERDEFS_M_RESPAWN_ITEMS: if (bSet) ud.m_respawn_items = lValue; else - SetGameVarID(*lVar2, ud.m_respawn_items, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_respawn_items, g_i, g_p); break; case USERDEFS_M_RESPAWN_MONSTERS: if (bSet) ud.m_respawn_monsters = lValue; else - SetGameVarID(*lVar2, ud.m_respawn_monsters, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_respawn_monsters, g_i, g_p); break; case USERDEFS_M_RESPAWN_INVENTORY: if (bSet) ud.m_respawn_inventory = lValue; else - SetGameVarID(*lVar2, ud.m_respawn_inventory, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_respawn_inventory, g_i, g_p); break; case USERDEFS_M_RECSTAT: if (bSet) ud.m_recstat = lValue; else - SetGameVarID(*lVar2, ud.m_recstat, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_recstat, g_i, g_p); break; case USERDEFS_M_MONSTERS_OFF: if (bSet) ud.m_monsters_off = lValue; else - SetGameVarID(*lVar2, ud.m_monsters_off, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_monsters_off, g_i, g_p); break; case USERDEFS_DETAIL: if (bSet) ud.detail = lValue; else - SetGameVarID(*lVar2, ud.detail, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.detail, g_i, g_p); break; case USERDEFS_M_FFIRE: if (bSet) ud.m_ffire = lValue; else - SetGameVarID(*lVar2, ud.m_ffire, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_ffire, g_i, g_p); break; case USERDEFS_FFIRE: if (bSet) ud.ffire = lValue; else - SetGameVarID(*lVar2, ud.ffire, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.ffire, g_i, g_p); break; case USERDEFS_M_PLAYER_SKILL: if (bSet) ud.m_player_skill = lValue; else - SetGameVarID(*lVar2, ud.m_player_skill, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_player_skill, g_i, g_p); break; case USERDEFS_M_LEVEL_NUMBER: if (bSet) ud.m_level_number = lValue; else - SetGameVarID(*lVar2, ud.m_level_number, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_level_number, g_i, g_p); break; case USERDEFS_M_VOLUME_NUMBER: if (bSet) ud.m_volume_number = lValue; else - SetGameVarID(*lVar2, ud.m_volume_number, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_volume_number, g_i, g_p); break; case USERDEFS_MULTIMODE: if (bSet) ud.multimode = lValue; else - SetGameVarID(*lVar2, ud.multimode, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.multimode, g_i, g_p); break; case USERDEFS_PLAYER_SKILL: if (bSet) ud.player_skill = lValue; else - SetGameVarID(*lVar2, ud.player_skill, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.player_skill, g_i, g_p); break; case USERDEFS_LEVEL_NUMBER: if (bSet) ud.level_number = lValue; else - SetGameVarID(*lVar2, ud.level_number, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.level_number, g_i, g_p); break; case USERDEFS_VOLUME_NUMBER: if (bSet) ud.volume_number = lValue; else - SetGameVarID(*lVar2, ud.volume_number, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.volume_number, g_i, g_p); break; case USERDEFS_M_MARKER: if (bSet) ud.m_marker = lValue; else - SetGameVarID(*lVar2, ud.m_marker, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_marker, g_i, g_p); break; case USERDEFS_MARKER: if (bSet) ud.marker = lValue; else - SetGameVarID(*lVar2, ud.marker, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.marker, g_i, g_p); break; case USERDEFS_MOUSEFLIP: if (bSet) ud.mouseflip = lValue; else - SetGameVarID(*lVar2, ud.mouseflip, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.mouseflip, g_i, g_p); break; case USERDEFS_STATUSBARSCALE: if (bSet) ud.statusbarscale = lValue; else - SetGameVarID(*lVar2, ud.statusbarscale, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.statusbarscale, g_i, g_p); break; case USERDEFS_DRAWWEAPON: if (bSet) ud.drawweapon = lValue; else - SetGameVarID(*lVar2, ud.drawweapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.drawweapon, g_i, g_p); break; case USERDEFS_MOUSEAIMING: if (bSet) ud.mouseaiming = lValue; else - SetGameVarID(*lVar2, ud.mouseaiming, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.mouseaiming, g_i, g_p); break; case USERDEFS_WEAPONSWITCH: if (bSet) ud.weaponswitch = lValue; else - SetGameVarID(*lVar2, ud.weaponswitch, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.weaponswitch, g_i, g_p); break; case USERDEFS_DEMOCAMS: if (bSet) ud.democams = lValue; else - SetGameVarID(*lVar2, ud.democams, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.democams, g_i, g_p); break; case USERDEFS_COLOR: if (bSet) ud.color = lValue; else - SetGameVarID(*lVar2, ud.color, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.color, g_i, g_p); break; case USERDEFS_MSGDISPTIME: if (bSet) ud.msgdisptime = lValue; else - SetGameVarID(*lVar2, ud.msgdisptime, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.msgdisptime, g_i, g_p); break; case USERDEFS_STATUSBARMODE: if (bSet) ud.statusbarmode = lValue; else - SetGameVarID(*lVar2, ud.statusbarmode, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.statusbarmode, g_i, g_p); break; case USERDEFS_M_NOEXITS: if (bSet) ud.m_noexits = lValue; else - SetGameVarID(*lVar2, ud.m_noexits, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.m_noexits, g_i, g_p); break; case USERDEFS_NOEXITS: if (bSet) ud.noexits = lValue; else - SetGameVarID(*lVar2, ud.noexits, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.noexits, g_i, g_p); break; case USERDEFS_AUTOVOTE: if (bSet) ud.autovote = lValue; else - SetGameVarID(*lVar2, ud.autovote, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.autovote, g_i, g_p); break; case USERDEFS_AUTOMSG: if (bSet) ud.automsg = lValue; else - SetGameVarID(*lVar2, ud.automsg, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.automsg, g_i, g_p); break; case USERDEFS_IDPLAYERS: if (bSet) ud.idplayers = lValue; else - SetGameVarID(*lVar2, ud.idplayers, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.idplayers, g_i, g_p); break; case USERDEFS_TEAM: if (bSet) ud.team = lValue; else - SetGameVarID(*lVar2, ud.team, *sActor, *sPlayer); + SetGameVarID(*lVar2, ud.team, g_i, g_p); break; case USERDEFS_MYX: if (bSet) myx = lValue; else - SetGameVarID(*lVar2, myx, *sActor, *sPlayer); + SetGameVarID(*lVar2, myx, g_i, g_p); break; case USERDEFS_OMYX: if (bSet) omyx = lValue; else - SetGameVarID(*lVar2, omyx, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyx, g_i, g_p); break; case USERDEFS_MYXVEL: if (bSet) myxvel = lValue; else - SetGameVarID(*lVar2, myxvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, myxvel, g_i, g_p); break; case USERDEFS_MYY: if (bSet) myy = lValue; else - SetGameVarID(*lVar2, myy, *sActor, *sPlayer); + SetGameVarID(*lVar2, myy, g_i, g_p); break; case USERDEFS_OMYY: if (bSet) omyy = lValue; else - SetGameVarID(*lVar2, omyy, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyy, g_i, g_p); break; case USERDEFS_MYYVEL: if (bSet) myyvel = lValue; else - SetGameVarID(*lVar2, myyvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, myyvel, g_i, g_p); break; case USERDEFS_MYZ: if (bSet) myx = lValue; else - SetGameVarID(*lVar2, myx, *sActor, *sPlayer); + SetGameVarID(*lVar2, myx, g_i, g_p); break; case USERDEFS_OMYZ: if (bSet) omyz = lValue; else - SetGameVarID(*lVar2, omyz, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyz, g_i, g_p); break; case USERDEFS_MYZVEL: if (bSet) myzvel = lValue; else - SetGameVarID(*lVar2, myzvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, myzvel, g_i, g_p); break; case USERDEFS_MYHORIZ: if (bSet) myhoriz = lValue; else - SetGameVarID(*lVar2, myhoriz, *sActor, *sPlayer); + SetGameVarID(*lVar2, myhoriz, g_i, g_p); break; case USERDEFS_OMYHORIZ: if (bSet) omyhoriz = lValue; else - SetGameVarID(*lVar2, omyhoriz, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyhoriz, g_i, g_p); break; case USERDEFS_MYHORIZOFF: if (bSet) myhorizoff = lValue; else - SetGameVarID(*lVar2, myhorizoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, myhorizoff, g_i, g_p); break; case USERDEFS_OMYHORIZOFF: if (bSet) omyhorizoff = lValue; else - SetGameVarID(*lVar2, omyhorizoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyhorizoff, g_i, g_p); break; case USERDEFS_MYANG: if (bSet) myang = lValue; else - SetGameVarID(*lVar2, myang, *sActor, *sPlayer); + SetGameVarID(*lVar2, myang, g_i, g_p); break; case USERDEFS_OMYANG: if (bSet) omyang = lValue; else - SetGameVarID(*lVar2, omyang, *sActor, *sPlayer); + SetGameVarID(*lVar2, omyang, g_i, g_p); break; case USERDEFS_MYCURSECTNUM: if (bSet) mycursectnum = lValue; else - SetGameVarID(*lVar2, mycursectnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, mycursectnum, g_i, g_p); break; case USERDEFS_MYJUMPINGCOUNTER: if (bSet) myjumpingcounter = lValue; else - SetGameVarID(*lVar2, myjumpingcounter, *sActor, *sPlayer); + SetGameVarID(*lVar2, myjumpingcounter, g_i, g_p); break; case USERDEFS_MYJUMPINGTOGGLE: if (bSet) myjumpingtoggle = lValue; else - SetGameVarID(*lVar2, myjumpingtoggle, *sActor, *sPlayer); + SetGameVarID(*lVar2, myjumpingtoggle, g_i, g_p); break; case USERDEFS_MYONGROUND: if (bSet) myonground = lValue; else - SetGameVarID(*lVar2, myonground, *sActor, *sPlayer); + SetGameVarID(*lVar2, myonground, g_i, g_p); break; case USERDEFS_MYHARDLANDING: if (bSet) myhardlanding = lValue; else - SetGameVarID(*lVar2, myhardlanding, *sActor, *sPlayer); + SetGameVarID(*lVar2, myhardlanding, g_i, g_p); break; case USERDEFS_MYRETURNTOCENTER: if (bSet) myreturntocenter = lValue; else - SetGameVarID(*lVar2, myreturntocenter, *sActor, *sPlayer); + SetGameVarID(*lVar2, myreturntocenter, g_i, g_p); break; default: @@ -809,17 +809,17 @@ static void DoUserDef(char bSet, const long *lLabelID, const long *lVar2, const return; } -static void DoThisProjectile(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoThisProjectile(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2) { long lValue,proj; if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this'... - proj=*sActor; + proj=g_i; else - proj=GetGameVarID(*lVar1, *sActor, *sPlayer); + proj=GetGameVarID(*lVar1, g_i, g_p); - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); if (proj < 0 || proj >= MAXSPRITES) return; @@ -830,196 +830,196 @@ static void DoThisProjectile(char bSet, const long *lVar1, const long *lLabelID, if (bSet) thisprojectile[proj].workslike=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].workslike, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].workslike, g_i, g_p); break; case PROJ_SPAWNS: if (bSet) thisprojectile[proj].spawns=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].spawns, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].spawns, g_i, g_p); break; case PROJ_SXREPEAT: if (bSet) thisprojectile[proj].sxrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].sxrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].sxrepeat, g_i, g_p); break; case PROJ_SYREPEAT: if (bSet) thisprojectile[proj].syrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].syrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].syrepeat, g_i, g_p); break; case PROJ_SOUND: if (bSet) thisprojectile[proj].sound=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].sound, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].sound, g_i, g_p); break; case PROJ_ISOUND: if (bSet) thisprojectile[proj].isound=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].isound, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].isound, g_i, g_p); break; case PROJ_VEL: if (bSet) thisprojectile[proj].vel=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].vel, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].vel, g_i, g_p); break; case PROJ_EXTRA: if (bSet) thisprojectile[proj].extra=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].extra, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].extra, g_i, g_p); break; case PROJ_DECAL: if (bSet) thisprojectile[proj].decal=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].decal, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].decal, g_i, g_p); break; case PROJ_TRAIL: if (bSet) thisprojectile[proj].trail=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].trail, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].trail, g_i, g_p); break; case PROJ_TXREPEAT: if (bSet) thisprojectile[proj].txrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].txrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].txrepeat, g_i, g_p); break; case PROJ_TYREPEAT: if (bSet) thisprojectile[proj].tyrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].tyrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].tyrepeat, g_i, g_p); break; case PROJ_TOFFSET: if (bSet) thisprojectile[proj].toffset=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].toffset, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].toffset, g_i, g_p); break; case PROJ_TNUM: if (bSet) thisprojectile[proj].tnum=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].tnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].tnum, g_i, g_p); break; case PROJ_DROP: if (bSet) thisprojectile[proj].drop=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].drop, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].drop, g_i, g_p); break; case PROJ_CSTAT: if (bSet) thisprojectile[proj].cstat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].cstat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].cstat, g_i, g_p); break; case PROJ_CLIPDIST: if (bSet) thisprojectile[proj].clipdist=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].clipdist, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].clipdist, g_i, g_p); break; case PROJ_SHADE: if (bSet) thisprojectile[proj].shade=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].shade, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].shade, g_i, g_p); break; case PROJ_XREPEAT: if (bSet) thisprojectile[proj].xrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].xrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].xrepeat, g_i, g_p); break; case PROJ_YREPEAT: if (bSet) thisprojectile[proj].yrepeat=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].yrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].yrepeat, g_i, g_p); break; case PROJ_PAL: if (bSet) thisprojectile[proj].pal=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].pal, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].pal, g_i, g_p); break; case PROJ_EXTRA_RAND: if (bSet) thisprojectile[proj].extra_rand=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].extra_rand, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].extra_rand, g_i, g_p); break; case PROJ_HITRADIUS: if (bSet) thisprojectile[proj].hitradius=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].hitradius, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].hitradius, g_i, g_p); break; case PROJ_VEL_MULT: if (bSet) thisprojectile[proj].velmult=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].velmult, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].velmult, g_i, g_p); break; case PROJ_OFFSET: if (bSet) thisprojectile[proj].offset=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].offset, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].offset, g_i, g_p); break; case PROJ_BOUNCES: if (bSet) thisprojectile[proj].bounces=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].bounces, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].bounces, g_i, g_p); break; case PROJ_BSOUND: if (bSet) thisprojectile[proj].bsound=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].bsound, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].bsound, g_i, g_p); break; case PROJ_RANGE: if (bSet) thisprojectile[proj].range=lValue; else - SetGameVarID(*lVar2, thisprojectile[proj].range, *sActor, *sPlayer); + SetGameVarID(*lVar2, thisprojectile[proj].range, g_i, g_p); break; default: @@ -1028,19 +1028,19 @@ static void DoThisProjectile(char bSet, const long *lVar1, const long *lLabelID, return; } -static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer, const long *lParm2) +static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *lParm2) { int iPlayer; long lValue; long lTemp; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this player'... iPlayer=g_p; else - iPlayer=GetGameVarID(*lVar1, *sActor, *sPlayer); + iPlayer=GetGameVarID(*lVar1, g_i, g_p); if (iPlayer<0 || iPlayer >= MAXPLAYERS) return; @@ -1051,21 +1051,21 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].zoom=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].zoom, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].zoom, g_i, g_p); break; case PLAYER_EXITX: if (bSet) ps[iPlayer].exitx=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].exitx, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].exitx, g_i, g_p); break; case PLAYER_EXITY: if (bSet) ps[iPlayer].exity=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].exity, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].exity, g_i, g_p); break; case PLAYER_LOOGIEX: @@ -1073,7 +1073,7 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].loogiex[lTemp]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].loogiex[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogiex[lTemp], g_i, g_p); break; case PLAYER_LOOGIEY: @@ -1081,266 +1081,266 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].loogiey[lTemp]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].loogiey[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogiey[lTemp], g_i, g_p); break; case PLAYER_NUMLOOGS: if (bSet) ps[iPlayer].numloogs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].numloogs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].numloogs, g_i, g_p); break; case PLAYER_LOOGCNT: if (bSet) ps[iPlayer].loogcnt=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].loogcnt, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].loogcnt, g_i, g_p); break; case PLAYER_POSX: if (bSet) ps[iPlayer].posx=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].posx, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posx, g_i, g_p); break; case PLAYER_POSY: if (bSet) ps[iPlayer].posy=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].posy, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posy, g_i, g_p); break; case PLAYER_POSZ: if (bSet) ps[iPlayer].posz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].posz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posz, g_i, g_p); break; case PLAYER_HORIZ: if (bSet) ps[iPlayer].horiz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].horiz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].horiz, g_i, g_p); break; case PLAYER_OHORIZ: if (bSet) ps[iPlayer].ohoriz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].ohoriz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ohoriz, g_i, g_p); break; case PLAYER_OHORIZOFF: if (bSet) ps[iPlayer].ohorizoff=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].ohorizoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ohorizoff, g_i, g_p); break; case PLAYER_INVDISPTIME: if (bSet) ps[iPlayer].invdisptime=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].invdisptime, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].invdisptime, g_i, g_p); break; case PLAYER_BOBPOSX: if (bSet) ps[iPlayer].bobposx=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].bobposx, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobposx, g_i, g_p); break; case PLAYER_BOBPOSY: if (bSet) ps[iPlayer].bobposy=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].bobposy, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobposy, g_i, g_p); break; case PLAYER_OPOSX: if (bSet) ps[iPlayer].oposx=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].oposx, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposx, g_i, g_p); break; case PLAYER_OPOSY: if (bSet) ps[iPlayer].oposy=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].oposy, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposy, g_i, g_p); break; case PLAYER_OPOSZ: if (bSet) ps[iPlayer].oposz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].oposz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oposz, g_i, g_p); break; case PLAYER_PYOFF: if (bSet) ps[iPlayer].pyoff=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].pyoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pyoff, g_i, g_p); break; case PLAYER_OPYOFF: if (bSet) ps[iPlayer].opyoff=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].opyoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].opyoff, g_i, g_p); break; case PLAYER_POSXV: if (bSet) ps[iPlayer].posxv=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].posxv, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posxv, g_i, g_p); break; case PLAYER_POSYV: if (bSet) ps[iPlayer].posyv=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].posyv, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].posyv, g_i, g_p); break; case PLAYER_POSZV: if (bSet) ps[iPlayer].poszv=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].poszv, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].poszv, g_i, g_p); break; case PLAYER_LAST_PISSED_TIME: if (bSet) ps[iPlayer].last_pissed_time=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].last_pissed_time, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_pissed_time, g_i, g_p); break; case PLAYER_TRUEFZ: if (bSet) ps[iPlayer].truefz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].truefz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].truefz, g_i, g_p); break; case PLAYER_TRUECZ: if (bSet) ps[iPlayer].truecz=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].truecz, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].truecz, g_i, g_p); break; case PLAYER_PLAYER_PAR: if (bSet) ps[iPlayer].player_par=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].player_par, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].player_par, g_i, g_p); break; case PLAYER_VISIBILITY: if (bSet) ps[iPlayer].visibility=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].visibility, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].visibility, g_i, g_p); break; case PLAYER_BOBCOUNTER: if (bSet) ps[iPlayer].bobcounter=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].bobcounter, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].bobcounter, g_i, g_p); break; case PLAYER_WEAPON_SWAY: if (bSet) ps[iPlayer].weapon_sway=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weapon_sway, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_sway, g_i, g_p); break; case PLAYER_PALS_TIME: if (bSet) ps[iPlayer].pals_time=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].pals_time, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pals_time, g_i, g_p); break; case PLAYER_RANDOMFLAMEX: if (bSet) ps[iPlayer].randomflamex=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].randomflamex, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].randomflamex, g_i, g_p); break; case PLAYER_CRACK_TIME: if (bSet) ps[iPlayer].crack_time=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].crack_time, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].crack_time, g_i, g_p); break; case PLAYER_AIM_MODE: if (bSet) ps[iPlayer].aim_mode=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].aim_mode, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].aim_mode, g_i, g_p); break; case PLAYER_ANG: if (bSet) ps[iPlayer].ang=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].ang, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ang, g_i, g_p); break; case PLAYER_OANG: if (bSet) ps[iPlayer].oang=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].oang, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].oang, g_i, g_p); break; case PLAYER_ANGVEL: if (bSet) ps[iPlayer].angvel=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].angvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].angvel, g_i, g_p); break; case PLAYER_CURSECTNUM: if (bSet) ps[iPlayer].cursectnum=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].cursectnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].cursectnum, g_i, g_p); break; case PLAYER_LOOK_ANG: if (bSet) ps[iPlayer].look_ang=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].look_ang, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].look_ang, g_i, g_p); break; case PLAYER_LAST_EXTRA: if (bSet) ps[iPlayer].last_extra=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].last_extra, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_extra, g_i, g_p); break; case PLAYER_SUBWEAPON: if (bSet) ps[iPlayer].subweapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].subweapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].subweapon, g_i, g_p); break; case PLAYER_AMMO_AMOUNT: @@ -1348,546 +1348,546 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].ammo_amount[lTemp]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].ammo_amount[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ammo_amount[lTemp], g_i, g_p); break; case PLAYER_WACKEDBYACTOR: if (bSet) ps[iPlayer].wackedbyactor=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].wackedbyactor, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].wackedbyactor, g_i, g_p); break; case PLAYER_FRAG: if (bSet) ps[iPlayer].frag=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].frag, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].frag, g_i, g_p); break; case PLAYER_FRAGGEDSELF: if (bSet) ps[iPlayer].fraggedself=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].fraggedself, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fraggedself, g_i, g_p); break; case PLAYER_CURR_WEAPON: if (bSet) ps[iPlayer].curr_weapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].curr_weapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].curr_weapon, g_i, g_p); break; case PLAYER_LAST_WEAPON: if (bSet) ps[iPlayer].last_weapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].last_weapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_weapon, g_i, g_p); break; case PLAYER_TIPINCS: if (bSet) ps[iPlayer].tipincs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].tipincs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].tipincs, g_i, g_p); break; case PLAYER_HORIZOFF: if (bSet) ps[iPlayer].horizoff=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].horizoff, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].horizoff, g_i, g_p); break; case PLAYER_WANTWEAPONFIRE: if (bSet) ps[iPlayer].wantweaponfire=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].wantweaponfire, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].wantweaponfire, g_i, g_p); break; case PLAYER_HOLODUKE_AMOUNT: if (bSet) ps[iPlayer].holoduke_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].holoduke_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holoduke_amount, g_i, g_p); break; case PLAYER_NEWOWNER: if (bSet) ps[iPlayer].newowner=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].newowner, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].newowner, g_i, g_p); break; case PLAYER_HURT_DELAY: if (bSet) ps[iPlayer].hurt_delay=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].hurt_delay, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hurt_delay, g_i, g_p); break; case PLAYER_HBOMB_HOLD_DELAY: if (bSet) ps[iPlayer].hbomb_hold_delay=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].hbomb_hold_delay, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hbomb_hold_delay, g_i, g_p); break; case PLAYER_JUMPING_COUNTER: if (bSet) ps[iPlayer].jumping_counter=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].jumping_counter, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jumping_counter, g_i, g_p); break; case PLAYER_AIRLEFT: if (bSet) ps[iPlayer].airleft=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].airleft, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].airleft, g_i, g_p); break; case PLAYER_KNEE_INCS: if (bSet) ps[iPlayer].knee_incs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].knee_incs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].knee_incs, g_i, g_p); break; case PLAYER_ACCESS_INCS: if (bSet) ps[iPlayer].access_incs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].access_incs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_incs, g_i, g_p); break; case PLAYER_FTA: if (bSet) ps[iPlayer].fta=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].fta, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fta, g_i, g_p); break; case PLAYER_FTQ: if (bSet) ps[iPlayer].ftq=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].ftq, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].ftq, g_i, g_p); break; case PLAYER_ACCESS_WALLNUM: if (bSet) ps[iPlayer].access_wallnum=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].access_wallnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_wallnum, g_i, g_p); break; case PLAYER_ACCESS_SPRITENUM: if (bSet) ps[iPlayer].access_spritenum=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].access_spritenum, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].access_spritenum, g_i, g_p); break; case PLAYER_KICKBACK_PIC: if (bSet) ps[iPlayer].kickback_pic=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].kickback_pic, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].kickback_pic, g_i, g_p); break; case PLAYER_GOT_ACCESS: if (bSet) ps[iPlayer].got_access=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].got_access, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].got_access, g_i, g_p); break; case PLAYER_WEAPON_ANG: if (bSet) ps[iPlayer].weapon_ang=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weapon_ang, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_ang, g_i, g_p); break; case PLAYER_FIRSTAID_AMOUNT: if (bSet) ps[iPlayer].firstaid_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].firstaid_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].firstaid_amount, g_i, g_p); break; case PLAYER_SOMETHINGONPLAYER: if (bSet) ps[iPlayer].somethingonplayer=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].somethingonplayer, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].somethingonplayer, g_i, g_p); break; case PLAYER_ON_CRANE: if (bSet) ps[iPlayer].on_crane=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].on_crane, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_crane, g_i, g_p); break; case PLAYER_I: if (bSet) ps[iPlayer].i=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].i, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].i, g_i, g_p); break; case PLAYER_ONE_PARALLAX_SECTNUM: if (bSet) ps[iPlayer].one_parallax_sectnum=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].one_parallax_sectnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].one_parallax_sectnum, g_i, g_p); break; case PLAYER_OVER_SHOULDER_ON: if (bSet) ps[iPlayer].over_shoulder_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].over_shoulder_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].over_shoulder_on, g_i, g_p); break; case PLAYER_RANDOM_CLUB_FRAME: if (bSet) ps[iPlayer].random_club_frame=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].random_club_frame, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].random_club_frame, g_i, g_p); break; case PLAYER_FIST_INCS: if (bSet) ps[iPlayer].fist_incs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].fist_incs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].fist_incs, g_i, g_p); break; case PLAYER_ONE_EIGHTY_COUNT: if (bSet) ps[iPlayer].one_eighty_count=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].one_eighty_count, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].one_eighty_count, g_i, g_p); break; case PLAYER_CHEAT_PHASE: if (bSet) ps[iPlayer].cheat_phase=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].cheat_phase, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].cheat_phase, g_i, g_p); break; case PLAYER_DUMMYPLAYERSPRITE: if (bSet) ps[iPlayer].dummyplayersprite=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].dummyplayersprite, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].dummyplayersprite, g_i, g_p); break; case PLAYER_EXTRA_EXTRA8: if (bSet) ps[iPlayer].extra_extra8=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].extra_extra8, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].extra_extra8, g_i, g_p); break; case PLAYER_QUICK_KICK: if (bSet) ps[iPlayer].quick_kick=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].quick_kick, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].quick_kick, g_i, g_p); break; case PLAYER_HEAT_AMOUNT: if (bSet) ps[iPlayer].heat_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].heat_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].heat_amount, g_i, g_p); break; case PLAYER_ACTORSQU: if (bSet) ps[iPlayer].actorsqu=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].actorsqu, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].actorsqu, g_i, g_p); break; case PLAYER_TIMEBEFOREEXIT: if (bSet) ps[iPlayer].timebeforeexit=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].timebeforeexit, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].timebeforeexit, g_i, g_p); break; case PLAYER_CUSTOMEXITSOUND: if (bSet) ps[iPlayer].customexitsound=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].customexitsound, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].customexitsound, g_i, g_p); break; case PLAYER_WEAPRECS: if (bSet) ps[iPlayer].weaprecs[16]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weaprecs[16], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weaprecs[16], g_i, g_p); break; case PLAYER_WEAPRECCNT: if (bSet) ps[iPlayer].weapreccnt=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weapreccnt, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapreccnt, g_i, g_p); break; case PLAYER_INTERFACE_TOGGLE_FLAG: if (bSet) ps[iPlayer].interface_toggle_flag=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].interface_toggle_flag, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].interface_toggle_flag, g_i, g_p); break; case PLAYER_ROTSCRNANG: if (bSet) ps[iPlayer].rotscrnang=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].rotscrnang, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].rotscrnang, g_i, g_p); break; case PLAYER_DEAD_FLAG: if (bSet) ps[iPlayer].dead_flag=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].dead_flag, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].dead_flag, g_i, g_p); break; case PLAYER_SHOW_EMPTY_WEAPON: if (bSet) ps[iPlayer].show_empty_weapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].show_empty_weapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].show_empty_weapon, g_i, g_p); break; case PLAYER_SCUBA_AMOUNT: if (bSet) ps[iPlayer].scuba_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].scuba_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scuba_amount, g_i, g_p); break; case PLAYER_JETPACK_AMOUNT: if (bSet) ps[iPlayer].jetpack_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].jetpack_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jetpack_amount, g_i, g_p); break; case PLAYER_STEROIDS_AMOUNT: if (bSet) ps[iPlayer].steroids_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].steroids_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].steroids_amount, g_i, g_p); break; case PLAYER_SHIELD_AMOUNT: if (bSet) ps[iPlayer].shield_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].shield_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].shield_amount, g_i, g_p); break; case PLAYER_HOLODUKE_ON: if (bSet) ps[iPlayer].holoduke_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].holoduke_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holoduke_on, g_i, g_p); break; case PLAYER_PYCOUNT: if (bSet) ps[iPlayer].pycount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].pycount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pycount, g_i, g_p); break; case PLAYER_WEAPON_POS: if (bSet) ps[iPlayer].weapon_pos=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weapon_pos, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weapon_pos, g_i, g_p); break; case PLAYER_FRAG_PS: if (bSet) ps[iPlayer].frag_ps=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].frag_ps, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].frag_ps, g_i, g_p); break; case PLAYER_TRANSPORTER_HOLD: if (bSet) ps[iPlayer].transporter_hold=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].transporter_hold, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].transporter_hold, g_i, g_p); break; case PLAYER_LAST_FULL_WEAPON: if (bSet) ps[iPlayer].last_full_weapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].last_full_weapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].last_full_weapon, g_i, g_p); break; case PLAYER_FOOTPRINTSHADE: if (bSet) ps[iPlayer].footprintshade=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].footprintshade, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintshade, g_i, g_p); break; case PLAYER_BOOT_AMOUNT: if (bSet) ps[iPlayer].boot_amount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].boot_amount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].boot_amount, g_i, g_p); break; case PLAYER_SCREAM_VOICE: if (bSet) ps[iPlayer].scream_voice=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].scream_voice, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scream_voice, g_i, g_p); break; case PLAYER_GM: if (bSet) ps[iPlayer].gm=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].gm, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].gm, g_i, g_p); break; case PLAYER_ON_WARPING_SECTOR: if (bSet) ps[iPlayer].on_warping_sector=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].on_warping_sector, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_warping_sector, g_i, g_p); break; case PLAYER_FOOTPRINTCOUNT: if (bSet) ps[iPlayer].footprintcount=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].footprintcount, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintcount, g_i, g_p); break; case PLAYER_HBOMB_ON: if (bSet) ps[iPlayer].hbomb_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].hbomb_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hbomb_on, g_i, g_p); break; case PLAYER_JUMPING_TOGGLE: if (bSet) ps[iPlayer].jumping_toggle=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].jumping_toggle, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jumping_toggle, g_i, g_p); break; case PLAYER_RAPID_FIRE_HOLD: if (bSet) ps[iPlayer].rapid_fire_hold=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].rapid_fire_hold, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].rapid_fire_hold, g_i, g_p); break; case PLAYER_ON_GROUND: if (bSet) ps[iPlayer].on_ground=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].on_ground, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].on_ground, g_i, g_p); break; case PLAYER_NAME: if (bSet) ps[iPlayer].name[32]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].name[32], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].name[32], g_i, g_p); break; case PLAYER_INVEN_ICON: if (bSet) ps[iPlayer].inven_icon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].inven_icon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].inven_icon, g_i, g_p); break; case PLAYER_BUTTONPALETTE: if (bSet) ps[iPlayer].buttonpalette=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].buttonpalette, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].buttonpalette, g_i, g_p); break; case PLAYER_JETPACK_ON: if (bSet) ps[iPlayer].jetpack_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].jetpack_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].jetpack_on, g_i, g_p); break; case PLAYER_SPRITEBRIDGE: if (bSet) ps[iPlayer].spritebridge=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].spritebridge, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].spritebridge, g_i, g_p); break; case PLAYER_LASTRANDOMSPOT: if (bSet) ps[iPlayer].lastrandomspot=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].lastrandomspot, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].lastrandomspot, g_i, g_p); break; case PLAYER_SCUBA_ON: if (bSet) ps[iPlayer].scuba_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].scuba_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].scuba_on, g_i, g_p); break; case PLAYER_FOOTPRINTPAL: if (bSet) ps[iPlayer].footprintpal=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].footprintpal, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].footprintpal, g_i, g_p); break; case PLAYER_HEAT_ON: if (bSet) ps[iPlayer].heat_on=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].heat_on, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].heat_on, g_i, g_p); break; case PLAYER_HOLSTER_WEAPON: if (bSet) ps[iPlayer].holster_weapon=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].holster_weapon, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].holster_weapon, g_i, g_p); break; case PLAYER_FALLING_COUNTER: if (bSet) ps[iPlayer].falling_counter=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].falling_counter, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].falling_counter, g_i, g_p); break; case PLAYER_GOTWEAPON: @@ -1895,14 +1895,14 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].gotweapon[lTemp]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].gotweapon[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].gotweapon[lTemp], g_i, g_p); break; case PLAYER_REFRESH_INVENTORY: if (bSet) ps[iPlayer].refresh_inventory=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].refresh_inventory, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].refresh_inventory, g_i, g_p); break; // case PLAYER_PALETTE: @@ -1912,7 +1912,7 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l // } // else // { - // SetGameVarID(*lVar2, ps[iPlayer].palette, *sActor, *sPlayer); + // SetGameVarID(*lVar2, ps[iPlayer].palette, g_i, g_p); // } // break; @@ -1920,49 +1920,49 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].toggle_key_flag=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].toggle_key_flag, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].toggle_key_flag, g_i, g_p); break; case PLAYER_KNUCKLE_INCS: if (bSet) ps[iPlayer].knuckle_incs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].knuckle_incs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].knuckle_incs, g_i, g_p); break; case PLAYER_WALKING_SND_TOGGLE: if (bSet) ps[iPlayer].walking_snd_toggle=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].walking_snd_toggle, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].walking_snd_toggle, g_i, g_p); break; case PLAYER_PALOOKUP: if (bSet) ps[iPlayer].palookup=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].palookup, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].palookup, g_i, g_p); break; case PLAYER_HARD_LANDING: if (bSet) ps[iPlayer].hard_landing=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].hard_landing, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].hard_landing, g_i, g_p); break; case PLAYER_MAX_SECRET_ROOMS: if (bSet) ps[iPlayer].max_secret_rooms=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].max_secret_rooms, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].max_secret_rooms, g_i, g_p); break; case PLAYER_SECRET_ROOMS: if (bSet) ps[iPlayer].secret_rooms=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].secret_rooms, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].secret_rooms, g_i, g_p); break; case PLAYER_PALS: @@ -1970,84 +1970,84 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) ps[iPlayer].pals[lTemp]=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].pals[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].pals[lTemp], g_i, g_p); break; case PLAYER_MAX_ACTORS_KILLED: if (bSet) ps[iPlayer].max_actors_killed=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].max_actors_killed, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].max_actors_killed, g_i, g_p); break; case PLAYER_ACTORS_KILLED: if (bSet) ps[iPlayer].actors_killed=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].actors_killed, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].actors_killed, g_i, g_p); break; case PLAYER_RETURN_TO_CENTER: if (bSet) ps[iPlayer].return_to_center=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].return_to_center, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].return_to_center, g_i, g_p); break; case PLAYER_RUNSPEED: if (bSet) ps[iPlayer].runspeed=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].runspeed, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].runspeed, g_i, g_p); break; case PLAYER_SBS: if (bSet) ps[iPlayer].sbs=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].sbs, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].sbs, g_i, g_p); break; case PLAYER_RELOADING: if (bSet) ps[iPlayer].reloading=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].reloading, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].reloading, g_i, g_p); break; case PLAYER_AUTO_AIM: if (bSet) ps[iPlayer].auto_aim=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].auto_aim, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].auto_aim, g_i, g_p); break; case PLAYER_MOVEMENT_LOCK: if (bSet) ps[iPlayer].movement_lock=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].movement_lock, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].movement_lock, g_i, g_p); break; case PLAYER_SOUND_PITCH: if (bSet) ps[iPlayer].sound_pitch=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].sound_pitch, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].sound_pitch, g_i, g_p); break; case PLAYER_WEAPONSWITCH: if (bSet) ps[iPlayer].weaponswitch=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].weaponswitch, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].weaponswitch, g_i, g_p); break; case PLAYER_TEAM: if (bSet) ps[iPlayer].team=lValue; else - SetGameVarID(*lVar2, ps[iPlayer].team, *sActor, *sPlayer); + SetGameVarID(*lVar2, ps[iPlayer].team, g_i, g_p); break; default: @@ -2056,12 +2056,12 @@ static void DoPlayer(char bSet, const long *lVar1, const long *lLabelID, const l return; } -static void DoInput(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoInput(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2) { int iPlayer; long lValue; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); if (*lVar1 == g_iThisActorID) { @@ -2069,7 +2069,7 @@ static void DoInput(char bSet, const long *lVar1, const long *lLabelID, const lo iPlayer=g_p; } else - iPlayer=GetGameVarID(*lVar1, *sActor, *sPlayer); + iPlayer=GetGameVarID(*lVar1, g_i, g_p); if (iPlayer<0 || iPlayer >= MAXPLAYERS) return; @@ -2080,42 +2080,42 @@ static void DoInput(char bSet, const long *lVar1, const long *lLabelID, const lo if (bSet) sync[iPlayer].avel=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].avel, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].avel, g_i, g_p); break; case INPUT_HORZ: if (bSet) sync[iPlayer].horz=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].horz, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].horz, g_i, g_p); break; case INPUT_FVEL: if (bSet) sync[iPlayer].fvel=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].fvel, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].fvel, g_i, g_p); break; case INPUT_SVEL: if (bSet) sync[iPlayer].svel=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].svel, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].svel, g_i, g_p); break; case INPUT_BITS: if (bSet) sync[iPlayer].bits=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].bits, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].bits, g_i, g_p); break; case INPUT_EXTBITS: if (bSet) sync[iPlayer].extbits=lValue; else - SetGameVarID(*lVar2, sync[iPlayer].extbits, *sActor, *sPlayer); + SetGameVarID(*lVar2, sync[iPlayer].extbits, g_i, g_p); break; default: break; @@ -2123,14 +2123,14 @@ static void DoInput(char bSet, const long *lVar1, const long *lLabelID, const lo return; } -static void DoWall(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoWall(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2) { int iWall; long lValue; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); - iWall=GetGameVarID(*lVar1, *sActor, *sPlayer); + iWall=GetGameVarID(*lVar1, g_i, g_p); if (iWall<0 || iWall >= MAXWALLS) return; @@ -2141,119 +2141,119 @@ static void DoWall(char bSet, const long *lVar1, const long *lLabelID, const lon if (bSet) wall[iWall].x=lValue; else - SetGameVarID(*lVar2, wall[iWall].x, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].x, g_i, g_p); break; case WALL_Y: if (bSet) wall[iWall].y=lValue; else - SetGameVarID(*lVar2, wall[iWall].y, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].y, g_i, g_p); break; case WALL_POINT2: if (bSet) wall[iWall].point2=lValue; else - SetGameVarID(*lVar2, wall[iWall].point2, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].point2, g_i, g_p); break; case WALL_NEXTWALL: if (bSet) wall[iWall].nextwall=lValue; else - SetGameVarID(*lVar2, wall[iWall].nextwall, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].nextwall, g_i, g_p); break; case WALL_NEXTSECTOR: if (bSet) wall[iWall].nextsector=lValue; else - SetGameVarID(*lVar2, wall[iWall].nextsector, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].nextsector, g_i, g_p); break; case WALL_CSTAT: if (bSet) wall[iWall].cstat=lValue; else - SetGameVarID(*lVar2, wall[iWall].cstat, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].cstat, g_i, g_p); break; case WALL_PICNUM: if (bSet) wall[iWall].picnum=lValue; else - SetGameVarID(*lVar2, wall[iWall].picnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].picnum, g_i, g_p); break; case WALL_OVERPICNUM: if (bSet) wall[iWall].overpicnum=lValue; else - SetGameVarID(*lVar2, wall[iWall].overpicnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].overpicnum, g_i, g_p); break; case WALL_SHADE: if (bSet) wall[iWall].shade=lValue; else - SetGameVarID(*lVar2, wall[iWall].shade, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].shade, g_i, g_p); break; case WALL_PAL: if (bSet) wall[iWall].pal=lValue; else - SetGameVarID(*lVar2, wall[iWall].pal, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].pal, g_i, g_p); break; case WALL_XREPEAT: if (bSet) wall[iWall].xrepeat=lValue; else - SetGameVarID(*lVar2, wall[iWall].xrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].xrepeat, g_i, g_p); break; case WALL_YREPEAT: if (bSet) wall[iWall].yrepeat=lValue; else - SetGameVarID(*lVar2, wall[iWall].yrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].yrepeat, g_i, g_p); break; case WALL_XPANNING: if (bSet) wall[iWall].xpanning=lValue; else - SetGameVarID(*lVar2, wall[iWall].xpanning, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].xpanning, g_i, g_p); break; case WALL_YPANNING: if (bSet) wall[iWall].ypanning=lValue; else - SetGameVarID(*lVar2, wall[iWall].ypanning, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].ypanning, g_i, g_p); break; case WALL_LOTAG: if (bSet) wall[iWall].lotag=lValue; else - SetGameVarID(*lVar2, wall[iWall].lotag, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].lotag, g_i, g_p); break; case WALL_HITAG: if (bSet) wall[iWall].hitag=lValue; else - SetGameVarID(*lVar2, wall[iWall].hitag, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].hitag, g_i, g_p); break; case WALL_EXTRA: if (bSet) wall[iWall].extra=lValue; else - SetGameVarID(*lVar2, wall[iWall].extra, *sActor, *sPlayer); + SetGameVarID(*lVar2, wall[iWall].extra, g_i, g_p); break; default: break; @@ -2261,7 +2261,7 @@ static void DoWall(char bSet, const long *lVar1, const long *lLabelID, const lon return; } -static void DoSector(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoSector(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2) { int iSector; long lValue; @@ -2270,12 +2270,12 @@ static void DoSector(char bSet, const long *lVar1, const long *lLabelID, const l // if they've asked for 'this', then use 'this'... iSector=sprite[g_i].sectnum; else - iSector=GetGameVarID(*lVar1, *sActor, *sPlayer); + iSector=GetGameVarID(*lVar1, g_i, g_p); if (iSector<0 || iSector >= MAXSECTORS) return; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); switch (*lLabelID) { @@ -2283,154 +2283,154 @@ static void DoSector(char bSet, const long *lVar1, const long *lLabelID, const l if (bSet) sector[iSector].wallptr=lValue; else - SetGameVarID(*lVar2, sector[iSector].wallptr,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].wallptr,g_i,g_p); break; case SECTOR_WALLNUM: if (bSet) sector[iSector].wallnum=lValue; else - SetGameVarID(*lVar2, sector[iSector].wallnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].wallnum,g_i,g_p); break; case SECTOR_CEILINGZ: if (bSet) sector[iSector].ceilingz=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingz,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingz,g_i,g_p); break; case SECTOR_FLOORZ: if (bSet) sector[iSector].floorz=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorz,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorz,g_i,g_p); break; case SECTOR_CEILINGSTAT: if (bSet) sector[iSector].ceilingstat=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingstat,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingstat,g_i,g_p); break; case SECTOR_FLOORSTAT: if (bSet) sector[iSector].floorstat=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorstat,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorstat,g_i,g_p); break; case SECTOR_CEILINGPICNUM: if (bSet) sector[iSector].ceilingpicnum=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingpicnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingpicnum,g_i,g_p); break; case SECTOR_CEILINGSLOPE: if (bSet) sector[iSector].ceilingheinum=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingheinum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingheinum,g_i,g_p); break; case SECTOR_CEILINGSHADE: if (bSet) sector[iSector].ceilingshade=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingshade,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingshade,g_i,g_p); break; case SECTOR_CEILINGPAL: if (bSet) sector[iSector].ceilingpal=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingpal,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingpal,g_i,g_p); break; case SECTOR_CEILINGXPANNING: if (bSet) sector[iSector].ceilingxpanning=lValue; else - SetGameVarID(*lVar2, sector[iSector].ceilingypanning,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].ceilingypanning,g_i,g_p); break; case SECTOR_FLOORPICNUM: if (bSet) sector[iSector].floorpicnum=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorpicnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorpicnum,g_i,g_p); break; case SECTOR_FLOORSLOPE: if (bSet) sector[iSector].floorheinum=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorheinum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorheinum,g_i,g_p); break; case SECTOR_FLOORSHADE: if (bSet) sector[iSector].floorshade=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorshade,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorshade,g_i,g_p); break; case SECTOR_FLOORPAL: if (bSet) sector[iSector].floorpal=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorpal,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorpal,g_i,g_p); break; case SECTOR_FLOORXPANNING: if (bSet) sector[iSector].floorxpanning=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorxpanning,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorxpanning,g_i,g_p); break; case SECTOR_FLOORYPANNING: if (bSet) sector[iSector].floorypanning=lValue; else - SetGameVarID(*lVar2, sector[iSector].floorypanning,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].floorypanning,g_i,g_p); break; case SECTOR_VISIBILITY: if (bSet) sector[iSector].visibility=lValue; else - SetGameVarID(*lVar2, sector[iSector].visibility,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].visibility,g_i,g_p); break; case SECTOR_ALIGNTO: if (bSet) sector[iSector].filler=lValue; else - SetGameVarID(*lVar2, sector[iSector].filler,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].filler,g_i,g_p); break; case SECTOR_LOTAG: if (bSet) sector[iSector].lotag=lValue; else - SetGameVarID(*lVar2, sector[iSector].lotag,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].lotag,g_i,g_p); break; case SECTOR_HITAG: if (bSet) sector[iSector].hitag=lValue; else - SetGameVarID(*lVar2, sector[iSector].hitag,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].hitag,g_i,g_p); break; case SECTOR_EXTRA: if (bSet) sector[iSector].extra=lValue; else - SetGameVarID(*lVar2, sector[iSector].extra,*sActor,*sPlayer); + SetGameVarID(*lVar2, sector[iSector].extra,g_i,g_p); break; default: @@ -2439,19 +2439,19 @@ static void DoSector(char bSet, const long *lVar1, const long *lLabelID, const l return; } -static void DoActor(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer, const long *lParm2) +static void DoActor(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *lParm2) { int iActor; long lValue; long lTemp; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); if (*lVar1 == g_iThisActorID) // if they've asked for 'this', then use 'this'... iActor=g_i; else - iActor=GetGameVarID(*lVar1, *sActor, *sPlayer); + iActor=GetGameVarID(*lVar1, g_i, g_p); if (iActor < 0 || iActor >= MAXSPRITES) return; @@ -2462,280 +2462,280 @@ static void DoActor(char bSet, const long *lVar1, const long *lLabelID, const lo if (bSet) sprite[iActor].x=lValue; else - SetGameVarID(*lVar2, sprite[iActor].x,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].x,g_i,g_p); break; case ACTOR_Y: if (bSet) sprite[iActor].y=lValue; else - SetGameVarID(*lVar2, sprite[iActor].y,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].y,g_i,g_p); break; case ACTOR_Z: if (bSet) sprite[iActor].z=lValue; else - SetGameVarID(*lVar2, sprite[iActor].z,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].z,g_i,g_p); break; case ACTOR_CSTAT: if (bSet) sprite[iActor].cstat=lValue; else - SetGameVarID(*lVar2, sprite[iActor].cstat,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].cstat,g_i,g_p); break; case ACTOR_PICNUM: if (bSet) sprite[iActor].picnum=lValue; else - SetGameVarID(*lVar2, sprite[iActor].picnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].picnum,g_i,g_p); break; case ACTOR_SHADE: if (bSet) sprite[iActor].shade=lValue; else - SetGameVarID(*lVar2, sprite[iActor].shade,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].shade,g_i,g_p); break; case ACTOR_PAL: if (bSet) sprite[iActor].pal=lValue; else - SetGameVarID(*lVar2, sprite[iActor].pal,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].pal,g_i,g_p); break; case ACTOR_CLIPDIST: if (bSet) sprite[iActor].clipdist=lValue; else - SetGameVarID(*lVar2, sprite[iActor].clipdist,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].clipdist,g_i,g_p); break; case ACTOR_DETAIL: if (bSet) sprite[iActor].filler=lValue; else - SetGameVarID(*lVar2, sprite[iActor].filler,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].filler,g_i,g_p); break; case ACTOR_XREPEAT: if (bSet) sprite[iActor].xrepeat=lValue; else - SetGameVarID(*lVar2, sprite[iActor].xrepeat,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xrepeat,g_i,g_p); break; case ACTOR_YREPEAT: if (bSet) sprite[iActor].yrepeat=lValue; else - SetGameVarID(*lVar2, sprite[iActor].yrepeat,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yrepeat,g_i,g_p); break; case ACTOR_XOFFSET: if (bSet) sprite[iActor].xoffset=lValue; else - SetGameVarID(*lVar2, sprite[iActor].xoffset,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xoffset,g_i,g_p); break; case ACTOR_YOFFSET: if (bSet) sprite[iActor].yoffset=lValue; else - SetGameVarID(*lVar2, sprite[iActor].yoffset,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yoffset,g_i,g_p); break; case ACTOR_SECTNUM: if (bSet) changespritesect(iActor,lValue); else - SetGameVarID(*lVar2, sprite[iActor].sectnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].sectnum,g_i,g_p); break; case ACTOR_STATNUM: if (bSet) changespritestat(iActor,lValue); else - SetGameVarID(*lVar2, sprite[iActor].statnum,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].statnum,g_i,g_p); break; case ACTOR_ANG: if (bSet) sprite[iActor].ang=lValue; else - SetGameVarID(*lVar2, sprite[iActor].ang,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].ang,g_i,g_p); break; case ACTOR_OWNER: if (bSet) sprite[iActor].owner=lValue; else - SetGameVarID(*lVar2, sprite[iActor].owner,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].owner,g_i,g_p); break; case ACTOR_XVEL: if (bSet) sprite[iActor].xvel=lValue; else - SetGameVarID(*lVar2, sprite[iActor].xvel,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].xvel,g_i,g_p); break; case ACTOR_YVEL: if (bSet) sprite[iActor].yvel=lValue; else - SetGameVarID(*lVar2, sprite[iActor].yvel,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].yvel,g_i,g_p); break; case ACTOR_ZVEL: if (bSet) sprite[iActor].zvel=lValue; else - SetGameVarID(*lVar2, sprite[iActor].zvel,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].zvel,g_i,g_p); break; case ACTOR_LOTAG: if (bSet) sprite[iActor].lotag=lValue; else - SetGameVarID(*lVar2, sprite[iActor].lotag,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].lotag,g_i,g_p); break; case ACTOR_HITAG: if (bSet) sprite[iActor].hitag=lValue; else - SetGameVarID(*lVar2, sprite[iActor].hitag,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].hitag,g_i,g_p); break; case ACTOR_EXTRA: if (bSet) sprite[iActor].extra=lValue; else - SetGameVarID(*lVar2, sprite[iActor].extra,*sActor,*sPlayer); + SetGameVarID(*lVar2, sprite[iActor].extra,g_i,g_p); break; case ACTOR_HTCGG: if (bSet) hittype[iActor].cgg=lValue; else - SetGameVarID(*lVar2, hittype[iActor].cgg, *sActor, *sPlayer); + SetGameVarID(*lVar2, hittype[iActor].cgg, g_i, g_p); break; case ACTOR_HTPICNUM : if (bSet) hittype[iActor].picnum=lValue; else - SetGameVarID(*lVar2, hittype[iActor].picnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, hittype[iActor].picnum, g_i, g_p); break; case ACTOR_HTANG: if (bSet) hittype[iActor].ang=lValue; else - SetGameVarID(*lVar2, hittype[iActor].ang, *sActor, *sPlayer); + SetGameVarID(*lVar2, hittype[iActor].ang, g_i, g_p); break; case ACTOR_HTEXTRA: if (bSet) hittype[iActor].extra=lValue; else - SetGameVarID(*lVar2,hittype[iActor].extra, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].extra, g_i, g_p); break; case ACTOR_HTOWNER: if (bSet) hittype[iActor].owner=lValue; else - SetGameVarID(*lVar2,hittype[iActor].owner, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].owner, g_i, g_p); break; case ACTOR_HTMOVFLAG: if (bSet) hittype[iActor].movflag=lValue; else - SetGameVarID(*lVar2,hittype[iActor].movflag, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].movflag, g_i, g_p); break; case ACTOR_HTTEMPANG: if (bSet) hittype[iActor].tempang=lValue; else - SetGameVarID(*lVar2,hittype[iActor].tempang, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].tempang, g_i, g_p); break; case ACTOR_HTACTORSTAYPUT: if (bSet) hittype[iActor].actorstayput=lValue; else - SetGameVarID(*lVar2,hittype[iActor].actorstayput, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].actorstayput, g_i, g_p); break; case ACTOR_HTDISPICNUM: if (bSet) hittype[iActor].dispicnum=lValue; else - SetGameVarID(*lVar2,hittype[iActor].dispicnum, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].dispicnum, g_i, g_p); break; case ACTOR_HTTIMETOSLEEP: if (bSet) hittype[iActor].timetosleep=lValue; else - SetGameVarID(*lVar2,hittype[iActor].timetosleep, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].timetosleep, g_i, g_p); break; case ACTOR_HTFLOORZ: if (bSet) hittype[iActor].floorz=lValue; else - SetGameVarID(*lVar2,hittype[iActor].floorz, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].floorz, g_i, g_p); break; case ACTOR_HTCEILINGZ: if (bSet) hittype[iActor].ceilingz=lValue; else - SetGameVarID(*lVar2,hittype[iActor].ceilingz, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].ceilingz, g_i, g_p); break; case ACTOR_HTLASTVX: if (bSet) hittype[iActor].lastvx=lValue; else - SetGameVarID(*lVar2,hittype[iActor].lastvx, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].lastvx, g_i, g_p); break; case ACTOR_HTLASTVY: if (bSet) hittype[iActor].lastvy=lValue; else - SetGameVarID(*lVar2,hittype[iActor].lastvy, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].lastvy, g_i, g_p); break; case ACTOR_HTBPOSX: if (bSet) hittype[iActor].bposx=lValue; else - SetGameVarID(*lVar2,hittype[iActor].bposx, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposx, g_i, g_p); break; case ACTOR_HTBPOSY: if (bSet) hittype[iActor].bposy=lValue; else - SetGameVarID(*lVar2,hittype[iActor].bposy, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposy, g_i, g_p); break; case ACTOR_HTBPOSZ: if (bSet) hittype[iActor].bposz=lValue; else - SetGameVarID(*lVar2,hittype[iActor].bposz, *sActor, *sPlayer); + SetGameVarID(*lVar2,hittype[iActor].bposz, g_i, g_p); break; case ACTOR_HTG_T: @@ -2743,49 +2743,49 @@ static void DoActor(char bSet, const long *lVar1, const long *lLabelID, const lo if (bSet) hittype[iActor].temp_data[lTemp]=lValue; else - SetGameVarID(*lVar2, hittype[iActor].temp_data[lTemp], *sActor, *sPlayer); + SetGameVarID(*lVar2, hittype[iActor].temp_data[lTemp], g_i, g_p); break; case ACTOR_ANGOFF: if (bSet) spriteext[iActor].angoff=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].angoff, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].angoff, g_i, g_p); break; case ACTOR_PITCH: if (bSet) spriteext[iActor].pitch=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].pitch, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].pitch, g_i, g_p); break; case ACTOR_ROLL: if (bSet) spriteext[iActor].roll=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].roll, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].roll, g_i, g_p); break; case ACTOR_MDXOFF: if (bSet) spriteext[iActor].xoff=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].xoff, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].xoff, g_i, g_p); break; case ACTOR_MDYOFF: if (bSet) spriteext[iActor].yoff=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].yoff, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].yoff, g_i, g_p); break; case ACTOR_MDZOFF: if (bSet) spriteext[iActor].zoff=lValue; else - SetGameVarID(*lVar2,spriteext[iActor].zoff, *sActor, *sPlayer); + SetGameVarID(*lVar2,spriteext[iActor].zoff, g_i, g_p); break; default: @@ -2794,17 +2794,17 @@ static void DoActor(char bSet, const long *lVar1, const long *lLabelID, const lo return; } -static void DoProjectile(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2, const long *sActor, const long *sPlayer) +static void DoProjectile(char bSet, const long *lVar1, const long *lLabelID, const long *lVar2) { long lValue,proj; - // proj=GetGameVarID(lVar1, *sActor, *sPlayer); + // proj=GetGameVarID(lVar1, g_i, g_p); proj=*lVar1; if (proj < 0 || proj >= MAXTILES) return; - lValue=GetGameVarID(*lVar2, *sActor, *sPlayer); + lValue=GetGameVarID(*lVar2, g_i, g_p); switch (*lLabelID) { @@ -2812,196 +2812,196 @@ static void DoProjectile(char bSet, const long *lVar1, const long *lLabelID, con if (bSet) projectile[proj].workslike=lValue; else - SetGameVarID(*lVar2, projectile[proj].workslike, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].workslike, g_i, g_p); break; case PROJ_SPAWNS: if (bSet) projectile[proj].spawns=lValue; else - SetGameVarID(*lVar2, projectile[proj].spawns, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].spawns, g_i, g_p); break; case PROJ_SXREPEAT: if (bSet) projectile[proj].sxrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].sxrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].sxrepeat, g_i, g_p); break; case PROJ_SYREPEAT: if (bSet) projectile[proj].syrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].syrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].syrepeat, g_i, g_p); break; case PROJ_SOUND: if (bSet) projectile[proj].sound=lValue; else - SetGameVarID(*lVar2, projectile[proj].sound, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].sound, g_i, g_p); break; case PROJ_ISOUND: if (bSet) projectile[proj].isound=lValue; else - SetGameVarID(*lVar2, projectile[proj].isound, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].isound, g_i, g_p); break; case PROJ_VEL: if (bSet) projectile[proj].vel=lValue; else - SetGameVarID(*lVar2, projectile[proj].vel, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].vel, g_i, g_p); break; case PROJ_EXTRA: if (bSet) projectile[proj].extra=lValue; else - SetGameVarID(*lVar2, projectile[proj].extra, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].extra, g_i, g_p); break; case PROJ_DECAL: if (bSet) projectile[proj].decal=lValue; else - SetGameVarID(*lVar2, projectile[proj].decal, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].decal, g_i, g_p); break; case PROJ_TRAIL: if (bSet) projectile[proj].trail=lValue; else - SetGameVarID(*lVar2, projectile[proj].trail, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].trail, g_i, g_p); break; case PROJ_TXREPEAT: if (bSet) projectile[proj].txrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].txrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].txrepeat, g_i, g_p); break; case PROJ_TYREPEAT: if (bSet) projectile[proj].tyrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].tyrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].tyrepeat, g_i, g_p); break; case PROJ_TOFFSET: if (bSet) projectile[proj].toffset=lValue; else - SetGameVarID(*lVar2, projectile[proj].toffset, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].toffset, g_i, g_p); break; case PROJ_TNUM: if (bSet) projectile[proj].tnum=lValue; else - SetGameVarID(*lVar2, projectile[proj].tnum, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].tnum, g_i, g_p); break; case PROJ_DROP: if (bSet) projectile[proj].drop=lValue; else - SetGameVarID(*lVar2, projectile[proj].drop, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].drop, g_i, g_p); break; case PROJ_CSTAT: if (bSet) projectile[proj].cstat=lValue; else - SetGameVarID(*lVar2, projectile[proj].cstat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].cstat, g_i, g_p); break; case PROJ_CLIPDIST: if (bSet) projectile[proj].clipdist=lValue; else - SetGameVarID(*lVar2, projectile[proj].clipdist, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].clipdist, g_i, g_p); break; case PROJ_SHADE: if (bSet) projectile[proj].shade=lValue; else - SetGameVarID(*lVar2, projectile[proj].shade, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].shade, g_i, g_p); break; case PROJ_XREPEAT: if (bSet) projectile[proj].xrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].xrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].xrepeat, g_i, g_p); break; case PROJ_YREPEAT: if (bSet) projectile[proj].yrepeat=lValue; else - SetGameVarID(*lVar2, projectile[proj].yrepeat, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].yrepeat, g_i, g_p); break; case PROJ_PAL: if (bSet) projectile[proj].pal=lValue; else - SetGameVarID(*lVar2, projectile[proj].pal, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].pal, g_i, g_p); break; case PROJ_EXTRA_RAND: if (bSet) projectile[proj].extra_rand=lValue; else - SetGameVarID(*lVar2, projectile[proj].extra_rand, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].extra_rand, g_i, g_p); break; case PROJ_HITRADIUS: if (bSet) projectile[proj].hitradius=lValue; else - SetGameVarID(*lVar2, projectile[proj].hitradius, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].hitradius, g_i, g_p); break; case PROJ_VEL_MULT: if (bSet) projectile[proj].velmult=lValue; else - SetGameVarID(*lVar2, projectile[proj].velmult, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].velmult, g_i, g_p); break; case PROJ_OFFSET: if (bSet) projectile[proj].offset=lValue; else - SetGameVarID(*lVar2, projectile[proj].offset, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].offset, g_i, g_p); break; case PROJ_BOUNCES: if (bSet) projectile[proj].bounces=lValue; else - SetGameVarID(*lVar2, projectile[proj].bounces, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].bounces, g_i, g_p); break; case PROJ_BSOUND: if (bSet) projectile[proj].bsound=lValue; else - SetGameVarID(*lVar2, projectile[proj].bsound, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].bsound, g_i, g_p); break; case PROJ_RANGE: if (bSet) projectile[proj].range=lValue; else - SetGameVarID(*lVar2, projectile[proj].range, *sActor, *sPlayer); + SetGameVarID(*lVar2, projectile[proj].range, g_i, g_p); break; default: @@ -3667,7 +3667,7 @@ static char parse(void) lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; - DoThisProjectile(tw==CON_SETTHISPROJECTILE,&lVar1,&lLabelID,&lVar2,(long *)&g_i,(long *)&g_p); + DoThisProjectile(tw==CON_SETTHISPROJECTILE,&lVar1,&lLabelID,&lVar2); break; } @@ -5726,7 +5726,7 @@ good: lVar1=*insptr++; lLabelID=*insptr++; lVar2=*insptr++; - DoSector(tw==CON_SETSECTOR, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); + DoSector(tw==CON_SETSECTOR, &lVar1, &lLabelID, &lVar2); break; } @@ -5990,7 +5990,7 @@ good: } lVar2=*insptr++; - DoPlayer(tw==CON_SETPLAYER, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p, &lParm2); + DoPlayer(tw==CON_SETPLAYER, &lVar1, &lLabelID, &lVar2, &lParm2); break; } @@ -6008,7 +6008,7 @@ good: lVar2=*insptr++; - DoInput(tw==CON_SETINPUT, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); + DoInput(tw==CON_SETINPUT, &lVar1, &lLabelID, &lVar2); break; } @@ -6024,7 +6024,7 @@ good: lLabelID=*insptr++; lVar2=*insptr++; - DoUserDef(tw==CON_SETUSERDEF, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); + DoUserDef(tw==CON_SETUSERDEF, &lLabelID, &lVar2); break; } @@ -6040,7 +6040,7 @@ good: lVar1=GetGameVarID(*insptr++, g_i, g_p); lLabelID=*insptr++; lVar2=*insptr++; - DoProjectile(tw==CON_SETPROJECTILE,&lVar1,&lLabelID,&lVar2,(long *)&g_i,(long *)&g_p); + DoProjectile(tw==CON_SETPROJECTILE,&lVar1,&lLabelID,&lVar2); break; } @@ -6058,7 +6058,7 @@ good: lLabelID=*insptr++; lVar2=*insptr++; - DoWall(tw==CON_SETWALL, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p); + DoWall(tw==CON_SETWALL, &lVar1, &lLabelID, &lVar2); break; } @@ -6146,7 +6146,7 @@ good: } lVar2=*insptr++; - DoActor(tw==CON_SETACTOR, &lVar1, &lLabelID, &lVar2, (long *)&g_i, (long *)&g_p, &lParm2); + DoActor(tw==CON_SETACTOR, &lVar1, &lLabelID, &lVar2, &lParm2); break; }