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https://github.com/ZDoom/Raze.git
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- the last batch of small scale typedefs eliminated.
This commit is contained in:
parent
87d2b3274b
commit
72962cc098
9 changed files with 37 additions and 48 deletions
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@ -37,7 +37,7 @@ struct DECISION
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};
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// Personality structure
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struct PERSONALITYstruct
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struct PERSONALITY
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{
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DECISION* Battle;
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DECISION* Offense;
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@ -51,15 +51,14 @@ struct PERSONALITYstruct
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enum ActorStates { SLOW_SPEED, NORM_SPEED, MID_SPEED, FAST_SPEED, MAX_SPEED};
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#define MAXATTRIBSNDS 11
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typedef enum
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enum ATTRIB_SNDS
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{
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attr_ambient, attr_alert, attr_attack, attr_pain, attr_die,
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attr_extra1, attr_extra2, attr_extra3,attr_extra4,attr_extra5,
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attr_extra6
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} ATTRIB_SNDS;
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attr_extra6, MAXATTRIBSNDS
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};
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struct ATTRIBUTEstruct
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struct ATTRIBUTE
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{
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int16_t Speed[MAX_SPEED];
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int8_t TicAdjust[MAX_SPEED];
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@ -34,11 +34,11 @@ BEGIN_SW_NS
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// BOT DEFINITIONS AND STRUCTURES
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typedef enum
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enum BOT_Actions
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{
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BOTstand, BOThide, BOTrun, BOTduck, BOTjump, BOTstrafe, BOTshoot, BOTuseinv,
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BOTopen, BOTswimup, BOTswimdown, BOTturn, BOTuserts
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} BOT_Actions;
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};
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// Linked lists containing node trees that are chosen based on desired actions
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@ -370,7 +370,7 @@ ACTOR_ACTION_SET CoolieActionSet =
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};
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// later. This is used by multiple enemies.
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITYp person)
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person)
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{
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unsigned int wpn;
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int wpn_cnt;
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@ -63,7 +63,7 @@ constexpr int BIT(int shift)
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return 1 << shift;
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}
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typedef struct
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struct GAME_SET
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{
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// Net Options from Menus
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uint8_t NetGameType; // 0=DeathMatch [spawn], 1=Cooperative 2=DeathMatch [no spawn]
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@ -75,7 +75,7 @@ typedef struct
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uint8_t NetTimeLimit; // Limit time of game
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uint8_t NetColor; // Chosen color for player
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bool NetNuke;
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} GAME_SET, * GAME_SETp;
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};
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extern const GAME_SET gs_defaults;
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extern GAME_SET gs;
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@ -340,8 +340,6 @@ enum Dir8
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NW = ORD_NW * DEGREE_45,
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};
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typedef enum Dir8 DIR8;
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// Auto building enumerations
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#define DIGI_ENUM
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@ -367,22 +365,16 @@ enum dam
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// Forward declarations
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struct STATEstruct;
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typedef struct STATEstruct STATE, *STATEp, * *STATEpp;
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//struct PIC_STATEstruct;
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//typedef struct PIC_STATEstruct PIC_STATE, *PIC_STATEp;
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struct STATE;
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typedef STATE* STATEp;
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struct PANEL_STATE;
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struct PLAYERstruct;
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typedef struct PLAYERstruct PLAYER, *PLAYERp;
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struct PERSONALITYstruct;
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typedef struct PERSONALITYstruct PERSONALITY, *PERSONALITYp;
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struct ATTRIBUTEstruct;
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typedef struct ATTRIBUTEstruct ATTRIBUTE, *ATTRIBUTEp;
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struct PERSONALITY;
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struct ATTRIBUTE;
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struct SECTOR_OBJECTstruct;
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typedef struct SECTOR_OBJECTstruct SECTOR_OBJECT, *SECTOR_OBJECTp;
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@ -400,13 +392,12 @@ typedef ANIMATOR *ANIMATORp;
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typedef void pANIMATOR (PANEL_SPRITEp);
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typedef pANIMATOR *pANIMATORp;
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typedef void soANIMATOR (SECTOR_OBJECTp);
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typedef soANIMATOR *soANIMATORp;
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typedef void (*soANIMATORp) (SECTOR_OBJECTp);
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typedef sectortype SECTOR, *SECTORp;
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typedef walltype WALL, *WALLp;
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struct STATEstruct
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struct STATE
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{
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short Pic;
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int Tics;
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@ -432,7 +423,8 @@ enum
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// Jim's MISC declarations from other files
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///////////////////////////////////////////////////////////////////////////////
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typedef enum {WATER_FOOT, BLOOD_FOOT} FOOT_TYPE;
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enum FOOT_TYPE
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{WATER_FOOT, BLOOD_FOOT};
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extern FOOT_TYPE FootMode;
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ANIMATOR QueueFloorBlood; // Weapon.c
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@ -483,7 +475,7 @@ enum
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};
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//#define WEAP_ENTRY(id, init_func, damage_lo, damage_hi, radius)
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typedef struct
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struct DAMAGE_DATA
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{
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void (*Init)(PLAYERp);
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int16_t damage_lo;
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@ -494,7 +486,7 @@ typedef struct
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int16_t with_weapon;
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int16_t weapon_pickup;
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int16_t ammo_pickup;
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} DAMAGE_DATA, *DAMAGE_DATAp;
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};
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extern DAMAGE_DATA DamageData[];
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@ -589,14 +581,14 @@ typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
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#include "inv.h"
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typedef struct
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struct REMOTE_CONTROL
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{
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sectortype* cursectp, * lastcursectp;
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int pang;
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vec2_t vect, ovect, slide_vect;
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vec3_t pos;
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SECTOR_OBJECTp sop_control;
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} REMOTE_CONTROL, *REMOTE_CONTROLp;
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};
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struct PLAYERstruct
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{
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@ -945,8 +937,8 @@ struct USER
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ANIMATORp ActorActionFunc;
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ACTOR_ACTION_SET* ActorActionSet;
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PERSONALITYp Personality;
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ATTRIBUTEp Attrib;
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PERSONALITY* Personality;
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ATTRIBUTE* Attrib;
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SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
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// sector object - contains info for the SO
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@ -1682,7 +1674,7 @@ int AnimSet(int animtype, sectortype* animindex, int thegoal, int thevel)
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
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short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITYp person);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person);
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void getzrangepoint(int x, int y, int z, sectortype* sect, int32_t* ceilz, Collision* ceilhit, int32_t* florz, Collision* florhit);
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Collision move_sprite(DSWActor* , int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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@ -32,23 +32,22 @@ BEGIN_SW_NS
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/********************************************************************/
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typedef
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struct List
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struct List
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{
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struct List *Next;
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struct List *Prev;
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} LISTHEAD, *LIST;
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};
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inline void INITLIST(void* listp)
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{
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LIST list = (LIST)listp;
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List* list = (List*)listp;
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list->Prev = list->Next = list;
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}
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inline void INSERT(void* listp, void* nodepp)
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{
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LIST list = (LIST)listp;
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LIST nodep = (LIST)nodepp;
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List* list = (List*)listp;
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List* nodep = (List*)nodepp;
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nodep->Prev = list;
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nodep->Next = list->Next;
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list->Next = nodep;
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@ -63,7 +62,7 @@ inline void REMOVE(PANEL_SPRITEp nodep)
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inline bool EMPTY(void* listp)
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{
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LIST list = (LIST)listp;
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List* list = (List*)listp;
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return list->Next == list;
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}
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@ -6218,7 +6218,7 @@ void InsertPanelSprite(PLAYERp pp, PANEL_SPRITEp psp)
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for (cur = list->Next; nxt = cur->Next, cur != list; cur = nxt)
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{
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// if the next pointer is the end of the list, insert it
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if ((LIST) cur->Next == (LIST) &pp->PanelSpriteList)
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if ((List*) cur->Next == (List*) &pp->PanelSpriteList)
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{
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INSERT(cur, psp);
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return;
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@ -6296,7 +6296,7 @@ void pClearSpriteList(PLAYERp pp)
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PANEL_SPRITEp psp=nullptr, next_psp=nullptr;
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auto l = &pp->PanelSpriteList;
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for (psp = l->Next; next_psp = psp->Next, (LIST)psp != (LIST)l; psp = next_psp)
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for (psp = l->Next; next_psp = psp->Next, (List*)psp != (List*)l; psp = next_psp)
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{
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if (psp->Next == nullptr || psp->Prev == nullptr) return; // this can happen when cleaning up a fatal error.
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pKillSprite(psp);
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@ -46,7 +46,6 @@ enum conpic_id
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{
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#include "conpic.h"
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};
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typedef enum conpic_id CONPIC_ID;
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#undef MAKE_CONPIC_ENUM
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enum PanelSpriteIDs
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@ -187,12 +187,12 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, ACTOR_ACTION_SET*&
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(ACTOR_ACTION_SET));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PERSONALITYp& w, PERSONALITYp* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PERSONALITY*& w, PERSONALITY** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(PERSONALITY));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ATTRIBUTEp& w, ATTRIBUTEp* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ATTRIBUTE*& w, ATTRIBUTE** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(ATTRIBUTE));
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}
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@ -219,7 +219,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PANEL_SPRITEp& w,
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for (unsigned i = 0; i < MAX_SW_PLAYERS_REG; i++)
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{
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// special case for pointing to the list head
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if ((LIST)w == (LIST)&Player[i].PanelSpriteList)
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if ((List*)w == (List*)&Player[i].PanelSpriteList)
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{
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idx = 1000'0000 + i;
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break;
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@ -5273,7 +5273,7 @@ int PlayerDamageSlide(PLAYERp pp, int damage, short ang)
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int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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{
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DAMAGE_DATAp d = &DamageData[DamageNdx];
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auto d = &DamageData[DamageNdx];
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// if ndx does radius
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if (d->radius > 0 && weapActor)
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