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- setup for Duke actor data transition to something more scripting friendly.
The main problem here is that there's two data arrays representing an actor - sprite and hittype and the engine only uses indices for reference. By setting up hittype to contain a sprite reference, the function and iterator interface can be rewritten to use a single pointer instead to represent an actor. The main objective is to reduce the number of accesses to the global arrays which constitute the biggest refactoring blocker.
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6 changed files with 30 additions and 49 deletions
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@ -903,7 +903,7 @@ static spriteext_t spriteext_s[MAXSPRITES+MAXUNIQHUDID];
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static spritesmooth_t spritesmooth_s[MAXSPRITES+MAXUNIQHUDID];
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static sectortype sector_s[MAXSECTORS];
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static walltype wall_s[MAXWALLS];
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static spritetype sprite_s[MAXSPRITES];
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spritetype sprite_s[MAXSPRITES];
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static tspritetype tsprite_s[MAXSPRITESONSCREEN];
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int32_t enginePreInit(void)
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