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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- cleaned out most of the less frequent typedef types in SW.
This commit is contained in:
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10187e892f
commit
87d2b3274b
12 changed files with 39 additions and 126 deletions
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@ -41,29 +41,24 @@ typedef enum
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} BOT_Actions;
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// Linked lists containing node trees that are chosen based on desired actions
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struct NODEstruct;
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typedef struct NODEstruct NODE, *NODEp;
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struct NODEstruct
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struct NODE
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{
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NODEp p, l, r; // Pointers to tree nodes
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NODE* p,* l,* r; // Pointers to tree nodes
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int goalx, goaly, goalz; // x,y,z point bot wants to get to
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BOT_Actions action; // Action to take if this node is reached
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int tics; // Optionally stay in this node for x tics.
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};
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struct NODETREEstruct;
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typedef struct NODETREEstruct NODETREE, *NODETREEp;
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struct NODETREEstruct
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struct NODETREE
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{
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NODEp tree; // This is the node tree used to navigate to goal
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NODE* tree; // This is the node tree used to navigate to goal
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bool Locked; // If list is locked, a bot is using/modifying it and
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// other bots cannot modify it while it's locked
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};
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// Bots main action variables
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typedef struct BOT_BRAIN
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struct BOT_BRAIN
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{
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int16_t tgt_inv; // Inventory item it wants to use
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int16_t tgt_weapon; // weapon in wants to activate and use
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@ -72,7 +67,7 @@ typedef struct BOT_BRAIN
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int16_t tgt_sector; // Sector it wants to get to
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int16_t tgt_wall; // Wall it wants to touch
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BOT_Actions action; // Bot's current action
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} BotBrain, *BotBrain_p;
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};
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// NOTE:
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// The following arrays should be saved off with save games!
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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_SETp action, PERSONALITYp person)
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITYp person)
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{
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unsigned int wpn;
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int wpn_cnt;
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@ -855,7 +855,8 @@ enum
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MAX_ACTOR_CLOSE_ATTACK = 2,
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MAX_ACTOR_ATTACK = 6,
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};
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typedef struct
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struct ACTOR_ACTION_SET
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{
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STATEp *Stand;
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STATEp *Run;
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@ -884,7 +885,7 @@ typedef struct
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STATEp *Special[2];
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STATEp *Duck;
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STATEp *Dive;
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} ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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};
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struct ROTATOR
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{
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@ -914,8 +915,6 @@ struct ROTATOR
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};
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using ROTATORp = ROTATOR*;
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//
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// User Extension record
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//
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@ -945,7 +944,7 @@ struct USER
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STATEp *StateFallOverride; // a bit kludgy - override std fall state
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ANIMATORp ActorActionFunc;
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ACTOR_ACTION_SETp ActorActionSet;
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ACTOR_ACTION_SET* ActorActionSet;
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PERSONALITYp Personality;
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ATTRIBUTEp Attrib;
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SECTOR_OBJECTp sop_parent; // denotes that this sprite is a part of the
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@ -1191,12 +1190,6 @@ enum
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};
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typedef struct
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{
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int16_t high;
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} RANGE,*RANGEp;
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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// Sector Stuff - Sector Objects and Tracks
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@ -1242,11 +1235,10 @@ enum
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};
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#define MAKE_STAG_ENUM
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enum stag_id
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enum STAG_ID
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{
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#include "stag.h"
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};
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typedef enum stag_id STAG_ID;
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#undef MAKE_STAG_ENUM
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@ -1291,19 +1283,19 @@ enum ShrapType
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# define CallocMem(size, num) M_Calloc(size, num)
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# define FreeMem(ptr) M_Free(ptr)
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typedef struct TARGET_SORT
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struct TARGET_SORT
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{
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DSWActor* actor;
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int16_t dang;
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int dist;
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int weight;
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} *TARGET_SORTp;
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};
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enum { MAX_TARGET_SORT = 16 };
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extern TARGET_SORT TargetSort[MAX_TARGET_SORT];
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extern unsigned TargetSortCount;
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enum DoorType
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enum DOOR_TYPE
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{
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OPERATE_TYPE,
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DOOR_HORIZ_TYPE,
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@ -1312,30 +1304,28 @@ enum DoorType
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DOOR_ROTATE_TYPE
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};
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typedef enum DoorType DOOR_TYPE;
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typedef struct
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struct DOOR_AUTO_CLOSE
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{
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DOOR_TYPE Type;
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int Sector;
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int16_t Speed;
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int16_t TimeOut;
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} DOOR_AUTO_CLOSE, *DOOR_AUTO_CLOSEp;
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};
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typedef struct
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struct SWING
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{
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int origx[17], origy[17];
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int sector;
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int16_t angopen, angclosed, angopendir, sang, anginc;
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} SWING;
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};
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typedef struct SINE_WAVE_FLOOR
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struct SINE_WAVE_FLOOR
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{
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sectortype* sectp;
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int floor_origz, ceiling_origz, range;
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int16_t sintable_ndx, speed_shift;
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uint8_t flags;
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} *SINE_WAVE_FLOORp;
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};
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enum
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{
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@ -1346,12 +1336,12 @@ enum
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extern SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
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typedef struct SINE_WALL
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struct SINE_WALL
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{
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walltype* wallp;
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int orig_xy, range;
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int16_t sintable_ndx, speed_shift, type;
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} *SINE_WALLp;
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};
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extern SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
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@ -1373,9 +1363,7 @@ enum
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extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
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typedef void ANIM_CALLBACK (ANIMp, void *);
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typedef ANIM_CALLBACK *ANIM_CALLBACKp;
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typedef void *ANIM_DATAp;
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typedef void (*ANIM_CALLBACKp) (ANIMp, void *);
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enum
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{
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@ -1694,7 +1682,7 @@ 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_SETp action, PERSONALITYp person);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITYp 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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@ -1133,7 +1133,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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int16_t* shp;
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int ezh, ezhl, ezhm;
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unsigned ndx;
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TARGET_SORTp ts;
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TARGET_SORT* ts;
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int ang_weight, dist_weight;
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// !JIM! Watch out for max_delta_ang of zero!
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@ -46,7 +46,7 @@ void DoRotatorStopInterp(DSWActor*);
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void ReverseRotator(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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r = actor->user.rotator.Data();
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@ -90,7 +90,7 @@ bool RotatorSwitch(short match, short setting)
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void SetRotatorActive(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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r = actor->user.rotator.Data();
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@ -241,7 +241,7 @@ void DoRotatorStopInterp(DSWActor* actor)
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int DoRotator(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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short ndx,w,startwall,endwall;
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DSWActor* pivot = nullptr;
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vec2_t nxy;
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@ -182,7 +182,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, STATEp*& w, STATEp
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(STATEp));
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ACTOR_ACTION_SETp& w, ACTOR_ACTION_SETp* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, ACTOR_ACTION_SET*& w, ACTOR_ACTION_SET** def)
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{
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return SerializeDataPtr(arc, keyname, *(void**)&w, sizeof(ACTOR_ACTION_SET));
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}
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@ -250,7 +250,7 @@ void WallSetup(void)
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{
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walltype* wall_num;
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int cnt, num_points, type, tag_end;
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SINE_WALLp sw;
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SINE_WALL* sw;
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int range = 250, speed = 3, peak = 0;
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tag_end = wal.lotag + 2;
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@ -541,7 +541,7 @@ void SectorSetup(void)
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// setup the sintable_ndx based on the actual number of
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// sectors (swf_ndx)
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for (swf = &SineWaveFloor[NextSineWave][0], cnt = 0; swf->sectp != 0 && swf < (SINE_WAVE_FLOORp)&SineWaveFloor[SIZ(SineWaveFloor)]; swf++, cnt++)
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for (swf = &SineWaveFloor[NextSineWave][0], cnt = 0; swf->sectp != 0 && swf < (SINE_WAVE_FLOOR*)&SineWaveFloor[SIZ(SineWaveFloor)]; swf++, cnt++)
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{
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if (peak_dist)
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swf->sintable_ndx = cnt * (2048 / peak_dist);
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@ -30,7 +30,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void SectorSetup(void);
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DOOR_AUTO_CLOSEp SetDoorAutoClose(short SectorNum, short Type);
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DOOR_AUTO_CLOSE* SetDoorAutoClose(short SectorNum, short Type);
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void DoDragging(void);
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int MoveDoorVert(short door_sector, short dir, short door_speed);
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int MoveDoorUp(short door_sector, short auto_close, short door_speed);
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@ -41,7 +41,7 @@ BEGIN_SW_NS
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void ReverseSlidor(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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r = actor->user.rotator.Data();
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@ -86,7 +86,7 @@ bool SlidorSwitch(short match, short setting)
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void SetSlidorActive(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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r = actor->user.rotator.Data();
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@ -412,7 +412,7 @@ int DoSlidorInstantClose(DSWActor* actor)
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int DoSlidor(DSWActor* actor)
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{
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ROTATORp r;
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ROTATOR* r;
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int old_pos;
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bool kill = false;
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@ -540,41 +540,6 @@ STATEp sg_SumoDead[] =
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s_SumoDead
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};
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/*
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struct
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{
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#define MAX_ACTOR_CLOSE_ATTACK 2
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#define MAX_ACTOR_ATTACK 6
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STATEp *Stand;
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STATEp *Run;
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STATEp *Jump;
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STATEp *Fall;
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STATEp *Crawl;
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STATEp *Swim;
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STATEp *Fly;
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STATEp *Rise;
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STATEp *Sit;
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STATEp *Look;
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STATEp *Climb;
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STATEp *Pain;
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STATEp *Death1;
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STATEp *Death2;
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STATEp *Dead;
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STATEp *DeathJump;
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STATEp *DeathFall;
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STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
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short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
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STATEp *Attack[MAX_ACTOR_ATTACK];
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short AttackPercent[MAX_ACTOR_ATTACK];
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STATEp *Special[2];
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STATEp *Duck;
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STATEp *Dive;
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}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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*/
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ACTOR_ACTION_SET SumoActionSet =
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{
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sg_SumoStand,
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@ -7623,7 +7623,7 @@ int DoPlasmaDone(DSWActor* actor)
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DSWActor* PickEnemyTarget(DSWActor* actor, short aware_range)
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{
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TARGET_SORTp ts;
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TARGET_SORT* ts;
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DoPickTarget(actor, aware_range, false);
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@ -13654,7 +13654,7 @@ int InitMicro(PLAYERp pp)
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DSWActor* actor = pp->actor;
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int nx, ny, nz, dist;
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short i,ang;
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TARGET_SORTp ts = TargetSort;
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TARGET_SORT* ts = TargetSort;
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DSWActor* picked = nullptr;
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nx = pp->pos.X;
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@ -15415,7 +15415,7 @@ int InitTurretMicro(DSWActor* actor, PLAYERp pp)
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DSWActor* plActor = pp->actor;
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int nx, ny, nz, dist;
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short i,ang;
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TARGET_SORTp ts = TargetSort;
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TARGET_SORT* ts = TargetSort;
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DSWActor* picked = nullptr;
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if (SW_SHAREWARE) return false; // JBF: verify
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@ -575,41 +575,6 @@ STATEp sg_ZillaDead[] =
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s_ZillaDead
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};
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/*
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struct
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{
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#define MAX_ACTOR_CLOSE_ATTACK 2
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#define MAX_ACTOR_ATTACK 6
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STATEp *Stand;
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STATEp *Run;
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STATEp *Jump;
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STATEp *Fall;
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STATEp *Crawl;
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STATEp *Swim;
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STATEp *Fly;
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STATEp *Rise;
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STATEp *Sit;
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STATEp *Look;
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STATEp *Climb;
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STATEp *Pain;
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STATEp *Death1;
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STATEp *Death2;
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STATEp *Dead;
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STATEp *DeathJump;
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STATEp *DeathFall;
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STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
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short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
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STATEp *Attack[MAX_ACTOR_ATTACK];
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short AttackPercent[MAX_ACTOR_ATTACK];
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STATEp *Special[2];
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STATEp *Duck;
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STATEp *Dive;
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}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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*/
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ACTOR_ACTION_SET ZillaActionSet =
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{
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sg_ZillaStand,
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