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Move around some #ifdef LUNATIC to compile out more code, minor cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@3459 1a8010ca-5511-0410-912e-c29ae57300e0
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728ae2bb76
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7 changed files with 31 additions and 37 deletions
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@ -9587,6 +9587,7 @@ static void G_CompileScripts(void)
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#if defined LUNATIC
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Gv_Init();
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C_InitProjectiles();
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#else
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// if we compile for a V7 engine wall[] should be used for label names since it's bigger
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pathsearchmode = 1;
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@ -6038,9 +6038,9 @@ static void C_AddDefaultDefinitions(void)
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C_AddDefinition("PROJ_XREPEAT",PROJ_XREPEAT,LABEL_DEFINE);
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C_AddDefinition("PROJ_YREPEAT",PROJ_YREPEAT,LABEL_DEFINE);
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}
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#endif
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#pragma pack(push,1)
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static void C_InitProjectiles(void)
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void C_InitProjectiles(void)
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{
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int32_t i;
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@ -6077,8 +6077,8 @@ static void C_InitProjectiles(void)
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Bmemcpy(&g_tile[i].defproj, &DefaultProjectile, sizeof(projectile_t));
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}
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}
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#pragma pack(pop)
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#if !defined LUNATIC
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extern int32_t g_numObituaries;
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extern int32_t g_numSelfObituaries;
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@ -94,6 +94,7 @@ extern const memberlabel_t TsprLabels[];
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int32_t C_AllocQuote(int32_t qnum);
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void C_InitQuotes(void);
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void C_InitProjectiles(void);
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typedef struct {
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int32_t g_i, g_p, g_x;
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@ -450,7 +450,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
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{
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const int32_t ticselapsed = (vm.g_t[0])&31;
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#ifndef LUNATIC
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#if !defined LUNATIC
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const intptr_t *moveptr;
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if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1)
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@ -526,7 +526,7 @@ GAMEEXEC_STATIC void VM_AlterAng(int32_t a)
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}
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}
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static void do_face_player_addang(int32_t shr, int32_t goalang)
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static void VM_AddAngle(int32_t shr, int32_t goalang)
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{
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int32_t angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>shr;
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@ -536,7 +536,7 @@ static void do_face_player_addang(int32_t shr, int32_t goalang)
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vm.g_sp->ang += angdif;
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}
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static void do_face_player(int32_t shr)
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static void VM_FacePlayer(int32_t shr)
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{
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int32_t goalang;
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const DukePlayer_t *const ps = g_player[vm.g_p].ps;
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@ -546,16 +546,16 @@ static void do_face_player(int32_t shr)
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else
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goalang = getangle(ps->pos.x-vm.g_sp->x, ps->pos.y-vm.g_sp->y);
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do_face_player_addang(shr, goalang);
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VM_AddAngle(shr, goalang);
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}
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GAMEEXEC_STATIC void VM_Move(void)
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{
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#ifndef LUNATIC
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#if !defined LUNATIC
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const intptr_t *moveptr;
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#endif
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int32_t a = vm.g_sp->hitag, goalang, angdif;
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int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
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int32_t a = vm.g_sp->hitag, angdif;
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const int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0);
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if (a == -1) a = 0;
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@ -575,13 +575,13 @@ GAMEEXEC_STATIC void VM_Move(void)
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if (deadflag) goto dead;
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if (a&face_player)
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do_face_player(2);
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VM_FacePlayer(2);
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if (a&spin)
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vm.g_sp->ang += sintable[((vm.g_t[0]<<3)&2047)]>>6;
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if (a&face_player_slow)
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do_face_player(4);
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VM_FacePlayer(4);
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if ((a&jumptoplayer) == jumptoplayer)
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{
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@ -595,13 +595,12 @@ GAMEEXEC_STATIC void VM_Move(void)
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int32_t newx = ps->pos.x + (ps->vel.x/768);
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int32_t newy = ps->pos.y + (ps->vel.y/768);
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goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y);
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do_face_player_addang(2, goalang);
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int32_t goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y);
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VM_AddAngle(2, goalang);
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}
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dead:
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#ifndef LUNATIC
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#if !defined LUNATIC
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if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1)
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{
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vm.g_t[1] = 0;
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@ -813,7 +812,7 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
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}
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#endif
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static void VM_Fall(void)
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static void VM_Fall()
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{
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vm.g_sp->xoffset = vm.g_sp->yoffset = 0;
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@ -887,13 +886,13 @@ static void VM_Fall(void)
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default:
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// fix for flying/jumping monsters getting stuck in water
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{
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#ifndef LUNATIC
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#if !defined LUNATIC
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int32_t moveScriptOfs = vm.g_t[1];
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#endif
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if ((vm.g_sp->hitag & jumptoplayer) ||
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(G_HaveActor(vm.g_sp->picnum) &&
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#ifndef LUNATIC
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#if !defined LUNATIC
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(unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1]
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#else
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actor[vm.g_i].mv.vvel != 0
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@ -914,6 +913,7 @@ static void VM_Fall(void)
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}
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return;
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}
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vm.g_sp->zvel = 0;
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}
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@ -2001,8 +2001,6 @@ nullquote:
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T1=T2=T3=T4=T5=T6=T7=T8=T9=0;
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actor[i].flags = 0;
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sprite[i].hitag = 0;
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#if !defined LUNATIC
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// TODO: Lunatic
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if (g_tile[sprite[i].picnum].execPtr)
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{
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@ -2011,7 +2009,6 @@ nullquote:
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T2 = *(g_tile[sprite[i].picnum].execPtr+2); // move
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sprite[i].hitag = *(g_tile[sprite[i].picnum].execPtr+3); // ai bits
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}
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#endif
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}
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changespritestat(i,j);
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continue;
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@ -5187,13 +5184,13 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
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* (whether it is int32_t vs intptr_t), Although it is specifically cast to intptr_t*
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* which might be corrected if the code is converted to use offsets */
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/* Helixhorned: let's do away with intptr_t's... */
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#ifndef LUNATIC
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#if !defined LUNATIC
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// NOTE: for Lunatic, need split into numeric literal / action label
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// (maybe >=0/<0, respectively?)
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if (vm.g_t[4]!=0 && (unsigned)vm.g_t[4] + 4 < (unsigned)g_scriptSize)
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#endif
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{
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#ifndef LUNATIC
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#if !defined LUNATIC
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const int32_t action_frames = *(script + vm.g_t[4] + 1);
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const int32_t action_incval = *(script + vm.g_t[4] + 3);
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const int32_t action_delay = *(script + vm.g_t[4] + 4);
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@ -28,16 +28,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "savegame.h"
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#define _gamevars_c_
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#if !defined LUNATIC
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# include "gamestructures.c"
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#endif
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extern int32_t OSD_errors;
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void Gv_RefreshPointers(void);
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extern void G_FreeMapState(int32_t mapnum);
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#if !defined LUNATIC
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static void Gv_Free(void) /* called from Gv_ReadSave() and Gv_ResetVars() */
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{
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// call this function as many times as needed.
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@ -971,9 +970,7 @@ int32_t Gv_GetVarByLabel(const char *szGameLabel, int32_t lDefault, int32_t iAct
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return Gv_GetVar(i, iActor, iPlayer);
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}
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#endif
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#if !defined LUNATIC
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static intptr_t *Gv_GetVarDataPtr(const char *szGameLabel)
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{
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int32_t i = hash_find(&h_gamevars,szGameLabel);
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@ -1002,9 +999,8 @@ static void G_InitProjectileData(void)
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void Gv_ResetSystemDefaults(void)
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{
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// call many times...
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int32_t i;
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#if !defined LUNATIC
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int32_t i;
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int32_t j;
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char aszBuf[64];
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@ -1405,13 +1401,12 @@ void Gv_Init(void)
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//AddLog("Gv_Init");
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#ifdef LUNATIC
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Gv_AddSystemVars(); // set up weapon defaults, g_playerWeapon[][]
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Gv_ResetSystemDefaults();
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#else
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Gv_Clear();
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Gv_AddSystemVars();
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Gv_InitWeaponPointers();
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Gv_ResetSystemDefaults();
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#endif
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Gv_ResetSystemDefaults();
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}
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#if !defined LUNATIC
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@ -113,9 +113,9 @@ void G_FreeMapState(int32_t mapnum);
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void Gv_DumpValues(void);
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void Gv_InitWeaponPointers(void);
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void Gv_RefreshPointers(void);
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void Gv_ResetSystemDefaults(void);
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void Gv_ResetVars(void);
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#endif
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void Gv_ResetSystemDefaults(void);
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int32_t Gv_ReadSave(int32_t fil,int32_t newbehav);
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void Gv_Init(void);
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void Gv_WriteSave(FILE *fil,int32_t newbehav);
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@ -1473,9 +1473,9 @@ void G_NewGame(int32_t vn,int32_t ln,int32_t sk)
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// PK: Gv_ResetVars() might trip up the system (pointer) gamevars,
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// e.g. if some earlier-version CON code had been loaded before
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Gv_RefreshPointers();
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Gv_ResetSystemDefaults();
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#endif
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Gv_ResetSystemDefaults();
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for (i=0; i<(MAXVOLUMES*MAXLEVELS); i++)
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if (MapInfo[i].savedstate)
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{
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