diff --git a/source/duke3d/src/game.cpp b/source/duke3d/src/game.cpp index 112a09b32..9882b1d03 100644 --- a/source/duke3d/src/game.cpp +++ b/source/duke3d/src/game.cpp @@ -3776,7 +3776,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t ourz, int32_t oura if (!FURY && g_player[playerNum].ps->newowner > -1) { // Display APLAYER sprites with action PSTAND when viewed through - // a camera. Not implemented for Lunatic. + // a camera. const intptr_t *aplayer_scr = g_tile[APLAYER].execPtr; // [0]=strength, [1]=actionofs, [2]=moveofs @@ -5262,8 +5262,6 @@ static void A_InitEnemyFlags(void) } #undef SETFLAG -// Throw in everything here that needs to be called after a Lua game state -// recreation (or on initial startup in a non-Lunatic build.) void G_PostCreateGameState(void) { Net_SendClientInfo(); @@ -5595,8 +5593,6 @@ int GameInterface::app_main() Net_GetPackets(); - // NOTE: Allocating the DukePlayer_t structs has to be before compiling scripts, - // because in Lunatic, the {pipe,trip}bomb* members are initialized. for (int i=0; i: sprite pointer // : actor_t pointer # define AC_ACTIONTICS(spr, a) ((spr)->lotag) @@ -179,7 +176,6 @@ typedef struct } tiledata_t; -// KEEPINSYNC lunatic/con_lang.lua enum sflags_t { SFLAG_SHADOW = 0x00000001, diff --git a/source/rr/src/duke3d.h b/source/rr/src/duke3d.h index dc27cbe4c..981844b16 100644 --- a/source/rr/src/duke3d.h +++ b/source/rr/src/duke3d.h @@ -55,7 +55,6 @@ BEGIN_RR_NS #define RECSYNCBUFSIZ 2520 //2520 is the (LCM of 1-8)*3 #define MOVEFIFOSIZ 256 -// KEEPINSYNC lunatic/con_lang.lua #define MAXLEVELS 64 #define MAXGAMETYPES 16 diff --git a/source/rr/src/events_defs.h b/source/rr/src/events_defs.h index 377a4c231..e31e3db34 100644 --- a/source/rr/src/events_defs.h +++ b/source/rr/src/events_defs.h @@ -3,7 +3,6 @@ #define EDUKE32_EVENTS_DEFS_H_ // the order of these can't be changed or else compatibility with EDuke 2.0 mods will break -// KEEPINSYNC with EventNames[] and lunatic/con_lang.lua enum GameEvent_t { EVENT_INIT, // 0 EVENT_ENTERLEVEL, diff --git a/source/rr/src/game.cpp b/source/rr/src/game.cpp index f800558ef..a638a4e40 100644 --- a/source/rr/src/game.cpp +++ b/source/rr/src/game.cpp @@ -5075,7 +5075,7 @@ default_case1: if (g_player[playerNum].ps->newowner > -1) { // Display APLAYER sprites with action PSTAND when viewed through - // a camera. Not implemented for Lunatic. + // a camera. const intptr_t *aplayer_scr = g_tile[APLAYER].execPtr; // [0]=strength, [1]=actionofs, [2]=moveofs @@ -6740,8 +6740,6 @@ static void A_InitEnemyFlags(void) } #undef SETFLAG -// Throw in everything here that needs to be called after a Lua game state -// recreation (or on initial startup in a non-Lunatic build.) void G_PostCreateGameState(void) { Net_SendClientInfo(); @@ -7074,7 +7072,7 @@ int GameInterface::app_main() Net_InitNetwork(); #endif numplayers = 1; - g_mostConcurrentPlayers = ud.multimode; // Lunatic needs this (player[] bound) + g_mostConcurrentPlayers = ud.multimode; if (!g_fakeMultiMode) { @@ -7092,8 +7090,6 @@ int GameInterface::app_main() Net_GetPackets(); - // NOTE: Allocating the DukePlayer_t structs has to be before compiling scripts, - // because in Lunatic, the {pipe,trip}bomb* members are initialized. for (bssize_t i=0; i int8_t // Need to carefully think about implications! // TODO: rearrange this if the opportunity arises! -// KEEPINSYNC lunatic/_defs_game.lua typedef struct { vec3_t pos, opos, vel, npos; vec2_t bobpos, fric; @@ -231,7 +230,6 @@ typedef struct { int8_t padding_[3]; } DukePlayer_t; -// KEEPINSYNC lunatic/_defs_game.lua typedef struct { DukePlayer_t *ps; @@ -255,7 +253,6 @@ typedef struct } playerdata_t; #pragma pack(pop) -// KEEPINSYNC lunatic/con_lang.lua typedef struct { // NOTE: the member names must be identical to aplWeapon* suffixes. @@ -277,10 +274,6 @@ typedef struct int32_t FlashColor; // Muzzle flash color } weapondata_t; -#ifdef LUNATIC -# define PWEAPON(Player, Weapon, Wmember) (g_playerWeapon[Player][Weapon].Wmember) -extern weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS]; -#else # define PWEAPON(Player, Weapon, Wmember) (aplWeapon ## Wmember [Weapon][Player]) extern intptr_t *aplWeaponClip[MAX_WEAPONS]; // number of items in clip extern intptr_t *aplWeaponReload[MAX_WEAPONS]; // delay to reload (include fire) @@ -298,9 +291,7 @@ extern intptr_t *aplWeaponFireSound[MAX_WEAPONS]; // Sound made wh extern intptr_t *aplWeaponSound2Time[MAX_WEAPONS]; // Alternate sound time extern intptr_t *aplWeaponSound2Sound[MAX_WEAPONS]; // Alternate sound sound ID extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash -#endif -// KEEPINSYNC lunatic/_defs_game.lua typedef struct { int32_t cur, count; // "cur" is the only member that is *used* int32_t gunposx, lookhalfang; // weapon_xoffset, ps->look_ang>>1 diff --git a/source/rr/src/sounds.h b/source/rr/src/sounds.h index 987818fe0..75556ec18 100644 --- a/source/rr/src/sounds.h +++ b/source/rr/src/sounds.h @@ -35,7 +35,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. BEGIN_RR_NS -// KEEPINSYNC lunatic/con_lang.lua #define MAXSOUNDS 4096 #define LOUDESTVOLUME 111