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- little bit of cleanup
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parent
5a6d4f88d5
commit
9b21233c98
3 changed files with 6 additions and 5 deletions
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@ -518,9 +518,9 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
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gModernMap = false;
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#endif
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memset(sector, 0, sizeof(*sector) * MAXSECTORS);
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memset(wall, 0, sizeof(*wall) * MAXWALLS);
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memset(sprite, 0, sizeof(*sector) * MAXSPRITES);
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memset(sector, 0, sizeof(sector));
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memset(wall, 0, sizeof(wall));
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memset(sprite, 0, sizeof(sprite));
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#ifdef NOONE_EXTENSIONS
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for (auto& ctrl : gPlayerCtrl) ctrl.qavScene.initiator = nullptr;
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@ -91,11 +91,12 @@ bool sound445done; // used in checksectors_r. This was local state inside
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// serialized
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uint8_t sectorextra[MAXSECTORS]; // something about keys, all access through the haskey function.
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uint8_t shadedsector[MAXSECTORS]; // display hackiness
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DDukeActor hittype[MAXSPRITES + 1]; // +1 to have a blank entry for serialization, all access in game code through the iterators.
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int spriteqamount = 64; // internal sprite queue
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int spriteqloc;
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DDukeActor* spriteq[1024];
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uint8_t shadedsector[MAXSECTORS]; // display hackiness
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animwalltype animwall[MAXANIMWALLS]; // animated walls
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int numanimwalls;
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int animatecnt; // sector plane movement
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@ -55,6 +55,7 @@ extern int screenpeek;
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// Variables that must be saved
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extern uint8_t sectorextra[MAXSECTORS]; // these hold fields that were formerly in sprite and sector. Move these back into the base structs!
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extern uint8_t shadedsector[MAXSECTORS];
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extern int rtsplaying;
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extern int tempwallptr;
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@ -62,7 +63,6 @@ extern int tempwallptr;
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extern bool sound445done;
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extern player_struct ps[MAXPLAYERS];
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extern int spriteqamount;
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extern uint8_t shadedsector[MAXSECTORS];
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extern int lastvisinc;
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extern animwalltype animwall[MAXANIMWALLS];
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extern int numanimwalls;
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