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https://github.com/ZDoom/Raze.git
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- unused code cleanup.
This commit is contained in:
parent
af4464ba16
commit
af2c836e54
7 changed files with 31 additions and 293 deletions
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@ -60,7 +60,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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static int OverlapDraw = FALSE;
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extern SWBOOL QuitFlag, LocationInfo, ConPanel, SpriteInfo;
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extern SWBOOL QuitFlag, LocationInfo, SpriteInfo;
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extern SWBOOL Voxel;
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extern char buffer[];
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SWBOOL DrawScreen;
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@ -194,34 +194,6 @@ SetActorRotation(short tSpriteNum, int viewx, int viewy)
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// thats a big deal
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tsp->picnum = State->Pic;
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//sprintf(ds,"SetActorRotation:tsp->picnum: %d",tsp->picnum);
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//CON_Message(ds);
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/*
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!AIC KEY - For actor states EVERY rotation needs to have the same tics
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animators. The only thing different can be the picnum. If not then sync bugs
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will occur. This code attempts to check to the best of its ability for this
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problem. Should go away with shipped compile.
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*/
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#if DEBUG
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{
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short i;
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for (i = 0; i < tu->RotNum; i++)
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{
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STATEp TestStateStart, TestState;
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TestStateStart = tu->Rot[i];
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TestState = TestStateStart + StateOffset;
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ASSERT(State->Tics == TestState->Tics);
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ASSERT(State->Animator == TestState->Animator);
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}
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}
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#endif
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return 0;
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}
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@ -283,83 +255,6 @@ DoShadowFindGroundPoint(tspriteptr_t sp)
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return loz;
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}
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#if 0
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#define GENERIC_SHADOW_PIC 66
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extern SWBOOL bVoxelsOn;
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void
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DoVoxelShadow(SPRITEp tspr)
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{
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// Check for voxels
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if (bVoxelsOn)
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{
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switch (tspr->picnum)
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{
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case ICON_STAR: // 1793
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case ICON_UZI: // 1797
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case ICON_UZIFLOOR: // 1807
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case ICON_LG_UZI_AMMO: // 1799
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case ICON_HEART: // 1824
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case ICON_HEART_LG_AMMO: // 1820
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case ICON_GUARD_HEAD: // 1814
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case ICON_FIREBALL_LG_AMMO: // 3035
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case ICON_ROCKET: // 1843
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case ICON_SHOTGUN: // 1794
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case ICON_LG_ROCKET: // 1796
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case ICON_LG_SHOTSHELL: // 1823
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case ICON_MICRO_GUN: // 1818
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case ICON_MICRO_BATTERY: // 1800
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case ICON_GRENADE_LAUNCHER: // 1817
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case ICON_LG_GRENADE: // 1831
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case ICON_LG_MINE: // 1842
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case ICON_RAIL_GUN: // 1811
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case ICON_RAIL_AMMO: // 1812
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case ICON_SM_MEDKIT: // 1802
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case ICON_MEDKIT: // 1803
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case ICON_CHEMBOMB: // 1808
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case ICON_FLASHBOMB: // 1805
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case ICON_NUKE: // 1809
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case ICON_CALTROPS:
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case ICON_BOOSTER: // 1810
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case ICON_HEAT_CARD: // 1819
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case ICON_REPAIR_KIT: // 1813
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case ICON_EXPLOSIVE_BOX: // 1801
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case ICON_ENVIRON_SUIT: // 1837
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case ICON_FLY: // 1782
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case ICON_CLOAK: // 1826
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case ICON_NIGHT_VISION: // 3031
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case ICON_NAPALM: // 3046
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case ICON_RING: // 3050
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//case ICON_GOROAMMO: // 3035
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//case ICON_HEARTAMMO: // 1820
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case ICON_RINGAMMO: // 3054
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case ICON_NAPALMAMMO: // 3058
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case ICON_GRENADE: // 3059
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//case ICON_OXYGEN: // 1800
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case ICON_ARMOR: // 3030
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case BLUE_KEY: // 1766
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case RED_KEY: // 1770
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case GREEN_KEY: // 1774
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case YELLOW_KEY: // 1778
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case GOLD_SKELKEY:
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case SILVER_SKELKEY:
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case BRONZE_SKELKEY:
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case RED_SKELKEY:
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case BLUE_CARD:
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case RED_CARD:
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case GREEN_CARD:
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case YELLOW_CARD:
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// tspr->picnum = GENERIC_SHADOW_PIC;
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tspr->xrepeat = 0; // For now, don't do voxel shadows
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tspr->yrepeat = 0;
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// tspr->xrepeat = 27;
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// tspr->yrepeat = 4;
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//tspr->z+=(sintable[(rotang*2)%2047]/16);
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break;
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}
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}
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}
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#endif
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void
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DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
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{
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@ -412,13 +307,6 @@ DoShadows(tspriteptr_t tsp, int viewz, SWBOOL mirror)
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}
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}
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#if 0
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if (SectUser[tsp->sectnum] && SectUser[tsp->sectnum]->depth)
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{
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loz -= Z(SectUser[tsp->sectnum]->depth);
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}
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#endif
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// need to find the ground here
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New->z = loz;
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@ -677,6 +565,8 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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PLAYERp pp = Player + screenpeek;
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short newshade=0;
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const int DART_PIC = 2526;
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const int DART_REPEAT = 16;
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ang = NORM_ANGLE(ang + 12);
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@ -689,9 +579,6 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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tu = User[SpriteNum];
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//if(tsp->statnum == STAT_GENERIC_QUEUE)
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// Printf("tsp->pal = %d",tsp->pal);
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#if 0
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// Brighten up the sprite if set somewhere else to do so
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if (tu && tu->Vis > 0)
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@ -779,12 +666,11 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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tsp->yrepeat = 29;
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}
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#define DART_PIC 2526
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#define DART_REPEAT 16
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if (tu->ID == STAR1)
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{
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if (sw_darts)
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{
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tsp->picnum = DART_PIC;
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tsp->ang = NORM_ANGLE(tsp->ang - 512 - 24);
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tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
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@ -1374,7 +1260,7 @@ FString GameInterface::GetCoordString()
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void PrintSpriteInfo(PLAYERp pp)
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{
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#define Y_STEP 7
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const int Y_STEP = 7;
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int x = windowxy1.x+2;
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int y = windowxy1.y+2;
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SPRITEp sp;
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@ -1447,8 +1333,6 @@ void SpriteSortList2D(int tx, int ty)
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void DrawCheckKeys(PLAYERp pp)
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{
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if (ConPanel) return;
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if (!InputMode)
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ResizeView(pp);
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}
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@ -1617,15 +1501,6 @@ PostDraw(void)
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User[i] = NULL;
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}
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#if DEBUG
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SPRITEp sp = &sprite[i];
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short statnum = sp->statnum;
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short sectnum = sp->sectnum;
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memset(sp, 0xCC, sizeof(SPRITE));
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sp->statnum = statnum;
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sp->sectnum = sectnum;
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#endif
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deletesprite(i);
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}
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}
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@ -1888,23 +1763,9 @@ drawscreen(PLAYERp pp)
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}
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tsectnum = camerapp->cursectnum;
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//ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
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// if updatesectorz is to sensitive try COVERupdatesector
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//updatesectorz(tx, ty, tz, &tsectnum);
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COVERupdatesector(tx, ty, &tsectnum);
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if (tsectnum < 0)
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{
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#if 0
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// if we hit an invalid sector move to the last valid position for drawing
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tsectnum = lv_sectnum;
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tx = lv_x;
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ty = lv_y;
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tz = lv_z;
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#endif
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}
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else
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if (tsectnum >= 0)
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{
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// last valid stuff
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lv_sectnum = tsectnum;
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lv_z = tz;
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}
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// with "last valid" code this should never happen
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// ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
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if (pp->sop_riding || pp->sop_control)
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{
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if (pp->sop_control &&
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tq16ang = GetQ16AngleFromVect(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
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}
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//if (TEST(camerapp->Flags, PF_VIEW_FROM_OUTSIDE))
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if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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{
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BackView(&tx, &ty, &tz, &tsectnum, &tq16ang, fix16_to_int(tq16horiz));
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pp->obob_z + mulscale16(pp->bob_z - pp->obob_z, smoothratio);
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// recoil only when not in camera
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//tq16horiz = tq16horiz + fix16_from_int(camerapp->recoil_horizoff);
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tq16horiz = tq16horiz + fix16_from_int(pp->recoil_horizoff);
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tq16horiz = fix16_max(tq16horiz, fix16_from_int(PLAYER_HORIZ_MIN));
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tq16horiz = fix16_min(tq16horiz, fix16_from_int(PLAYER_HORIZ_MAX));
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@ -94,7 +94,6 @@ void pClearSpriteList(PLAYERp pp);
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signed char MNU_InputSmallString(char*, short);
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signed char MNU_InputString(char*, short);
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SWBOOL IsCommand(const char* str);
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SWBOOL MNU_StartNetGame(void);
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extern SWBOOL mapcheat;
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extern SWBOOL MultiPlayQuitFlag;
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char MessageInputString[256];
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char MessageOutputString[256];
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SWBOOL ConInputMode = FALSE;
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SWBOOL ConPanel = FALSE;
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SWBOOL FinishedLevel = FALSE;
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SWBOOL PanelUpdateMode = TRUE;
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short HelpPage = 0;
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@ -199,7 +199,6 @@ y++
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extern SWBOOL MenuInputMode;
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extern SWBOOL ConInputMode;
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extern SWBOOL ConPanel;
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extern SWBOOL InputMode;
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extern char MessageInputString[256];
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extern char MessageOutputString[256];
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@ -277,19 +277,6 @@ JS_SpriteSetup(void)
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SET(wall[i].extra, WALLFX_DONT_STICK);
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break;
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}
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#if 0
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short sndnum;
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if ((sndnum = CheckTileSound(picnum)) != -1)
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{
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SpawnWallSound(sndnum, i);
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}
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picnum = wall[i].overpicnum;
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if ((sndnum = CheckTileSound(picnum)) != -1)
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{
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SpawnWallSound(sndnum, i);
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}
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#endif
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}
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}
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@ -796,12 +783,6 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16
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dist = j;
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}
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// //DSPRINTF(ds,"mirror.tics == %ul", mirror[i].tics);
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// MONO_PRINT(ds);
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if (mirror[cnt].ismagic)
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{
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SPRITEp sp=NULL;
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@ -816,14 +797,6 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fix16_t tpq16ang, fix16
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ASSERT(sp);
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// char tvisibility;
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// tvisibility = g_visibility;
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// g_visibility <<= 1; // Make mirror darker
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// Make TV cam style mirror seem to shimmer
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// if (mirror[cnt].ismagic && STD_RANDOM_P2(256) > 128)
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// g_visibility -= STD_RANDOM_P2(128);
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// Calculate the angle of the mirror wall
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w = mirror[cnt].mirrorwall;
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@ -52,93 +52,10 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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//#define PLOCK_VERSION TRUE
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extern SWBOOL ExitLevel, NewGame;
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short TimeLimitTable[9] = {0,3,5,10,15,20,30,45,60};
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SWBOOL
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MNU_StartNetGame(void)
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{
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extern SWBOOL ExitLevel, ShortGameMode, FirstTimeIntoGame;
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extern short Level, Skill;
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// CTW REMOVED
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//extern int gTenActivated;
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// CTW REMOVED END
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int pnum;
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// always assumed that a demo is playing
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ready2send = 0;
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// Skill can go negative here
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Skill = gs.NetMonsters - 1;
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Level = gs.NetLevel + 1;
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ExitLevel = TRUE;
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NewGame = TRUE;
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// restart demo for multi-play mode
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// TENSW: return if a joiner
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if (/* CTW REMOVED gTenActivated && */ !AutoNet && FirstTimeIntoGame)
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return TRUE;
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// need to set gNet vars for self
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// everone else gets a packet to set them
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gNet.AutoAim = cl_autoaim;
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gNet.SpawnMarkers = gs.NetSpawnMarkers;
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gNet.HurtTeammate = gs.NetHurtTeammate;
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gNet.Nuke = gs.NetNuke;
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gNet.KillLimit = gs.NetKillLimit * 10;
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gNet.TimeLimit = TimeLimitTable[gs.NetTimeLimit] * 60 * 120;
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if (ShortGameMode)
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{
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gNet.KillLimit /= 10;
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gNet.TimeLimit /= 2;
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}
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gNet.TimeLimitClock = gNet.TimeLimit;
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gNet.TeamPlay = gs.NetTeamPlay;
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gNet.MultiGameType = gs.NetGameType + 1;
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT_NO_RESPAWN)
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{
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gNet.MultiGameType = MULTI_GAME_COMMBAT;
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gNet.NoRespawn = TRUE;
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}
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else
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{
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gNet.NoRespawn = FALSE;
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}
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if (CommEnabled)
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{
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PACKET_NEW_GAME p;
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p.PacketType = PACKET_TYPE_NEW_GAME;
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p.Level = Level;
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p.Skill = Skill;
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p.GameType = gs.NetGameType;
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p.AutoAim = cl_autoaim;
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p.HurtTeammate = gs.NetHurtTeammate;
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p.TeamPlay = gs.NetTeamPlay;
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p.SpawnMarkers = gs.NetSpawnMarkers;
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p.KillLimit = gs.NetKillLimit;
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p.TimeLimit = gs.NetTimeLimit;
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p.Nuke = gs.NetNuke;
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netbroadcastpacket((uint8_t*)(&p), sizeof(p)); // TENSW
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}
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return TRUE;
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}
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//////////////////////////////////////////////////////////////////////////////
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#define FADE_DAMAGE_FACTOR 3 // 100 health / 32 shade cycles = 3.125
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// Fades from 100% to 62.5% somewhat quickly,
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// then from 62.5% to 37.5% slowly,
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@ -177,6 +94,8 @@ typedef struct RGB_color_typ
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//////////////////////////////////////////
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void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
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{
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const int FADE_DAMAGE_FACTOR = 3; // 100 health / 32 shade cycles = 3.125
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short fadedamage = 0;
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RGB_color color;
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@ -239,9 +158,10 @@ void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
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//////////////////////////////////////////
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// Do the screen reddness based on damage
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//////////////////////////////////////////
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#define MAXFADETICS 5
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void DoPaletteFlash(PLAYERp pp)
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{
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const int MAXFADETICS = 5;
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if (pp->FadeAmt <= 1)
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{
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pp->FadeAmt = 0;
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@ -1339,7 +1339,8 @@ getpackets(void)
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{
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extern SWBOOL NewGame, ShortGameMode;
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PACKET_NEW_GAMEp p;
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extern short TimeLimitTable[];
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static const short TimeLimitTable[9] = { 0,3,5,10,15,20,30,45,60 };
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pp = Player + otherconnectindex;
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@ -2503,8 +2503,6 @@ MoveScrollMode2D(PLAYERp pp)
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keymove = NORMALKEYMOVE;
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}
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if (!ConPanel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
|
||||
{
|
||||
mfsvel -= -keymove;
|
||||
|
@ -2513,10 +2511,7 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
{
|
||||
mfsvel -= keymove;
|
||||
}
|
||||
}
|
||||
|
||||
if (!ConPanel)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
|
||||
{
|
||||
mfsvel += keymove;
|
||||
|
@ -2526,10 +2521,7 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
{
|
||||
mfsvel += -keymove;
|
||||
}
|
||||
}
|
||||
|
||||
if (!ConPanel)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
|
||||
{
|
||||
mfvel += keymove;
|
||||
|
@ -2539,7 +2531,6 @@ MoveScrollMode2D(PLAYERp pp)
|
|||
{
|
||||
mfvel += -keymove;
|
||||
}
|
||||
}
|
||||
|
||||
if (mfvel < -MAXVEL)
|
||||
mfvel = -MAXVEL;
|
||||
|
|
Loading…
Reference in a new issue