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Factor out code for launching EVENT_GAME and EVENT_PREGAME.
git-svn-id: https://svn.eduke32.com/eduke32@6081 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 14 additions and 36 deletions
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@ -193,7 +193,7 @@ SKIPWALLCHECK:
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for (bssize_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++)
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for (bssize_t stati=0; stati < ARRAY_SSIZE(statnumList); stati++)
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{
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{
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int32_t otherSprite = headspritestat[statnumList[stati]];
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int32_t otherSprite = headspritestat[statnumList[stati]];
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while (otherSprite >= 0)
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while (otherSprite >= 0)
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{
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{
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int const nextOther = nextspritestat[otherSprite];
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int const nextOther = nextspritestat[otherSprite];
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@ -8249,13 +8249,9 @@ void G_RefreshLights(void)
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#endif
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#endif
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}
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}
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void G_MoveWorld(void)
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static void G_DoEventGame(int nEventID)
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{
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{
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extern double g_moveActorsTime;
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if (VM_HaveEvent(nEventID))
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VM_OnEvent(EVENT_PREWORLD, -1, -1);
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if (VM_HaveEvent(EVENT_PREGAME))
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{
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{
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int statNum = 0;
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int statNum = 0;
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@ -8275,13 +8271,22 @@ void G_MoveWorld(void)
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int32_t playerDist;
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int32_t playerDist;
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int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
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int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
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VM_OnEventWithDist_(EVENT_PREGAME, spriteNum, playerNum, playerDist);
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VM_OnEventWithDist_(nEventID, spriteNum, playerNum, playerDist);
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spriteNum = nextSprite;
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spriteNum = nextSprite;
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}
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}
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}
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}
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while (statNum < MAXSTATUS);
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while (statNum < MAXSTATUS);
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}
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}
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}
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void G_MoveWorld(void)
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{
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extern double g_moveActorsTime;
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VM_OnEvent(EVENT_PREWORLD, -1, -1);
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G_DoEventGame(EVENT_PREGAME);
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G_MoveZombieActors(); //ST 2
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G_MoveZombieActors(); //ST 2
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G_MoveWeapons(); //ST 4
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G_MoveWeapons(); //ST 4
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@ -8306,34 +8311,7 @@ void G_MoveWorld(void)
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VM_OnEvent(EVENT_WORLD, -1, -1);
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VM_OnEvent(EVENT_WORLD, -1, -1);
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if (VM_HaveEvent(EVENT_GAME))
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G_DoEventGame(EVENT_GAME);
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{
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int statNum = 0;
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do
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{
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int spriteNum = headspritestat[statNum++];
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while (spriteNum >= 0)
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{
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if (A_CheckSpriteFlags(spriteNum, SFLAG_NOEVENTCODE))
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{
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spriteNum = nextspritestat[spriteNum];
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continue;
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}
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int32_t playerDist;
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int const nextSprite = nextspritestat[spriteNum];
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int const playerNum = A_FindPlayer(&sprite[spriteNum], &playerDist);
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VM_OnEventWithDist_(EVENT_GAME, spriteNum, playerNum, playerDist);
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spriteNum = nextSprite;
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}
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}
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while (statNum < MAXSTATUS);
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}
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G_RefreshLights();
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G_RefreshLights();
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G_DoSectorAnimations();
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G_DoSectorAnimations();
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