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https://github.com/ZDoom/Raze.git
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- got rid of the g_t pointer in the CON interpreter.
Using g_ac->temp_data now.
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parent
f0637cfc83
commit
cc8495c31e
1 changed files with 5 additions and 9 deletions
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@ -70,7 +70,6 @@ struct ParseState
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{
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int g_p;
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int g_x;
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int* g_t;
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uint8_t killit_flag;
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DDukeActor *g_ac;
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int* insptr;
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@ -1560,7 +1559,7 @@ int ParseState::parse(void)
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g_ac->curMove = &moves[ai->move];
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g_ac->spr.hitag = ai->moveflags;
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g_ac->actioncounter = g_ac->curframe = 0;
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g_t[0] = 0;
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g_ac->temp_data[0] = 0;
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if (g_ac->spr.hitag & random_angle)
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g_ac->spr.Angles.Yaw = randomAngle();
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insptr++;
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@ -1889,7 +1888,7 @@ int ParseState::parse(void)
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while (1) if (parse()) break;
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break;
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case concmd_move:
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g_t[0]=0;
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g_ac->temp_data[0]=0;
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insptr++;
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g_ac->curMove = &moves[*insptr];
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insptr++;
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@ -1932,7 +1931,7 @@ int ParseState::parse(void)
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break;
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case concmd_count:
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insptr++;
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g_t[0] = (short) *insptr;
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g_ac->temp_data[0] = (short) *insptr;
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insptr++;
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break;
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case concmd_cstator:
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@ -1995,7 +1994,7 @@ int ParseState::parse(void)
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break;
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case concmd_ifcount:
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insptr++;
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parseifelse(g_t[0] >= *insptr);
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parseifelse(g_ac->temp_data[0] >= *insptr);
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break;
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case concmd_ifactor:
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insptr++;
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@ -2003,7 +2002,7 @@ int ParseState::parse(void)
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break;
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case concmd_resetcount:
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insptr++;
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g_t[0] = 0;
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g_ac->temp_data[0] = 0;
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break;
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case concmd_addinventory:
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insptr++;
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@ -3189,7 +3188,6 @@ void LoadActor(DDukeActor *actor, int p, int x)
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s.g_p = p; // Player ID
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s.g_x = x; // ??
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s.g_ac = actor;
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s.g_t = &s.g_ac->temp_data[0]; // Sprite's 'extra' data
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if (actor->spr.picnum < 0 || actor->spr.picnum >= MAXTILES) return;
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auto addr = gs.tileinfo[actor->spr.picnum].loadeventscriptptr;
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@ -3252,7 +3250,6 @@ bool execute(DDukeActor *actor,int p,double xx)
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s.g_p = p; // Player ID
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s.g_x = int(xx / maptoworld); // ??
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s.g_ac = actor;
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s.g_t = &actor->temp_data[0]; // Sprite's 'extra' data
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s.insptr = &ScriptCode[4 + (gs.actorinfo[actor->spr.picnum].scriptaddress)];
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s.killit_flag = 0;
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@ -3321,7 +3318,6 @@ void OnEvent(int iEventID, int p, DDukeActor *actor, int x)
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s.g_p = p; /// current player ID
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s.g_x = x; // ?
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s.g_ac = actor;
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s.g_t = actor->temp_data;
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s.insptr = &ScriptCode[apScriptGameEvent[iEventID]];
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