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- cleaned up and renamed buildtypes.h.
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere. Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
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4a5de6f56e
commit
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23 changed files with 725 additions and 753 deletions
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@ -51,6 +51,14 @@
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extern BitArray clipsectormap;
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int numsectors, numwalls; // not really needed anymore, need to be refactored out (58x numsectors, 48x numwalls)
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TArray<sectortype> sector;
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TArray<walltype> wall;
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// for differential savegames.
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TArray<sectortype> sectorbackup;
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TArray<walltype> wallbackup;
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// needed for skipping over to get the map size first.
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enum
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{
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@ -239,7 +247,7 @@ static void SetWallPalV5()
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}
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}
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void ValidateSprite(spritetype& spr, int sectnum, int index)
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void validateSprite(spritetype& spr, int sectnum, int index)
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{
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bool bugged = false;
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if ((unsigned)spr.statnum >= MAXSTATUS)
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@ -401,7 +409,7 @@ void fixSectors()
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}
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}
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void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cursectnum, SpawnSpriteDef& sprites)
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void loadMap(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cursectnum, SpawnSpriteDef& sprites)
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{
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inputState.ClearAllInput();
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@ -472,7 +480,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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case 6: ReadSpriteV6(fr, sprites.sprites[i], secno); break;
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default: ReadSpriteV7(fr, sprites.sprites[i], secno); break;
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}
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ValidateSprite(sprites.sprites[i], secno, i);
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validateSprite(sprites.sprites[i], secno, i);
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}
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@ -486,7 +494,7 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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auto buffer = fr.Read();
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unsigned char md4[16];
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md4once(buffer.Data(), buffer.Size(), md4);
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G_LoadMapHack(filename, md4, sprites);
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loadMapHack(filename, md4, sprites);
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setWallSectors();
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hw_CreateSections();
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sectionGeometry.SetSize(sections.Size());
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@ -514,7 +522,7 @@ void loadMapBackup(const char* filename)
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}
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else
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{
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engineLoadBoard(filename, 0, &pos, &scratch, &scratch2, scratch3);
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loadMap(filename, 0, &pos, &scratch, &scratch2, scratch3);
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}
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}
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