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*yawn*
git-svn-id: https://svn.eduke32.com/eduke32@117 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
48ad421eb9
commit
e316013c1d
4 changed files with 16 additions and 28 deletions
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@ -402,10 +402,10 @@ static int defsparser(scriptfile *script)
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{
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int tile1,tile2,xsiz,ysiz,i;
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if (scriptfile_getsymbol(script,&tile1)) break;
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if (scriptfile_getsymbol(script,&tile2)) break;
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if (scriptfile_getsymbol(script,&xsiz)) break;
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if (scriptfile_getsymbol(script,&ysiz)) break;
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if (scriptfile_getnumber(script,&tile1)) break;
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if (scriptfile_getnumber(script,&tile2)) break;
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if (scriptfile_getnumber(script,&xsiz)) break;
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if (scriptfile_getnumber(script,&ysiz)) break;
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if (tile2 < tile1) {
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initprintf("Warning: backwards tile range on line %s:%d\n", script->filename, scriptfile_getlinum(script,cmdtokptr));
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i = tile2;
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@ -424,6 +424,7 @@ static int defsparser(scriptfile *script)
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}
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}
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}
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break;
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}
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case T_DEFINEMODEL:
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@ -7619,7 +7619,7 @@ void checkcommandline(int argc,char **argv)
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else if( *c == 'D')
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{
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FILE * fp=fopenfrompath("gamevars.txt","w");
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FILE * fp=fopen("gamevars.txt","w");
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InitGameVars();
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DumpGameVars(fp);
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fclose(fp);
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@ -4069,16 +4069,16 @@ SKIPJIBS:
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case CON_CANSEESPR:
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{
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long var1, var2, rvar;
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long lVar1, lVar2, lVar3;
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insptr++;
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var1 = GetGameVarID(*insptr++,g_i,g_p);
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var2 = GetGameVarID(*insptr++,g_i,g_p);
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rvar = *insptr++;
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lVar1 = GetGameVarID(*insptr++,g_i,g_p);
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lVar2 = GetGameVarID(*insptr++,g_i,g_p);
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lVar3 = *insptr++;
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SetGameVarID(rvar, cansee(sprite[var1].x,sprite[var1].y,sprite[var1].z,sprite[var1].sectnum,
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sprite[var2].x,sprite[var2].y,sprite[var2].z,sprite[var2].sectnum), g_i, g_p);
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SetGameVarID(lVar3, cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum,
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sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum), g_i, g_p);
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break;
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}
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@ -154,33 +154,20 @@ void hitscantrail(long x1, long y1, long z1, long x2, long y2, long z2, short an
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long xv, yv, zv, n, j, i;
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short sect = -1;
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/* mathematical bullshit */
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x1 += (sintable[(348+ang+512)&2047]/projectile[atwith].offset);
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y1 += (sintable[(ang+348)&2047]/projectile[atwith].offset);
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/* find the distance between our player's projectile firing position and the impact point */
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n = (FindDistance2D(x1-x2,y1-y2))/256;
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/* apply an offset if needed, defined in CONs */
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n = (FindDistance2D(x1-x2,y1-y2))>>8;
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z1 += (projectile[atwith].toffset<<8)+1024;
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/* figure out how much distance to put between each sprite */
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xv = (x2-x1)/n;
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yv = (y2-y1)/n;
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zv = (z2-z1)/n;
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// Bsprintf(tempbuf,"%ld, %ld, %ld (%ld)",xv,yv,zv,n);
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// AddLog(tempbuf);
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x1 += xv/4;
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y1 += yv/4;
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z1 += zv/4;
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/* spawn the trail sprites */
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x1 += xv>>2;
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y1 += yv>>2;
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z1 += zv>>2;
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for(i=0;i<projectile[atwith].tnum;i++)
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{
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