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- Blood: separated actor spawning from map loading.
This commit is contained in:
parent
e543c70439
commit
ec888c097c
4 changed files with 91 additions and 86 deletions
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@ -79,6 +79,71 @@ void EndLevel(void)
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seqKillAll();
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}
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TArray<DBloodActor*> SpawnActors(SpawnSpriteDef& sprites)
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{
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TArray<DBloodActor*> spawns(sprites.sprites.Size(), true);
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initspritelists();
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for (unsigned i = 0; i < sprites.sprites.Size(); i++)
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{
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RemoveSpriteStat(i);
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auto actor = &bloodActors[i];
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spawns[i] = actor;
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actor->Clear();
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actor->s() = sprites.sprites[i];
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if (sprites.sprites[i].extra > 0)
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{
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actor->addX();
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actor->x() = sprites.xspr[i];
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}
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InsertSpriteSect(i, actor->s().sectnum);
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InsertSpriteStat(i, actor->s().statnum);
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}
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Numsprites = spawns.Size();
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return spawns;
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}
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void PropagateMarkerReferences(void)
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{
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BloodStatIterator it(kStatMarker);
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while (auto actor = it.Next())
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{
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switch (actor->s().type)
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{
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case kMarkerOff:
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case kMarkerAxis:
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case kMarkerWarpDest:
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{
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int nOwner = actor->s().owner;
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if (nOwner >= 0 && nOwner < numsectors)
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{
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if (sector[nOwner].hasX())
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{
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sector[nOwner].xs().marker0 = actor;
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continue;
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}
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}
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}
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break;
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case kMarkerOn:
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{
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int nOwner = actor->s().owner;
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if (nOwner >= 0 && nOwner < numsectors)
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{
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if (sector[nOwner].hasX())
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{
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sector[nOwner].xs().marker1 = actor;
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continue;
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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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DeleteSprite(actor);
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}
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}
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void StartLevel(MapRecord* level, bool newgame)
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{
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if (!level) return;
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@ -111,7 +176,8 @@ void StartLevel(MapRecord* level, bool newgame)
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}
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}
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//drawLoadingScreen();
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dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsector, nullptr);
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SpawnSpriteDef sprites;
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dbLoadMap(currentLevel->fileName, (int*)&startpos.x, (int*)&startpos.y, (int*)&startpos.z, &startang, &startsector, nullptr, sprites);
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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wsrand(dbReadMapCRC(currentLevel->LabelName()));
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@ -119,23 +185,13 @@ void StartLevel(MapRecord* level, bool newgame)
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gSecretMgr.Clear();
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automapping = 1;
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// Here is where later the actors must be spawned.
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// get a sorted list of all actors as we need to run some init code in spawn order. (iterating bloodActors would actually do, but that won't last forever)
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TArray<DBloodActor*> actorlist;
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BloodSpriteIterator sit;
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while (auto act = sit.Next())
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{
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actorlist.Push(act);
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}
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std::sort(actorlist.begin(), actorlist.end(), [](DBloodActor* a, DBloodActor* b) { return a->GetIndex() < b->GetIndex(); });
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auto actorlist = SpawnActors(sprites);
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PropagateMarkerReferences();
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int modernTypesErased = 0;
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for(unsigned i = 0; i < actorlist.Size(); i++)
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for (auto actor : actorlist)
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{
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auto actor = actorlist[i];
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spritetype* pSprite = &actor->s();
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if (actor->exists() && actor->hasX())
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{
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@ -171,7 +171,6 @@ extern HitInfo gHitInfo;
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using BloodStatIterator = TStatIterator<DBloodActor>;
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using BloodSectIterator = TSectIterator<DBloodActor>;
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using BloodSpriteIterator = TSpriteIterator<DBloodActor>;
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using BloodLinearSpriteIterator = TLinearSpriteIterator<DBloodActor>;
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inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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{
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@ -244,47 +244,6 @@ void dbInit(void)
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}
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}
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void PropagateMarkerReferences(void)
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{
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BloodStatIterator it(kStatMarker);
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while (auto actor = it.Next())
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{
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switch (actor->s().type)
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{
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case kMarkerOff:
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case kMarkerAxis:
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case kMarkerWarpDest:
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{
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int nOwner = actor->s().owner;
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if (nOwner >= 0 && nOwner < numsectors)
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{
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if (sector[nOwner].hasX())
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{
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sector[nOwner].xs().marker0 = actor;
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continue;
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}
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}
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}
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break;
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case kMarkerOn:
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{
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int nOwner = actor->s().owner;
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if (nOwner >= 0 && nOwner < numsectors)
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{
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if (sector[nOwner].hasX())
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{
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sector[nOwner].xs().marker1 = actor;
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continue;
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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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DeleteSprite(actor);
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}
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}
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bool drawtile2048, encrypted;
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MAPHEADER2 byte_19AE44;
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@ -384,8 +343,7 @@ struct walltypedisk
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#pragma pack(pop)
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC)
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC, SpawnSpriteDef& sprites)
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{
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int16_t tpskyoff[256];
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ClearAutomap();
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@ -728,21 +686,19 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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}
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initspritelists();
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leveltimer = mapHeader.numsprites;
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sprites.sprites.Resize(mapHeader.numsprites);
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sprites.xspr.Resize(mapHeader.numsprites);
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for (int i = 0; i < mapHeader.numsprites; i++)
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{
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RemoveSpriteStat(i);
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spritetypedisk load;
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auto actor = &bloodActors[i];
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actor->Clear();
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spritetype* pSprite = &actor->s();
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fr.Read(&load, sizeof(spritetypedisk)); // load into an intermediate buffer so that spritetype is no longer bound by file formats.
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if (encrypted) // What were these people thinking? :(
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{
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dbCrypt((char*)&load, sizeof(spritetypedisk), (gMapRev * sizeof(spritetypedisk)) | 0x7474614d);
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}
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auto pSprite = &sprites.sprites[i];
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pSprite->clear();
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pSprite->x = LittleLong(load.x);
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pSprite->y = LittleLong(load.y);
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pSprite->z = LittleLong(load.z);
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@ -770,14 +726,11 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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pSprite->time = i;
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ValidateSprite(*pSprite);
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InsertSpriteSect(i, pSprite->sectnum);
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InsertSpriteStat(i, pSprite->statnum);
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Numsprites++;
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if (pSprite->extra > 0)
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{
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char pBuffer[nXSpriteSize];
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actor->addX();
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XSPRITE* pXSprite = &actor->x();
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XSPRITE* pXSprite = &sprites.xspr[i];
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*pXSprite = {};
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int nCount;
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if (!encrypted)
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{
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@ -863,10 +816,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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gModernMap = true;
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#endif
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}
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if ((sprite[i].cstat & 0x30) == 0x30)
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{
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sprite[i].cstat &= ~0x30;
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}
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}
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unsigned int nCRC = fr.ReadUInt32();
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@ -874,7 +823,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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auto buffer = fr.Read();
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uint8_t md4[16];
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md4once(buffer.Data(), buffer.Size(), md4);
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G_LoadMapHack(mapname, md4, sprite, mapHeader.numsprites);
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G_LoadMapHack(mapname, md4, sprites.sprites.Data(), mapHeader.numsprites);
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if (CalcCRC32(buffer.Data(), buffer.Size() - 4) != nCRC)
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{
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@ -882,7 +831,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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if (pCRC)
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*pCRC = nCRC;
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PropagateMarkerReferences();
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if (encrypted)
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{
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if (gMattId == 0x7474614d || gMattId == 0x4d617474)
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@ -908,9 +856,9 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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switch (header.version & 0xff)
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{
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case 0:
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for (int i = 0; i < numsectors; i++)
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for (auto& sect : sectors())
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{
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sectortype* pSector = §or[i];
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sectortype* pSector = §
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if (pSector->hasX())
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{
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XSECTOR* pXSector = &pSector->xs();
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@ -932,9 +880,9 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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[[fallthrough]];
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case 1:
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for (int i = 0; i < numsectors; i++)
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for (auto& sect : sectors())
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{
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sectortype* pSector = §or[i];
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sectortype* pSector = §
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if (pSector->hasX())
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{
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XSECTOR* pXSector = &pSector->xs();
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@ -943,9 +891,6 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
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}
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[[fallthrough]];
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case 2:
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for (int i = 0; i < kMaxSprites; i++)
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{
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}
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break;
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}
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@ -964,8 +909,9 @@ END_BLD_NS
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// only used by the backup loader.
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang)
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{
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Blood::SpawnSpriteDef sprites;
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sectortype* sp;
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, &sp, NULL);
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Blood::dbLoadMap(filename, &dapos->x, &dapos->y, &dapos->z, daang, &sp, nullptr, sprites);
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Blood::dbInit(); // clean up immediately.
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}
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@ -74,7 +74,11 @@ struct MAPHEADER2 {
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#pragma pack(pop)
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extern unsigned int gStatCount[kMaxStatus + 1];;
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struct SpawnSpriteDef
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{
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TArray<spritetype> sprites;
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TArray<XSPRITE> xspr;
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};
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extern bool drawtile2048, encrypted;
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extern MAPHEADER2 byte_19AE44;
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@ -125,7 +129,7 @@ int ChangeSpriteStat(int nSprite, int nStatus);
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void dbInit(void);
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void PropagateMarkerReferences(void);
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unsigned int dbReadMapCRC(const char *pPath);
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC);
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void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sectortype** pSector, unsigned int* pCRC, SpawnSpriteDef& sprites);
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END_BLD_NS
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