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game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks.
And const them appropriately. Also remove #if 0'ed code related to an MSVC pragma. git-svn-id: https://svn.eduke32.com/eduke32@3451 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 14 additions and 21 deletions
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@ -6236,17 +6236,10 @@ static void G_DoEventAnimSprites(int32_t j)
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}
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}
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}
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}
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#if 0 // def _MSC_VER
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// Visual C thought this was a bit too hard to optimise so we'd better
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// tell it not to try... such a pussy it is.
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//#pragma auto_inline(off)
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#pragma optimize("g",off)
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#endif
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio)
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void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothratio)
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{
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{
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int32_t i, j, k, p, sect;
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int32_t j, k, p, sect;
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intptr_t l;
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intptr_t l;
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spritetype *s,*t;
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if (!spritesortcnt) return;
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if (!spritesortcnt) return;
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@ -6254,9 +6247,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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for (j=spritesortcnt-1; j>=0; j--)
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for (j=spritesortcnt-1; j>=0; j--)
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{
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{
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t = &tsprite[j];
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spritetype *const t = &tsprite[j];
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i = t->owner;
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const int32_t i = t->owner;
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s = &sprite[i];
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const spritetype *const s = &sprite[i];
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switch (DYNAMICTILEMAP(s->picnum))
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switch (DYNAMICTILEMAP(s->picnum))
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{
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{
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@ -6281,9 +6274,9 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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for (j=spritesortcnt-1; j>=0; j--)
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for (j=spritesortcnt-1; j>=0; j--)
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{
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{
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t = &tsprite[j];
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spritetype *const t = &tsprite[j];
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i = t->owner;
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const int32_t i = t->owner;
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s = &sprite[t->owner];
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const spritetype *const s = &sprite[i];
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/*
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/*
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if (A_CheckSpriteFlags(i, SPRITE_NULL))
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if (A_CheckSpriteFlags(i, SPRITE_NULL))
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@ -6383,9 +6376,11 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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int32_t startframe, viewtype;
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int32_t startframe, viewtype;
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#endif
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#endif
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//is the perfect time to animate sprites
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//is the perfect time to animate sprites
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t = &tsprite[j];
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spritetype *const t = &tsprite[j];
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i = t->owner;
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const int32_t i = t->owner;
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s = (i < 0 ? &tsprite[j] : &sprite[i]);
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// XXX: what's up with the (i < 0) check?
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// NOTE: not const spritetype because set at SET_SPRITE_NOT_TSPRITE (see below).
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spritetype *const s = (i < 0) ? &tsprite[j] : &sprite[i];
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if (ud.lockout && G_CheckAdultTile(DYNAMICTILEMAP(s->picnum)))
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if (ud.lockout && G_CheckAdultTile(DYNAMICTILEMAP(s->picnum)))
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{
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{
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@ -6679,6 +6674,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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if (g_player[p].ps->on_crane == -1 && (sector[s->sectnum].lotag&0x7ff) != 1) // ST_1_ABOVE_WATER ?
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if (g_player[p].ps->on_crane == -1 && (sector[s->sectnum].lotag&0x7ff) != 1) // ST_1_ABOVE_WATER ?
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{
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{
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l = s->z-actor[g_player[p].ps->i].floorz+(3<<8);
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l = s->z-actor[g_player[p].ps->i].floorz+(3<<8);
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// SET_SPRITE_NOT_TSPRITE
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
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s->yoffset = (int8_t)(l/(s->yrepeat<<2));
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s->yoffset = (int8_t)(l/(s->yrepeat<<2));
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else s->yoffset=0;
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else s->yoffset=0;
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@ -7071,10 +7067,7 @@ skip:
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G_DoEventAnimSprites(j);
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G_DoEventAnimSprites(j);
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}
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}
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}
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}
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#if 0 // def _MSC_VER
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//#pragma auto_inline()
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#pragma optimize("",on)
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#endif
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// KEEPINSYNC game.h: enum cheatindex_t
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// KEEPINSYNC game.h: enum cheatindex_t
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char CheatStrings[][MAXCHEATLEN] =
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char CheatStrings[][MAXCHEATLEN] =
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