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https://github.com/ZDoom/Raze.git
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- all typedefs in jsector.h and inv.h plus a bit of cleanup and #define removal.
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parent
6b50344417
commit
f43f63adec
7 changed files with 59 additions and 70 deletions
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@ -493,7 +493,7 @@ void InventoryTimer(PLAYERp pp)
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{
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// called every time through loop
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short inv = 0;
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INVENTORY_DATAp id;
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INVENTORY_DATA* id;
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// if bar is up
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if (pp->InventoryBarTics)
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@ -569,7 +569,7 @@ void InventoryTimer(PLAYERp pp)
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void InventoryUse(PLAYERp pp)
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{
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INVENTORY_DATAp id = &InventoryData[pp->InventoryNum];
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INVENTORY_DATA* id = &InventoryData[pp->InventoryNum];
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if (id->Init)
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(*id->Init)(pp);
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@ -577,7 +577,7 @@ void InventoryUse(PLAYERp pp)
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void InventoryStop(PLAYERp pp, short InventoryNum)
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{
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INVENTORY_DATAp id = &InventoryData[InventoryNum];
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INVENTORY_DATA* id = &InventoryData[InventoryNum];
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if (id->Stop)
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(*id->Stop)(pp, InventoryNum);
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@ -26,37 +26,37 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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enum InventoryNames
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{
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INVENTORY_MEDKIT,
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INVENTORY_REPAIR_KIT,
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INVENTORY_CLOAK, // de-cloak when firing
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INVENTORY_NIGHT_VISION,
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INVENTORY_CHEMBOMB,
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INVENTORY_FLASHBOMB,
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INVENTORY_CALTROPS,
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MAX_INVENTORY
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INVENTORY_MEDKIT,
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INVENTORY_REPAIR_KIT,
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INVENTORY_CLOAK, // de-cloak when firing
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INVENTORY_NIGHT_VISION,
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INVENTORY_CHEMBOMB,
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INVENTORY_FLASHBOMB,
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INVENTORY_CALTROPS,
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MAX_INVENTORY
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};
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typedef struct
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struct INVENTORY_DATA
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{
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const char *Name;
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void (*Init)(PLAYERp);
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void (*Stop)(PLAYERp, short);
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short DecPerSec;
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short MaxInv;
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int Scale;
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short Flags;
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} INVENTORY_DATA, *INVENTORY_DATAp;
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const char* Name;
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void (*Init)(PLAYERp);
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void (*Stop)(PLAYERp, short);
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short DecPerSec;
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short MaxInv;
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int Scale;
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short Flags;
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};
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extern INVENTORY_DATA InventoryData[MAX_INVENTORY+1];
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extern INVENTORY_DATA InventoryData[MAX_INVENTORY + 1];
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enum EInvFlags
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{
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INVF_AUTO_USE = 1,
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INVF_TIMED = 2,
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INVF_COUNT = 4
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INVF_AUTO_USE = 1,
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INVF_TIMED = 2,
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INVF_COUNT = 4
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};
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void PlayerUpdateInventory(PLAYERp pp,short InventoryNum);
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void PlayerUpdateInventory(PLAYERp pp, short InventoryNum);
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void InventoryKeys(PLAYERp pp);
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void UseInventoryRepairKit(PLAYERp pp);
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void InventoryTimer(PLAYERp pp);
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@ -30,28 +30,31 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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#define MAXMIRRORDIST 3300 // At this distance, or less, the magic mirrors activate.
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#define MAXMIRRORMONSTERS 4 // Max monsters any one magic mirror can spawn
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typedef enum
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enum
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{
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m_normal, m_viewon, m_pissed
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} MIRRORSTATE;
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MAXMIRRORDIST = 3300, // At this distance, or less, the magic mirrors activate.
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MAXMIRRORMONSTERS = 4 // Max monsters any one magic mirror can spawn
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};
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typedef struct
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enum
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{
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m_normal, m_viewon, m_pissed
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};
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struct MIRRORTYPE
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{
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TObjPtr<DSWActor*> cameraActor; // Contains number of ST1 sprite used as a camera
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TObjPtr<DSWActor*> camspriteActor; // sprite pointing to campic
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TObjPtr<DSWActor*> camspriteActor; // sprite pointing to campic
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walltype* mirrorWall; // Wall number containing the mirror tile
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sectortype* mirrorSector; // used internally to draw mirror rooms
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short campic; // Editart tile number to draw a screen to
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short numspawnspots; // Number of spawnspots used
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short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill level for a max of up to 4 coolie ghosts to spawn.
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bool ismagic; // Is this a magic mirror?
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uint8_t mstate; // What state the mirror is currently in
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int maxtics; // Tic count used to time mirror events
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int tics; // How much viewing time has been used on mirror?
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} MIRRORTYPE, *MIRRORTYPEp;
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sectortype* mirrorSector; // used internally to draw mirror rooms
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short campic; // Editart tile number to draw a screen to
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short numspawnspots; // Number of spawnspots used
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short spawnspots[MAXMIRRORMONSTERS]; // One spot for each possible skill level for a max of up to 4 coolie ghosts to spawn.
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bool ismagic; // Is this a magic mirror?
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uint8_t mstate; // What state the mirror is currently in
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int maxtics; // Tic count used to time mirror events
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int tics; // How much viewing time has been used on mirror?
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};
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extern MIRRORTYPE mirror[MAXMIRRORS];
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@ -76,14 +76,6 @@ static int faderamp[32] =
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};
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typedef struct RGB_color_typ
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{
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uint8_t red;
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uint8_t green;
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uint8_t blue;
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} RGB_color, * RGB_color_ptr;
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//////////////////////////////////////////
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// Set the amount of redness for damage
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// the player just took
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@ -93,7 +85,6 @@ void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor)
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const int FADE_DAMAGE_FACTOR = 3; // 100 health / 32 shade cycles = 3.125
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short fadedamage = 0;
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RGB_color color;
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//Printf("SetAmt: fadeamt = %d, startcolor = %d, pp = %d",pp->FadeAmt,startcolor,pp->StartColor);
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@ -138,14 +129,12 @@ void SetFadeAmt(PLAYERp pp, short damage, uint8_t startcolor)
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pp->FadeTics = 0;
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color.red = GPalette.BaseColors[pp->StartColor].r;
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color.green = GPalette.BaseColors[pp->StartColor].g;
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color.blue = GPalette.BaseColors[pp->StartColor].b;
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auto color = GPalette.BaseColors[pp->StartColor];
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// Do initial palette set
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if (pp == Player + screenpeek)
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{
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videoFadePalette(color.red, color.green, color.blue, faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]);
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videoFadePalette(color.r, color.g, color.b, faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]);
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if (damage < -1000)
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pp->FadeAmt = 1000; // Don't call DoPaletteFlash for underwater stuff
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}
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@ -26,9 +26,11 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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//-------------------------------------------------------------------------
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BEGIN_SW_NS
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#define SYNC_TEST 0
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#define MAXSYNCBYTES 16
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enum
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{
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SYNC_TEST = 0,
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MAXSYNCBYTES = 16
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};
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extern bool PredictionOn;
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extern PLAYER PredictPlayer;
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extern PLAYERp ppp;
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@ -55,7 +57,7 @@ enum MultiGameTypes
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// global net vars
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// not saved in .CFG file
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// used for current game
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typedef struct
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struct gNET
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{
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int32_t KillLimit;
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int32_t TimeLimit;
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@ -67,7 +69,7 @@ typedef struct
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bool AutoAim;
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bool NoRespawn; // for commbat type games
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bool Nuke;
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} gNET,*gNETp;
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};
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extern gNET gNet;
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@ -58,17 +58,12 @@ int InitGrenade(PLAYERp pp);
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int InitMine(PLAYERp pp);
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int InitFistAttack(PLAYERp pp);
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#define PANF_UZI_XFLIP (BIT(21))
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#define XDIM 320
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#define YDIM 200
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typedef struct
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struct PANEL_SHRAP
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{
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short xoff, yoff, skip;
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int lo_jump_speed, hi_jump_speed, lo_xspeed, hi_xspeed;
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PANEL_STATE* state[2];
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} PANEL_SHRAP, *PANEL_SHRAPp;
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};
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void PanelInvTestSuicide(PANEL_SPRITEp psp);
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@ -4590,7 +4585,7 @@ void SpawnHeartBlood(PANEL_SPRITEp psp)
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{
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PLAYERp pp = psp->PlayerP;
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PANEL_SPRITEp blood;
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PANEL_SHRAPp hsp;
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PANEL_SHRAP* hsp;
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static PANEL_SHRAP HeartShrap[] =
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{
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@ -4629,7 +4624,7 @@ void SpawnSmallHeartBlood(PANEL_SPRITEp psp)
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{
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PLAYERp pp = psp->PlayerP;
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PANEL_SPRITEp blood;
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PANEL_SHRAPp hsp;
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PANEL_SHRAP* hsp;
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static PANEL_SHRAP HeartShrap[] =
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{
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@ -7217,7 +7217,7 @@ DEFINE_ACTION_FUNCTION(_SW, InventoryFlags)
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{
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PARAM_PROLOGUE;
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PARAM_INT(inv);
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INVENTORY_DATAp id = &InventoryData[inv];
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INVENTORY_DATA* id = &InventoryData[inv];
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ACTION_RETURN_INT(id->Flags);
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}
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