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534 lines
11 KiB
C++
534 lines
11 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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/****************************************
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Removed sounds that were causing "Could
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not load" error messages.
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****************************************/
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "break.h"
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#include "pal.h"
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#include "misc.h"
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#include "sounds.h"
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#include "network.h"
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BEGIN_SW_NS
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// Run the game with the -CACHEPRINT option and redirect to a file.
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// It will save out the tile and sound number every time one caches.
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//
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// sw -map $bullet -cacheprint > foofile
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extern bool PreCaching;
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void PreCacheTable(short table[], int num);
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void PreCacheGhost(void);
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void
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SetupPreCache(void)
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{
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if (PreCaching)
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{
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precache();
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// actors cache ranges are called from SpriteSetup
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// only caches the actor if its on the level
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// weapons
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PreCacheRange(2000, 2227);
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PreCacheRange(4090, 4093);
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// Explosions
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PreCacheRange(3072, 3225);
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// ninja player character
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PreCacheRange(1024, 1175);
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// console
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PreCacheRange(2380, 2409);
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PreCacheRange(3600, 3645);
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PreCacheRange(2434, 2435);
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// common
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PreCacheRange(204, 208);
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// message font
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PreCacheRange(4608, 4701);
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// gibs
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PreCacheRange(1150,1568);
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PreCacheRange(1685,1690);
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PreCacheRange(900,944);
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PreCacheRange(1670,1681);
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// blood
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PreCacheRange(1710,1715);
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PreCacheRange(2410,2425);
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PreCacheRange(389,389); // blood puddle by itself in art file
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PreCacheRange(2500,2503);
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// shrap
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PreCacheRange(3840,3911);
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PreCacheRange(3924,3947);
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PreCacheRange(1397,1398);
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// water *** animated tiles, can be deleted now ***
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// PreCacheRange(780,794);
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// switches
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PreCacheRange(561,584);
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PreCacheRange(551,552);
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PreCacheRange(1846,1847);
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PreCacheRange(1850,1859);
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// bullet smoke
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PreCacheRange(1748,1753);
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// small blue font
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PreCacheRange(2930,3023);
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// gas can
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PreCacheRange(3038,3042);
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// lava *** animated tiles, can be deleted now ***
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// PreCacheRange(175,182);
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// gas clouds & teleport effect
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PreCacheRange(3240,3277);
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// nuke mushroom cloud
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PreCacheRange(3280,3300);
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// blood drops
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PreCacheRange(1718,1721);
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// smoke
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PreCacheRange(3948,3968);
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// footprints
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PreCacheRange(2490,2492);
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// player fists
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PreCacheRange(4070,4077);
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PreCacheRange(4050,4051);
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PreCacheRange(4090,4093);
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// fish actor
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PreCacheRange(3760,3771);
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PreCacheRange(3780,3795);
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// coins
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PreCacheRange(2531,2533);
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// respawn markers & console keys
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PreCacheRange(2440,2467);
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// light/torch sprites
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PreCacheRange(537,548);
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PreCacheRange(521,528);
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PreCacheRange(512,515);
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PreCacheRange(396,399);
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PreCacheRange(443,446);
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// bubbles
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PreCacheRange(716,720);
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// bullet splashes
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PreCacheRange(772,776);
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}
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}
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void PreCacheRipper(void)
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{
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PreCacheRange(1580, 1644);
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}
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void PreCacheRipper2(void)
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{
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PreCacheRange(4320, 4427);
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}
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void PreCacheCoolie(void)
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{
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PreCacheGhost();
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PreCacheRange(1400, 1440);
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PreCacheRange(4260, 4276); // coolie explode
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}
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void PreCacheGhost(void)
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{
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PreCacheRange(4277, 4312);
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}
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void PreCacheSerpent(void)
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{
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PreCacheRange(960, 1016);
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PreCacheRange(1300, 1314);
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}
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void PreCacheGuardian(void)
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{
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PreCacheRange(1469,1497);
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}
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void PreCacheNinja(void)
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{
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PreCacheRange(4096, 4239);
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}
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void PreCacheNinjaGirl(void)
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{
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PreCacheRange(5162, 5260);
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}
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void PreCacheSumo(void)
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{
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PreCacheRange(4490, 4544);
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}
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void PreCacheZilla(void)
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{
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PreCacheRange(4490, 4544);
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}
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void PreCacheEel(void)
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{
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PreCacheRange(4430, 4479);
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}
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void PreCacheToiletGirl(void)
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{
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PreCacheRange(5023, 5027);
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}
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void PreCacheWashGirl(void)
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{
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PreCacheRange(5032, 5035);
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}
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void PreCacheCarGirl(void)
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{
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PreCacheRange(4594,4597);
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}
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void PreCacheMechanicGirl(void)
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{
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PreCacheRange(4590,4593);
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}
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void PreCacheSailorGirl(void)
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{
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PreCacheRange(4600,4602);
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}
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void PreCachePruneGirl(void)
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{
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PreCacheRange(4604,4604);
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}
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void PreCacheTrash(void)
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{
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PreCacheRange(2540, 2546);
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}
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void PreCacheBunny(void)
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{
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PreCacheRange(4550, 4584);
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}
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void PreCacheSkel(void)
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{
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PreCacheRange(1320, 1396);
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}
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void PreCacheHornet(void)
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{
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PreCacheRange(800, 811);
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}
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void PreCacheSkull(void)
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{
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PreCacheRange(820, 854);
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}
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void PreCacheBetty(void)
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{
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PreCacheRange(817, 819);
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}
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void PreCachePachinko(void)
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{
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PreCacheRange(618,623);
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PreCacheRange(618,623);
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PreCacheRange(4768,4790);
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PreCacheRange(4792,4814);
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PreCacheRange(4816,4838);
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PreCacheRange(4840,4863);
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}
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void
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PreCacheTable(short table[], int num)
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{
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short j;
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for (j = 0; j < num; j++)
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{
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SET(gotpic[table[j]>>3], 1<<(table[j]&7));
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}
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}
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void
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PreCacheRange(short start_pic, short end_pic)
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{
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short j;
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for (j = start_pic; j <= end_pic; j++)
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{
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SET(gotpic[j>>3], 1<<(j&7));
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}
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}
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void PreCacheOverride(void)
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{
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int i;
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StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
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while ((i = it.NextIndex()) >= 0)
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{
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ASSERT(SPRITE_TAG2(i) >= 0 && SPRITE_TAG2(i) <= MAXTILES);
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SET_GOTPIC(SPRITE_TAG2(i));
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}
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}
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void
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PreCacheActor(void)
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{
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int i;
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short pic;
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for (i=0; i < MAXSPRITES; i++)
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{
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if (sprite[i].statnum >= MAXSTATUS)
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continue;
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if (User[i])
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pic = User[i]->ID;
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else
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pic = sprite[i].picnum;
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switch (pic)
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{
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case COOLIE_RUN_R0:
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PreCacheCoolie();
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break;
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case NINJA_RUN_R0:
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case NINJA_CRAWL_R0:
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PreCacheNinja();
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break;
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case GORO_RUN_R0:
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PreCacheGuardian();
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break;
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case 1441:
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case COOLG_RUN_R0:
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PreCacheGhost();
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break;
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case EEL_RUN_R0:
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PreCacheEel();
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break;
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case SUMO_RUN_R0:
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PreCacheZilla();
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break;
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case ZILLA_RUN_R0:
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PreCacheSumo();
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break;
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case TOILETGIRL_R0:
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PreCacheToiletGirl();
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break;
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case WASHGIRL_R0:
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PreCacheWashGirl();
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break;
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case CARGIRL_R0:
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PreCacheCarGirl();
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break;
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case MECHANICGIRL_R0:
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PreCacheMechanicGirl();
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break;
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case SAILORGIRL_R0:
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PreCacheSailorGirl();
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break;
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case PRUNEGIRL_R0:
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PreCachePruneGirl();
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break;
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case TRASHCAN:
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PreCacheTrash();
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break;
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case BUNNY_RUN_R0:
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PreCacheBunny();
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break;
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case RIPPER_RUN_R0:
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PreCacheRipper();
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break;
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case RIPPER2_RUN_R0:
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PreCacheRipper2();
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break;
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case SERP_RUN_R0:
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PreCacheSerpent();
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break;
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case LAVA_RUN_R0:
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break;
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case SKEL_RUN_R0:
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PreCacheSkel();
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break;
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case HORNET_RUN_R0:
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PreCacheHornet();
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break;
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case SKULL_R0:
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PreCacheSkull();
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break;
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case BETTY_R0:
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PreCacheBetty();
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break;
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case GIRLNINJA_RUN_R0:
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PreCacheNinjaGirl();
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break;
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case 623: // Pachinko win light
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case PACHINKO1:
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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PreCachePachinko();
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break;
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}
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}
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}
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void DoTheCache(void)
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{
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int i, cnt=0;
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PreCacheActor();
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PreCacheOverride();
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for (i = 0; i < MAXTILES; i++)
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{
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if ((TEST(gotpic[i>>3], 1<<(i&7))) && (!tilePtr(i)))
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{
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// Without palettes this is rather useless...
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if (r_precache) PrecacheHardwareTextures(i);
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cnt++;
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}
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}
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memset(gotpic,0,sizeof(gotpic));
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}
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void
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precache(void)
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{
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int i;
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short j;
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SECTORp sectp;
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WALLp wp;
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SPRITEp sp;
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memset(gotpic,0,sizeof(gotpic));
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for (sectp = sector; sectp < §or[numsectors]; sectp++)
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{
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j = sectp->ceilingpicnum;
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SET(gotpic[j>>3], 1<<(j&7));
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if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
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}
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}
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j = sectp->floorpicnum;
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SET(gotpic[j>>3], 1<<(j&7));
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if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
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}
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}
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}
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for (wp = wall; wp < &wall[numwalls]; wp++)
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{
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j = wp->picnum;
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SET(gotpic[j>>3], 1<<(j&7));
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if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
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}
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}
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if (wp->overpicnum > 0 && wp->overpicnum < MAXTILES)
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{
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j = wp->overpicnum;
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SET(gotpic[j>>3], 1<<(j&7));
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if (TEST(picanm[j].sf, PICANM_ANIMTYPE_MASK) >> PICANM_ANIMTYPE_SHIFT)
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{
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for (i = 1; i <= picanm[j].num; i++)
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{
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SET(gotpic[(j+i)>>3], 1<<((j+i)&7));
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}
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}
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}
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}
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for (sp = sprite; sp < &sprite[MAXSPRITES]; sp++)
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{
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if (sp->statnum < MAXSTATUS)
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{
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j = sp->picnum;
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SET(gotpic[j>>3], 1<<(j&7));
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}
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}
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}
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END_SW_NS
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