Build: fixups
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f1a347e55f
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5986720789
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@ -428,7 +428,7 @@ static md2_model_t *md2_readModel(const char *filename)
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spr2 |= FF_SPR2SUPER;
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spr2 |= FF_SPR2SUPER;
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if (model->spr2frames[spr2*2 + 1]++ == 0) // numspr2frames
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if (model->spr2frames[spr2*2 + 1]++ == 0) // numspr2frames
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model->spr2frames[spr2*2] = i; // starting frame
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model->spr2frames[spr2*2] = i; // starting frame
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CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %d, number of frames %d\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], model->spr2frames[spr2*2], model->spr2frames[spr2*2 + 1]);
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CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %s, number of frames %s\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], sizeu1(model->spr2frames[spr2*2]), sizeu2(model->spr2frames[spr2*2 + 1]));
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}
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}
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}
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}
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}
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}
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@ -165,10 +165,12 @@ static int lib_setSpr2default(lua_State *L)
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{
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{
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const char *name = lua_tostring(L, 1);
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const char *name = lua_tostring(L, 1);
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for (i = 0; i < free_spr2; i++)
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for (i = 0; i < free_spr2; i++)
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{
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if (fastcmp(name, spr2names[i]))
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if (fastcmp(name, spr2names[i]))
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break;
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break;
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if (i == free_spr2)
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}
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return luaL_error(L, "spr2defaults[] invalid index");
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if (i == free_spr2)
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return luaL_error(L, "spr2defaults[] invalid index");
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}
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}
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else
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else
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return luaL_error(L, "spr2defaults[] invalid index");
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return luaL_error(L, "spr2defaults[] invalid index");
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@ -182,10 +184,12 @@ static int lib_setSpr2default(lua_State *L)
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{
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{
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const char *name = lua_tostring(L, 2);
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const char *name = lua_tostring(L, 2);
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for (j = 0; j < free_spr2; j++)
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for (j = 0; j < free_spr2; j++)
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{
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if (fastcmp(name, spr2names[j]))
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if (fastcmp(name, spr2names[j]))
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break;
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break;
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if (j == free_spr2)
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}
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return luaL_error(L, "spr2defaults[] invalid index");
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if (j == free_spr2)
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return luaL_error(L, "spr2defaults[] invalid index");
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}
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}
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if (j >= free_spr2)
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if (j >= free_spr2)
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@ -8719,6 +8719,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
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COM_BufAddText (va("%s %s\n",setupm_cvdefaultname->name,setupm_name));
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COM_BufAddText (va("%s %s\n",setupm_cvdefaultname->name,setupm_name));
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break;
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break;
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}
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}
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/* FALLTHRU */
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case KEY_RIGHTARROW:
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case KEY_RIGHTARROW:
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if (itemOn == 1) //player skin
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if (itemOn == 1) //player skin
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{
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{
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@ -6781,6 +6781,7 @@ void P_MobjThinker(mobj_t *mobj)
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whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
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whoosh->momz = mobj->target->momz; // Stay reasonably centered for a few frames
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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mobj->target->player->pflags &= ~PF_SHIELDABILITY; // prevent eternal whoosh
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}
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}
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/* FALLTHRU */
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case MT_FLAMEAURA_ORB:
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case MT_FLAMEAURA_ORB:
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if (!(mobj->flags2 & MF2_SHIELD))
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if (!(mobj->flags2 & MF2_SHIELD))
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return;
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return;
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@ -7268,7 +7269,7 @@ void P_MobjThinker(mobj_t *mobj)
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break;
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break;
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case MT_AQUABUZZ:
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case MT_AQUABUZZ:
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P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
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P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn
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// no break here on purpose
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/* FALLTHRU */
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case MT_BIGAIRMINE:
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case MT_BIGAIRMINE:
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{
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{
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if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
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if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0
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@ -7752,6 +7753,7 @@ void P_MobjThinker(mobj_t *mobj)
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else
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else
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mobj->z = mobj->floorz;
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mobj->z = mobj->floorz;
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}
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}
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/* FALLTHRU */
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default:
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default:
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// check mobj against possible water content, before movement code
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// check mobj against possible water content, before movement code
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P_MobjCheckWater(mobj);
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P_MobjCheckWater(mobj);
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@ -11311,4 +11313,4 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo
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newmobj->destscale = mobj->destscale;
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newmobj->destscale = mobj->destscale;
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P_SetScale(newmobj, mobj->scale);
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P_SetScale(newmobj, mobj->scale);
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return newmobj;
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return newmobj;
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}
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}
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@ -9773,6 +9773,7 @@ void P_PlayerThink(player_t *player)
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player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
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break;
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break;
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}
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}
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/* FALLTHRU */
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default:
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default:
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player->drawangle = player->mo->angle;
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player->drawangle = player->mo->angle;
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break;
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break;
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