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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@508 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -100,12 +100,8 @@ void makesel()
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VAR(flrceil,0,0,2);
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float sheight(sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
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{
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return !flrceil //z-s->floor<s->ceil-z
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? (s->type==FHF ? s->floor-t->vdelta/4.0f : (float)s->floor)
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: (s->type==CHF ? s->ceil+t->vdelta/4.0f : (float)s->ceil);
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};
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// VC8 optimizer screws up rendering somehow if this is an actual function
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#define sheight(s,t,z) (!flrceil ? (s->type==FHF ? s->floor-t->vdelta/4.0f : (float)s->floor) : (s->type==CHF ? s->ceil+t->vdelta/4.0f : (float)s->ceil))
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void cursorupdate() // called every frame from hud
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{
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@@ -144,6 +140,7 @@ void cursorupdate() // called every frame fr
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for(int ix = cx-GRIDSIZE; ix<=cx+GRIDSIZE; ix++) for(int iy = cy-GRIDSIZE; iy<=cy+GRIDSIZE; iy++)
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{
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if(OUTBORD(ix, iy)) continue;
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sqr *s = S(ix,iy);
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if(SOLID(s)) continue;
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@@ -15,10 +15,13 @@ void setarraypointers()
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// leaves of all these functions, and are part of the cpu bottleneck on really slow
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// machines, hence the macros.
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#define vertf(v1, v2, v3, ls, t1, t2) { vertex &v = verts.add(); \
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#define vertf(v1, v2, v3, ls, t1, t2) { \
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vertex *buf = verts.getbuf(), &v = verts.add(); \
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if(buf!=verts.getbuf()) setarraypointers(); \
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v.u = t1; v.v = t2; \
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v.x = v1; v.y = v2; v.z = v3; \
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v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; };
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v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; \
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};
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#define vert(v1, v2, v3, ls, t1, t2) { vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); }
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@@ -424,16 +424,5 @@ struct databuf
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typedef databuf<char> charbuf;
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typedef databuf<uchar> ucharbuf;
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#ifndef __GNUC__
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#ifdef _DEBUG
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//#define _CRTDBG_MAP_ALLOC
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#include <crtdbg.h>
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inline void *__cdecl operator new(size_t n, const char *fn, int l) { return ::operator new(n, 1, fn, l); };
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inline void __cdecl operator delete(void *p, const char *fn, int l) { ::operator delete(p, 1, fn, l); };
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#define new new(__FILE__,__LINE__)
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#endif
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#endif
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#endif
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