Use new let syntax for multiple returns.
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c636e0e787
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46 changed files with 143 additions and 244 deletions
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@ -49,9 +49,7 @@ extend Class SWWMHandler
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Console.Printf("\cyStay out of trouble.\c-");
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S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI);
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}
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Vector3 safepos;
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double safeangle;
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[safepos, safeangle] = level.PickPlayerStart(e.Args[0]);
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let [safepos, safeangle] = level.PickPlayerStart(e.Args[0]);
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players[e.Args[0]].mo.Teleport(safepos,safeangle,0);
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}
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else if ( e.Name ~== "swwmweaponcheat" )
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@ -52,9 +52,9 @@ extend Class SWWMHandler
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}
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let mo = players[consoleplayer].mo;
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if ( !ctr ) ctr = new("SWWMCrosshairTracer");
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Vector3 x, y, z, ofs, origin;
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Vector3 ofs, origin;
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Color col;
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[x, y, z] = SWWMUtility.GetAxes(e.ViewAngle,e.ViewPitch,e.ViewRoll);
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let [x, y, z] = SWWMUtility.GetAxes(e.ViewAngle,e.ViewPitch,e.ViewRoll);
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int chp = crosshairhealth;
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for ( int i=0; i<numcrosshairs; i++ )
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{
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@ -29,12 +29,10 @@ extend Class SWWMHandler
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if ( (e.Thing.GetBloodType(0) != "mkBlood") || e.Thing.bNOBLOOD )
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return;
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CorpseFallTracker.TrackBody(e.Thing);
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bool b;
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Actor a;
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// special handling of some monsters
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if ( e.Thing.GetClass() == "Cyberdemon" )
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{
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[b,a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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let [b, a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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if ( !b ) return;
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mkGibber(a).gibbed = e.Thing;
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mkGibber(a).delay = 40;
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@ -44,7 +42,7 @@ extend Class SWWMHandler
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}
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else if ( e.Thing.GetClass() == "SpiderMastermind" )
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{
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[b,a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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let [b, a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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if ( !b ) return;
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mkGibber(a).gibbed = e.Thing;
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mkGibber(a).delay = 60;
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@ -53,7 +51,7 @@ extend Class SWWMHandler
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}
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else if ( gotgibbed )
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{
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[b,a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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let [b, a] = e.Thing.A_SpawnItemEx("mkGibber",flags:SXF_USEBLOODCOLOR);
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if ( !b ) return;
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mkGibber(a).gibbed = e.Thing;
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a.A_SetSize(e.Thing.default.radius,e.Thing.default.height);
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@ -29,8 +29,7 @@ extend Class SWWMHandler
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private ui void DrawWorldCircle( RenderEvent e, Vector3 pos, double radius, Color col )
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{
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Vector3 x, y, z;
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[x, y, z] = SWWMUtility.GetAxes(e.viewangle,e.viewpitch,e.viewroll);
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let [x, y, z] = SWWMUtility.GetAxes(e.viewangle,e.viewpitch,e.viewroll);
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Vector3 ndc[64];
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for ( int i=0; i<64; i++ )
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{
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@ -81,8 +80,7 @@ extend Class SWWMHandler
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DrawWorldLine(e,(b1.x,b2.y,b1.z),(b1.x,b2.y,b2.z),"White");
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DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b2.y,b2.z),"White");
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}
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Vector3 x, y, z;
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[x, y, z] = SWWMUtility.GetAxes(a.angle,a.pitch,a.roll);
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let [x, y, z] = SWWMUtility.GetAxes(a.angle,a.pitch,a.roll);
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DrawWorldLine(e,pos,pos+x*16,"Red");
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DrawWorldLine(e,pos,pos+y*16,"Green");
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DrawWorldLine(e,pos,pos+z*16,"Blue");
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@ -25,10 +25,9 @@ extend Class SWWMHandler
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{
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e.Thing.speed *= 2;
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e.Thing.vel *= 2;
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Vector3 x, y, z;
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double ang = e.Thing.target.target?e.Thing.AngleTo(e.Thing.target.target):e.Thing.angle;
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double pt = e.Thing.target.target?e.Thing.PitchTo(e.Thing.target.target,e.Thing.target.missileheight,e.Thing.target.target.Height/2.):e.Thing.pitch;
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[x, y, z] = SWWMUtility.GetAxes(ang,pt,e.Thing.roll);
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let [x, y, z] = SWWMUtility.GetAxes(ang,pt,e.Thing.roll);
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int numpt = Random[ExtraMissiles](1,2);
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for ( int i=0; i<numpt; i++ )
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{
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@ -145,8 +145,7 @@ extend Class SWWMHandler
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Vector3 worlddir = vel/spd;
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PPShader.SetUniform1f("ZoomBlur","Fade",clamp((spd-20.)/60.,0.,1.));
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double str = min(spd/40.,15.);
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Vector3 x, y, z;
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[x, y, z] = SWWMUtility.GetAxes(e.ViewAngle,e.ViewPitch,e.ViewRoll);
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let [x, y, z] = SWWMUtility.GetAxes(e.ViewAngle,e.ViewPitch,e.ViewRoll);
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Vector3 reldir = (worlddir dot y, worlddir dot z, worlddir dot x);
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Vector2 centerspot = (.5+reldir.x*.5,.5+reldir.y*.5);
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if ( reldir.z < 0 )
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@ -339,9 +339,7 @@ extend Class SWWMHandler
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let a = SWWMTeleportLine(Actor.Spawn("SWWMTeleportLine"));
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a.tline = l;
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}
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bool isexit;
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int exittype;
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[isexit, exittype] = SWWMUtility.IsExitLine(l);
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let [isexit, exittype] = SWWMUtility.IsExitLine(l);
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if ( !isexit ) continue;
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if ( skipme.Find(l) < skipme.Size() ) continue;
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skipme.Push(l);
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