Cleanup
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31 changed files with 611 additions and 684 deletions
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@ -5,6 +5,7 @@
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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// Copyright 2017-2025 GZDoom Maintainers and Contributors
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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@ -28,31 +29,28 @@
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "m_random.h"
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#include "a_ceiling.h"
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#include "a_sharedglobal.h"
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#include "actorinlines.h"
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#include "d_player.h"
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#include "doomdef.h"
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#include "g_game.h"
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#include "g_levellocals.h"
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#include "gi.h"
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#include "i_soundinternal.h"
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#include "m_random.h"
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#include "p_blockmap.h"
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#include "p_checkposition.h"
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#include "p_enemy.h"
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#include "p_lnspec.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "d_player.h"
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#include "p_lnspec.h"
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#include "g_game.h"
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#include "p_enemy.h"
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#include "a_sharedglobal.h"
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#include "p_blockmap.h"
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#include "teaminfo.h"
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#include "p_spec.h"
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#include "p_checkposition.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "actorinlines.h"
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#include "a_ceiling.h"
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#include "shadowinlines.h"
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#include "gi.h"
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#include "teaminfo.h"
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#include "vm.h"
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static FRandom pr_checkmissilerange ("CheckMissileRange");
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static FRandom pr_opendoor ("OpenDoor");
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@ -111,7 +109,6 @@ double yspeed[8] = {0,SQRTHALF,1,SQRTHALF,0,-SQRTHALF,-1,-SQRTHALF};
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// but some can be made preaware
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//
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//----------------------------------------------------------------------------
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//
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// PROC P_RecursiveSound
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@ -153,7 +150,6 @@ static void NoiseMarkSector(sector_t *sec, AActor *soundtarget, bool splash, AAc
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NoiseList.Push({ sec, soundblocks });
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}
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static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AActor *emitter, int soundblocks, double maxdist)
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{
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bool checkabove = !sec->PortalBlocksSound(sector_t::ceiling);
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@ -184,7 +180,6 @@ static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AA
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}
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}
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if (check->sidedef[1] == NULL ||
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!(check->flags & ML_TWOSIDED))
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{
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@ -229,9 +224,6 @@ static void P_RecursiveSound(sector_t *sec, AActor *soundtarget, bool splash, AA
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_NoiseAlert
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@ -366,7 +358,6 @@ static int P_CheckMissileRange (AActor *actor)
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if (actor->MeleeState == NULL)
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dist -= 128; // no melee attack, so fire more
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if (actor->maxtargetrange > 0 && dist > actor->maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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@ -673,7 +664,6 @@ static int P_Move (AActor *actor)
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else
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actor->AddZ(-actor->FloatSpeed);
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// [RH] Check to make sure there's nothing in the way of the float
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if (P_TestMobjZ(actor))
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{
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@ -927,7 +917,6 @@ void P_DoNewChaseDir (AActor *actor, double deltax, double deltay)
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actor->movedir = DI_NODIR; // cannot move
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}
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//=============================================================================
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//
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// killough 11/98:
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@ -1763,7 +1752,6 @@ int P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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return false;
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}
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/*
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================
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=
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@ -1832,7 +1820,6 @@ int P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
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if (actor->FriendPlayer == 0 && (!teamplay || actor->GetTeam() == TEAM_NONE)) return result;
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if (result || !deathmatch) return true;
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} // [SP] if false, and in deathmatch, intentional fall-through
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else if (actor->flags8 & MF8_SEEFRIENDLYMONSTERS)
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{
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@ -2042,7 +2029,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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return 0;
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}
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//==========================================================================
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//
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// A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state wakestate)
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@ -2254,6 +2240,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
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// A_Wander
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//
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//==========================================================================
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enum ChaseFlags
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{
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CHF_FASTCHASE = 1,
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@ -2315,6 +2302,7 @@ void A_Wander(AActor *self, int flags)
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// A_Look2
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Look2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -2379,6 +2367,7 @@ nosee:
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// enhancements.
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//
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//=============================================================================
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#define CLASS_BOSS_STRAFE_RANGE 64*10
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void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missilestate, bool playactive, bool nightmarefast, bool dontmove, int flags)
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@ -2743,6 +2732,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// functions to check.
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//
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//==========================================================================
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// [MC] Code is almost a duplicate of CanCollideWith but with changes to
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// accommodate checking of just one actor.
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bool P_CanResurrect(AActor *raiser, AActor *thing)
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@ -2942,7 +2932,6 @@ bool P_CheckForResurrection(AActor* self, bool usevilestates, FState* state = nu
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return false;
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}
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// for internal use
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void A_Chase(AActor *self)
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{
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@ -3007,6 +2996,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_DoChase, A_DoChaseNative)
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// A_FaceTracer
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//
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//=============================================================================
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enum FAF_Flags
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{
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FAF_BOTTOM = 1,
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@ -3122,6 +3112,7 @@ void A_FaceTarget(AActor *self)
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// New function to let monsters shoot a railgun
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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{
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PARAM_SELF_PROLOGUE(AActor);
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