- most WORD and SWORD are gone.
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8ab562ef13
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ba0f5a3f94
84 changed files with 471 additions and 469 deletions
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@ -95,8 +95,8 @@ struct EDMapthing
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int type;
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double height;
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int args[5];
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WORD skillfilter;
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DWORD flags;
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uint16_t skillfilter;
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uint32_t flags;
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};
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struct EDLinedef
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@ -107,8 +107,8 @@ struct EDLinedef
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int id;
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int args[5];
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double alpha;
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DWORD flags;
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DWORD activation;
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uint32_t flags;
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uint32_t activation;
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};
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@ -117,9 +117,9 @@ struct EDSector
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{
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int recordnum;
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DWORD flags;
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DWORD flagsRemove;
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DWORD flagsAdd;
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uint32_t flags;
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uint32_t flagsRemove;
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uint32_t flagsAdd;
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int damageamount;
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int damageinterval;
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@ -130,11 +130,11 @@ struct EDSector
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int floorterrain;
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int ceilingterrain;
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DWORD color;
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uint32_t color;
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DWORD damageflags;
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DWORD damageflagsAdd;
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DWORD damageflagsRemove;
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uint32_t damageflags;
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uint32_t damageflagsAdd;
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uint32_t damageflagsRemove;
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bool flagsSet;
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bool damageflagsSet;
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@ -143,7 +143,7 @@ struct EDSector
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// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
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double xoffs[2], yoffs[2];
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DAngle angle[2];
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DWORD portalflags[2];
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uint32_t portalflags[2];
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double Overlayalpha[2];
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};
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@ -222,8 +222,8 @@ static void parseLinedef(FScanner &sc)
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else if (sc.Compare("extflags"))
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{
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// these are needed to build the proper activation mask out of the possible flags which do not match ZDoom 1:1.
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DWORD actmethod = 0;
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DWORD acttype = 0;
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uint32_t actmethod = 0;
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uint32_t acttype = 0;
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do
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{
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sc.CheckString("=");
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@ -291,7 +291,7 @@ static void parseSector(FScanner &sc)
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}
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else if (sc.Compare("flags"))
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{
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DWORD *flagvar = NULL;
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uint32_t *flagvar = NULL;
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if (sc.CheckString("."))
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{
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sc.MustGetString();
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@ -348,7 +348,7 @@ static void parseSector(FScanner &sc)
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}
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else if (sc.Compare("damageflags"))
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{
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DWORD *flagvar = NULL;
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uint32_t *flagvar = NULL;
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uint8_t *leakvar = NULL;
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if (sc.CheckString("."))
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{
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@ -449,7 +449,7 @@ static void parseSector(FScanner &sc)
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sc.MustGetString();
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// Eternity is based on SMMU and uses colormaps differently than all other ports.
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// The only solution here is to convert the colormap to an RGB value and set it as the sector's color.
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DWORD cmap = R_ColormapNumForName(sc.String);
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uint32_t cmap = R_ColormapNumForName(sc.String);
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if (cmap != 0)
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{
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sec.color = R_BlendForColormap(cmap) & 0xff000000;
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@ -700,7 +700,7 @@ void ProcessEDLinedef(line_t *ld, int recordnum)
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ld->special = 0;
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return;
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}
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const DWORD fmask = ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY | ML_ADDTRANS | ML_BLOCKEVERYTHING | ML_ZONEBOUNDARY | ML_CLIP_MIDTEX;
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const uint32_t fmask = ML_REPEAT_SPECIAL | ML_FIRSTSIDEONLY | ML_ADDTRANS | ML_BLOCKEVERYTHING | ML_ZONEBOUNDARY | ML_CLIP_MIDTEX;
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ld->special = eld->special;
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ld->activation = eld->activation;
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ld->flags = (ld->flags&~fmask) | eld->flags;
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@ -719,7 +719,7 @@ void ProcessEDSector(sector_t *sec, int recordnum)
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}
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// In ZDoom the regular and the damage flags are part of the same flag word so we need to do some masking.
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const DWORD flagmask = SECF_SECRET | SECF_WASSECRET | SECF_FRICTION | SECF_PUSH | SECF_SILENT | SECF_SILENTMOVE;
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const uint32_t flagmask = SECF_SECRET | SECF_WASSECRET | SECF_FRICTION | SECF_PUSH | SECF_SILENT | SECF_SILENTMOVE;
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if (esec->flagsSet) sec->Flags = (sec->Flags & ~flagmask);
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sec->Flags = (sec->Flags | esec->flags | esec->flagsAdd) & ~esec->flagsRemove;
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@ -740,7 +740,7 @@ void ProcessEDSector(sector_t *sec, int recordnum)
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if (esec->colorSet) sec->SetColor(RPART(esec->color), GPART(esec->color), BPART(esec->color), 0);
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const DWORD pflagmask = PLANEF_DISABLED | PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_BLOCKSOUND | PLANEF_ADDITIVE;
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const uint32_t pflagmask = PLANEF_DISABLED | PLANEF_NORENDER | PLANEF_NOPASS | PLANEF_BLOCKSOUND | PLANEF_ADDITIVE;
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for (int i = 0; i < 2; i++)
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{
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sec->SetXOffset(i, esec->xoffs[i]);
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