- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient. SVN r1445 (trunk)
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a71e87b9df
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c2b4522b8f
11 changed files with 247 additions and 85 deletions
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@ -30,6 +30,11 @@ FString WeaponSection;
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TArray<FString> KeyConfWeapons;
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bool PlayingKeyConf;
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TArray<const PClass *> Weapons_ntoh;
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TMap<const PClass *, int> Weapons_hton;
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static int STACK_ARGS ntoh_cmp(const void *a, const void *b);
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//===========================================================================
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//
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// AWeapon :: Serialize
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@ -1132,21 +1137,22 @@ void FWeaponSlots::CompleteSetup(const PClass *type)
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}
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}
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void P_CompleteWeaponSetup(int playernum, const PClass *type)
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void P_CompleteWeaponSetup()
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{
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// Set up the weapon slots locally
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LocalWeapons.CompleteSetup(type);
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LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
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// Now transmit them across the network
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(playernum);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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if (LocalWeapons.Slots[i].Size() > 0)
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{
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const PClass *cls = LocalWeapons.Slots[i].GetWeapon(j);
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if (cls != NULL) Net_WriteString(cls->TypeName.GetChars());
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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{
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Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
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}
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}
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}
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}
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@ -1214,18 +1220,6 @@ int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section)
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// CCMD setslot
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//
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//===========================================================================
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void FWeaponSlots::SetSlot(int slot, TArray<const char *> argv)
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{
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Slots[slot].Clear();
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for (int i = 0; i < argv.Size(); ++i)
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{
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if (!Slots[slot].AddWeapon (argv[i]))
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{
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Printf ("Could not add %s to slot %d\n", argv[i], slot);
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}
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}
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}
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void FWeaponSlots::PrintSettings()
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{
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@ -1272,15 +1266,11 @@ CCMD (setslot)
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}
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else if (PlayingKeyConf)
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{
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BYTE count = argv.argc()-2;
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TArray<const char *> weapons;
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weapons.Resize(count);
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for(int i = 0; i < count; i++)
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LocalWeapons.Slots[slot].Clear();
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for (int i = 2; i < argv.argc(); ++i)
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{
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weapons[i] = argv[i+2];
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LocalWeapons.Slots[slot].AddWeapon(argv[i]);
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}
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LocalWeapons.SetSlot(slot, weapons);
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}
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else
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{
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@ -1290,12 +1280,11 @@ CCMD (setslot)
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}
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteByte(argv.argc()-2);
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for (int i = 2; i < argv.argc(); i++)
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{
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Net_WriteString(argv[i]);
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Net_WriteWeapon(PClass::FindClass(argv[i]));
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}
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}
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}
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@ -1306,11 +1295,11 @@ CCMD (setslot)
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//
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//===========================================================================
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void FWeaponSlots::AddSlot(int slot, const char *name)
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void FWeaponSlots::AddSlot(int slot, const PClass *type, bool feedback)
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{
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if (!Slots[slot].AddWeapon (name))
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if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
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{
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Printf ("Could not add %s to slot %zu\n", name, slot);
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Printf ("Could not add %s to slot %zu\n", type->TypeName.GetChars(), slot);
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}
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}
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@ -1330,14 +1319,13 @@ CCMD (addslot)
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}
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else if (PlayingKeyConf)
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{
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LocalWeapons.AddSlot(int(slot), argv[2]);
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LocalWeapons.AddSlot(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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Net_WriteByte(DEM_ADDSLOT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteString(argv[2]);
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Net_WriteWeapon(PClass::FindClass(argv[2]));
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}
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}
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@ -1360,15 +1348,17 @@ CCMD (weaponsection)
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// CCMD addslotdefault
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//
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//===========================================================================
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void FWeaponSlots::AddSlotDefault(int slot, const char *name)
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void FWeaponSlots::AddSlotDefault(int slot, const PClass *type, bool feedback)
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{
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const PClass *type = PClass::FindClass (name);
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if (type != NULL && type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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switch (AddDefaultWeapon (slot, type))
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switch (AddDefaultWeapon(slot, type))
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{
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case SLOTDEF_Full:
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Printf ("Could not add %s to slot %d\n", name, slot);
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if (feedback)
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{
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Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
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}
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break;
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default:
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@ -1405,14 +1395,13 @@ CCMD (addslotdefault)
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}
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else if (PlayingKeyConf)
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{
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LocalWeapons.AddSlotDefault(int(slot), argv[2]);
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LocalWeapons.AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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Net_WriteByte(DEM_ADDSLOTDEFAULT);
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Net_WriteByte(consoleplayer);
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Net_WriteByte(slot);
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Net_WriteString(argv[2]);
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Net_WriteWeapon(PClass::FindClass(argv[2]));
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}
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}
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@ -1437,12 +1426,172 @@ void P_PlaybackKeyConfWeapons()
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//===========================================================================
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//
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// CCMD dumpslots
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// P_SetupWeapons_ntohton
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//
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// Dumps a config-friendly listing of the current slot assignments.
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// Initializes the ntoh and hton maps for weapon types. To populate the ntoh
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// array, weapons are sorted first by game, then lexicographically. Weapons
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// from the current game are sorted first, followed by weapons for all other
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// games, and within each block, they are sorted by name.
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//
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//===========================================================================
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CCMD (dumpslots)
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void P_SetupWeapons_ntohton()
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{
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unsigned int i;
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const PClass *cls;
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Weapons_ntoh.Clear();
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Weapons_hton.Clear();
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cls = NULL;
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Weapons_ntoh.Push(cls); // Index 0 is always NULL.
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for (i = 0; i < PClass::m_Types.Size(); ++i)
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{
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PClass *cls = PClass::m_Types[i];
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if (cls->ActorInfo != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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Weapons_ntoh.Push(cls);
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}
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}
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qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
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for (i = 0; i < Weapons_ntoh.Size(); ++i)
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{
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Weapons_hton[Weapons_ntoh[i]] = i;
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}
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}
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//===========================================================================
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//
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// ntoh_cmp
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//
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// Sorting comparison function used by P_SetupWeapons_ntohton().
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//
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// Weapons that filter for the current game appear first, weapons that filter
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// for any game appear second, and weapons that filter for some other game
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// appear last. The idea here is to try to keep all the weapons that are
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// most likely to be used at the start of the list so that they only need
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// one byte to transmit across the network.
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//
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//===========================================================================
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static int STACK_ARGS ntoh_cmp(const void *a, const void *b)
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{
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const PClass *c1 = *(const PClass **)a;
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const PClass *c2 = *(const PClass **)b;
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int g1 = c1->ActorInfo->GameFilter == GAME_Any ? 1 : (c1->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
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int g2 = c2->ActorInfo->GameFilter == GAME_Any ? 1 : (c2->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
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if (g1 != g2)
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{
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return g1 - g2;
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}
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return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars());
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}
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//===========================================================================
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//
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// P_WriteDemoWeaponsChunk
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//
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// Store the list of weapons so that adding new ones does not automatically
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// break demos.
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//
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//===========================================================================
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void P_WriteDemoWeaponsChunk(BYTE **demo)
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{
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WriteWord(Weapons_ntoh.Size(), demo);
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for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i)
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{
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WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo);
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}
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}
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//===========================================================================
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//
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// P_ReadDemoWeaponsChunk
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//
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// Restore the list of weapons that was current at the time the demo was
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// recorded.
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//
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//===========================================================================
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void P_ReadDemoWeaponsChunk(BYTE **demo)
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{
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int count, i;
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const PClass *type;
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const char *s;
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count = ReadWord(demo);
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Weapons_ntoh.Resize(count);
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Weapons_hton.Clear(count);
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Weapons_ntoh[0] = type = NULL;
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Weapons_hton[type] = 0;
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for (i = 1; i < count; ++i)
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{
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s = ReadStringConst(demo);
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type = PClass::FindClass(s);
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// If a demo was recorded with a weapon that is no longer present,
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// should we report it?
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Weapons_ntoh[i] = type;
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if (type != NULL)
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{
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Weapons_hton[type] = i;
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}
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}
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}
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//===========================================================================
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//
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// Net_WriteWeapon
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//
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//===========================================================================
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void Net_WriteWeapon(const PClass *type)
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{
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int index, *index_p;
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index_p = Weapons_hton.CheckKey(type);
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if (index_p == NULL)
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{
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index = 0;
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}
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else
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{
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index = *index_p;
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}
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// 32767 weapons better be enough for anybody.
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assert(index >= 0 && index <= 32767);
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if (index < 128)
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{
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Net_WriteByte(index);
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}
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else
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{
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Net_WriteByte(0x80 | index);
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Net_WriteByte(index >> 7);
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}
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}
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//===========================================================================
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//
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// Net_ReadWeapon
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//
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//===========================================================================
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const PClass *Net_ReadWeapon(BYTE **stream)
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{
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int index;
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index = ReadByte(stream);
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if (index & 0x80)
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{
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index = (index & 0x7F) | (ReadByte(stream) << 7);
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}
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if (index >= Weapons_ntoh.Size())
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{
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return NULL;
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}
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return Weapons_ntoh[index];
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}
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