Use std::bitset for render.cpp object_rendered
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@ -24,6 +24,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#include <algorithm>
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#include <bitset>
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#include <limits>
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#include <stdlib.h>
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#include <stdio.h>
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@ -102,7 +103,7 @@ vms_vector Viewer_eye; //valid during render
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fix Render_zoom = 0x9000; //the player's zoom factor
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#ifndef NDEBUG
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ubyte object_rendered[MAX_OBJECTS];
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static std::bitset<MAX_OBJECTS> object_rendered;
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#endif
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#ifdef EDITOR
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@ -618,7 +619,7 @@ static void do_render_object(vobjptridx_t obj, int window_num)
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return;
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}
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object_rendered[obj] = 1;
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object_rendered[obj] = true;
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#endif
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#if defined(DXX_BUILD_DESCENT_II)
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@ -1720,9 +1721,6 @@ done_list:
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//renders onto current canvas
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void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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{
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#ifndef NDEBUG
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int i;
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#endif
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int nn;
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render_state_t rstate;
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@ -1730,8 +1728,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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Window_rendered_data[window_num].rendered_robots.clear();
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#ifndef NDEBUG
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for (i=0;i<=Highest_object_index;i++)
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object_rendered[i] = 0;
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object_rendered = {};
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#endif
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//set up for rendering
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