Hide GM_HOARD tests behind static inline
This commit is contained in:
parent
202755e8e3
commit
0c3adc48df
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@ -215,7 +215,15 @@ void reset_rear_view(void);
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#if defined(DXX_BUILD_DESCENT_I)
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void game_init_render_buffers (int render_max_w, int render_max_h);
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static inline int game_mode_hoard()
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{
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return 0;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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static inline int game_mode_hoard()
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{
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return (Game_mode & GM_HOARD);
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}
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// returns ptr to escort robot, or NULL
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struct object *find_escort();
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@ -1843,7 +1843,7 @@ void drop_player_eggs(object *playerobj)
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// If the player had proximity bombs, maybe arm one of them.
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if ((Game_mode & GM_MULTI) && !(Game_mode & GM_HOARD))
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if ((Game_mode & GM_MULTI) && !game_mode_hoard())
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{
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rthresh = 30000;
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while ((Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX]%4==1) && (d_rand() < rthresh)) {
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@ -1901,7 +1901,7 @@ void drop_player_eggs(object *playerobj)
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}
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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{
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// Drop hoard orbs
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@ -1941,7 +1941,7 @@ void drop_player_eggs(object *playerobj)
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// Drop the secondary weapons
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// Note, proximity weapon only comes in packets of 4. So drop n/2, but a max of 3 (handled inside maybe_drop..) Make sense?
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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maybe_drop_secondary_weapon_egg(playerobj, PROXIMITY_INDEX, (Players[playerobj->id].secondary_ammo[PROXIMITY_INDEX])/4);
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maybe_drop_secondary_weapon_egg(playerobj, SMART_INDEX, Players[playerobj->id].secondary_ammo[SMART_INDEX]);
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@ -773,7 +773,7 @@ void fuelcen_check_for_hoard_goal(segment *segp)
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segment2 *seg2p = &Segment2s[segp-Segments];
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Assert( segp != NULL );
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Assert (Game_mode & GM_HOARD);
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Assert (game_mode_hoard());
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if (Player_is_dead)
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return;
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@ -685,7 +685,7 @@ void multi_compute_kill(int killer, int killed)
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if (killer_pnum == killed_pnum)
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{
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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{
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if (Game_mode & GM_TEAM)
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team_kills[get_team(killed_pnum)] -= 1;
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@ -724,7 +724,7 @@ void multi_compute_kill(int killer, int killed)
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else
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{
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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{
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if (Game_mode & GM_TEAM)
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{
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@ -780,7 +780,7 @@ void multi_compute_kill(int killer, int killed)
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{
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HUD_init_message(HM_MULTI, "%s %s %s!", killer_name, TXT_KILLED, TXT_YOU);
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multi_add_lifetime_killed();
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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{
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if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]>3)
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multi_send_play_by_play (1,killer_pnum,Player_num);
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@ -2652,7 +2652,7 @@ void multi_powcap_cap_objects()
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if (!(Game_mode & GM_NETWORK))
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return;
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
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Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
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Proximity_dropped=0;
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@ -2672,14 +2672,14 @@ void multi_powcap_cap_objects()
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// Don't do the adjustment stuff for Hoard mode
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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Players[Player_num].secondary_ammo[2]/=4;
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Players[Player_num].secondary_ammo[7]/=4;
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for (index=0;index<MAX_SECONDARY_WEAPONS;index++)
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{
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if ((Game_mode & GM_HOARD) && index==PROXIMITY_INDEX)
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if (game_mode_hoard() && index==PROXIMITY_INDEX)
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continue;
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type=Secondary_weapon_to_powerup[index];
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@ -2694,7 +2694,7 @@ void multi_powcap_cap_objects()
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}
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}
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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Players[Player_num].secondary_ammo[2]*=4;
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Players[Player_num].secondary_ammo[7]*=4;
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@ -2814,7 +2814,7 @@ void multi_powcap_adjust_remote_cap(int pnum)
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{
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type=Secondary_weapon_to_powerup[index];
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if ((Game_mode & GM_HOARD) && index==2)
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if (game_mode_hoard() && index==2)
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continue;
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if (index==2 || index==7) // PROX or SMARTMINES? Those bastards...
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@ -3407,7 +3407,7 @@ void multi_prep_level(void)
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// hoard mode because we use the proximity slot in the
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// player struct to signify how many orbs the player has.
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if (Objects[i].id == POW_PROXIMITY_WEAPON && (Game_mode & GM_HOARD))
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if (Objects[i].id == POW_PROXIMITY_WEAPON && game_mode_hoard())
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bash_to_shield (i,"proximity");
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if (Objects[i].id==POW_VULCAN_AMMO && (!(Netgame.AllowedItems & NETFLAG_DOVULCAN) && !(Netgame.AllowedItems & NETFLAG_DOGAUSS)))
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@ -3452,10 +3452,10 @@ void multi_prep_level(void)
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}
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}
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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init_hoard_data();
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if ((Game_mode & GM_CAPTURE) || (Game_mode & GM_HOARD))
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if ((Game_mode & GM_CAPTURE) || game_mode_hoard())
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multi_apply_goal_textures();
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multi_sort_kill_list();
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@ -3502,7 +3502,7 @@ void multi_apply_goal_textures()
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Goal_blue_segnum = i;
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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tex=find_goal_texture (TMI_GOAL_HOARD);
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else
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tex=find_goal_texture (TMI_GOAL_BLUE);
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@ -3525,7 +3525,7 @@ void multi_apply_goal_textures()
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// Make both textures the same if Hoard mode
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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tex=find_goal_texture (TMI_GOAL_HOARD);
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else
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tex=find_goal_texture (TMI_GOAL_RED);
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@ -4072,7 +4072,7 @@ void multi_send_capture_bonus (char pnum)
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}
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void multi_send_orb_bonus (char pnum)
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{
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Assert (Game_mode & GM_HOARD);
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Assert (game_mode_hoard());
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multibuf[0]=MULTI_ORB_BONUS;
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multibuf[1]=pnum;
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@ -4249,7 +4249,7 @@ void multi_do_got_orb (const ubyte *buf)
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{
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char pnum=buf[1];
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Assert (Game_mode & GM_HOARD);
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Assert (game_mode_hoard());
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if (Game_mode & GM_TEAM)
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{
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@ -4270,7 +4270,7 @@ void DropOrb ()
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{
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int objnum,seed;
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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Int3(); // How did we get here? Get Leighton!
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if (!Players[Player_num].secondary_ammo[PROXIMITY_INDEX])
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@ -4289,7 +4289,7 @@ void DropOrb ()
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HUD_init_message_literal(HM_MULTI, "Orb dropped!");
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digi_play_sample (SOUND_DROP_WEAPON,F1_0);
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if ((Game_mode & GM_HOARD) && objnum>-1)
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if (game_mode_hoard() && objnum>-1)
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multi_send_drop_flag(objnum,seed);
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX]--;
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@ -4306,9 +4306,9 @@ void DropFlag ()
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{
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int objnum,seed;
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if (!(Game_mode & GM_CAPTURE) && !(Game_mode & GM_HOARD))
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if (!(Game_mode & GM_CAPTURE) && !game_mode_hoard())
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return;
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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{
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DropOrb();
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return;
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@ -4358,7 +4358,7 @@ void multi_send_drop_flag (int objnum,int seed)
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map_objnum_local_to_local(objnum);
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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if (Game_mode & GM_NETWORK)
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PowerupsInMine[objp->id]++;
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@ -4386,7 +4386,7 @@ void multi_do_drop_flag (const ubyte *buf)
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if (objnum!=-1)
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Objects[objnum].ctype.powerup_info.count = ammo;
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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{
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if (Game_mode & GM_NETWORK)
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PowerupsInMine[powerup_id]++;
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@ -4593,7 +4593,7 @@ void multi_do_ranking (const ubyte *buf)
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void multi_send_play_by_play (int num,int spnum,int dpnum)
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{
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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return;
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return;
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@ -4611,7 +4611,7 @@ void multi_do_play_by_play (const ubyte *buf)
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int spnum=buf[2];
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int dpnum=buf[3];
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if (!(Game_mode & GM_HOARD))
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if (!game_mode_hoard())
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{
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Int3(); // Get Leighton, something bad has happened.
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return;
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@ -1980,7 +1980,7 @@ void net_udp_update_netgame(void)
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if (HoardEquipped())
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{
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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{
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Netgame.game_flags |=NETGAME_FLAG_HOARD;
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if (Game_mode & GM_TEAM)
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@ -2806,10 +2806,10 @@ int newdemo_read_frame_information(int rewrite)
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#ifdef NETWORK
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Game_mode = Newdemo_game_mode;
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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init_hoard_data();
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if (Game_mode & GM_CAPTURE || Game_mode & GM_HOARD)
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if (Game_mode & GM_CAPTURE || game_mode_hoard())
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multi_apply_goal_textures ();
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Game_mode = GM_NORMAL;
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#endif
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@ -169,7 +169,7 @@ void do_megawow_powerup(int quantity)
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Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
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Players[Player_num].laser_level = MAX_SUPER_LASER_LEVEL;
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX] = 12;
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@ -620,7 +620,7 @@ int do_powerup(object *obj)
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break;
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case POW_HOARD_ORB:
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12) {
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powerup_basic(15, 0, 15, 0, "Orb!!!");
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
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@ -225,7 +225,7 @@ int which_bomb()
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// If hoard game, only let the player drop smart mines
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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return SMART_MINE_INDEX;
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bomb = Secondary_last_was_super[PROXIMITY_INDEX]?SMART_MINE_INDEX:PROXIMITY_INDEX;
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@ -236,7 +236,7 @@ void show_netplayerinfo()
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eff=0;
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#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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{
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if (PhallicMan==-1)
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gr_printf(0x8000,y,"There is no record yet for this level.");
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@ -995,7 +995,7 @@ extern grs_bitmap Orb_icons[2];
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void hud_show_orbs (void)
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{
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if (Game_mode & GM_HOARD) {
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if (game_mode_hoard()) {
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int x=0,y=LINE_SPACING+FSPACY(1);
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grs_bitmap *bm;
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@ -2718,7 +2718,7 @@ void show_HUD_names()
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#if defined(DXX_BUILD_DESCENT_I)
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show_indi = ((/*(Game_mode & ( GM_CAPTURE | GM_HOARD ) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || */(Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
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#elif defined(DXX_BUILD_DESCENT_II)
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show_indi = (((Game_mode & ( GM_CAPTURE | GM_HOARD ) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || (Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
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show_indi = (((((Game_mode & GM_CAPTURE ) || game_mode_hoard()) && Players[pnum].flags & PLAYER_FLAGS_FLAG) || (Game_mode & GM_BOUNTY && pnum == Bounty_target)) && (is_friend || !(Players[pnum].flags & PLAYER_FLAGS_CLOAKED)));
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#endif
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if (Newdemo_state == ND_STATE_PLAYBACK) {
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@ -2785,7 +2785,7 @@ void show_HUD_names()
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#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_CAPTURE)
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gr_setcolor((get_team(pnum) == TEAM_BLUE)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
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else if (Game_mode & GM_HOARD)
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else if (game_mode_hoard())
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{
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if (Game_mode & GM_TEAM)
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gr_setcolor((get_team(pnum) == TEAM_RED)?BM_XRGB(31,0,0):BM_XRGB(0,0,31));
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@ -218,7 +218,7 @@ void kmatrix_redraw(kmatrix_screen *km)
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#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_CAPTURE)
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gr_string( 0x8000, FSPACY(10), "CAPTURE THE FLAG SUMMARY");
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else if (Game_mode & GM_HOARD)
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else if (game_mode_hoard())
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gr_string( 0x8000, FSPACY(10), "HOARD SUMMARY");
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else
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#endif
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@ -254,7 +254,7 @@ g3s_lrgb compute_light_emission(int objnum)
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Headlights[Num_headlights++] = obj;
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light_intensity = HEADLIGHT_SCALE;
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}
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else if ((Game_mode & GM_HOARD) && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
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else if (game_mode_hoard() && Players[obj->id].secondary_ammo[PROXIMITY_INDEX]) // If hoard game and player, add extra light based on how many orbs you have Pulse as well.
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{
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fix s,hoardlight;
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hoardlight=i2f(Players[obj->id].secondary_ammo[PROXIMITY_INDEX])/2; //i2f(12));
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@ -1554,7 +1554,7 @@ void start_player_death_sequence(object *player)
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killer_pnum = Objects[Players[Player_num].killer_objnum].id;
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// If Hoard, increase number of orbs by 1. Only if you haven't killed yourself. This prevents cheating
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
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if (!(Players[Player_num].killer_objnum == Players[Player_num].objnum || ((Game_mode & GM_TEAM) && get_team(Player_num) == get_team(killer_pnum))))
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Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
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@ -1705,7 +1705,7 @@ void object_move_one( object * obj )
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#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_CAPTURE)
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fuelcen_check_for_goal (&Segments[obj->segnum]);
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if (Game_mode & GM_HOARD)
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if (game_mode_hoard())
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fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
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#endif
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