Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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20110522
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--------
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editor/med.c, main/game.c, main/gameseg.c, main/gameseq.c, main/menu.c: Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
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20110520
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--------
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INSTALL.txt, RELEASE-NOTES.txt: Updated docs and fixed some typos
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10
editor/med.c
10
editor/med.c
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@ -999,9 +999,9 @@ void editor(void)
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gr_set_curfont(editor_font);
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//Editor renders into full (320x200) game screen
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#ifndef __LINUX__
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set_warn_func(med_show_warning);
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#endif
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// _MARK_("start of editor");//Nuked to compile -KRB
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ui_mouse_hide();
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@ -1061,8 +1061,8 @@ void editor(void)
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// Only update if there is no key waiting and we're not in
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// fast play mode.
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if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
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medlisp_update_screen();
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// if (!key_peekkey()) //-- && (MacroStatus != UI_STATUS_FASTPLAY))
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// medlisp_update_screen();
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//do editor stuff
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gr_set_curfont(editor_font);
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@ -1356,7 +1356,7 @@ void editor(void)
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// _MARK_("end of editor");//Nuked to compile -KRB
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set_warn_func(msgbox_warning);
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// set_warn_func(msgbox_warning);
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//kill our camera object
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@ -927,9 +927,6 @@ window *game_setup(void)
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{
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window *game_wind;
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#ifdef EDITOR
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keyd_editor_mode = 0;
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#endif
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PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0];
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last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
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Endlevel_sequence = 0;
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@ -1247,6 +1247,7 @@ int check_for_degenerate_side(segment *sp, int sidenum)
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}
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extern int Degenerate_segment_found;
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// ----
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// See if a segment has gotten turned inside out, or something.
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// If so, set global Degenerate_segment_found and return 1, else return 0.
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@ -94,15 +94,16 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "multi.h"
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#endif
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#include "strutil.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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#include "custom.h"
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#ifdef SCRIPT
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#include "script.h"
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#endif
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#include "byteswap.h"
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#include "segment.h"
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#include "gameseg.h"
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void init_player_stats_new_ship();
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void copy_defaults_to_robot_all(void);
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@ -562,17 +563,8 @@ char *get_level_file(int level_num)
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#endif
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}
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//FIXME: Certain combinations of players having and not having the editor will cause the segment checksum code to fail.
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#ifdef WORDS_BIGENDIAN
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#include "byteswap.h"
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#include "segment.h"
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#include "gameseg.h"
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// routine to calculate the checksum of the segments. We add these specialized routines
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// since the current way is byte order dependent.
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void mac_do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
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// routine to calculate the checksum of the segments.
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void do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
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{
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while(len--) {
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@ -582,7 +574,7 @@ void mac_do_checksum_calc(ubyte *b, int len, unsigned int *s1, unsigned int *s2)
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}
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}
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ushort mac_calc_segment_checksum()
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ushort netmisc_calc_checksum()
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{
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int i, j, k;
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unsigned int sum1,sum2;
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sum1 = sum2 = 0;
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for (i = 0; i < Highest_segment_index + 1; i++) {
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for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
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mac_do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2);
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mac_do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
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do_checksum_calc((unsigned char *)&(Segments[i].sides[j].type), 1, &sum1, &sum2);
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do_checksum_calc(&(Segments[i].sides[j].pad), 1, &sum1, &sum2);
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s = INTEL_SHORT(Segments[i].sides[j].wall_num);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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s = INTEL_SHORT(Segments[i].sides[j].tmap_num);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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s = INTEL_SHORT(Segments[i].sides[j].tmap_num2);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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for (k = 0; k < 4; k++) {
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t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].u));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].v));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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t = INTEL_INT(((int)Segments[i].sides[j].uvls[k].l));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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}
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for (k = 0; k < 2; k++) {
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t = INTEL_INT(((int)Segments[i].sides[j].normals[k].x));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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t = INTEL_INT(((int)Segments[i].sides[j].normals[k].y));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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t = INTEL_INT(((int)Segments[i].sides[j].normals[k].z));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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}
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}
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for (j = 0; j < MAX_SIDES_PER_SEGMENT; j++) {
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s = INTEL_SHORT(Segments[i].children[j]);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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}
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for (j = 0; j < MAX_VERTICES_PER_SEGMENT; j++) {
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s = INTEL_SHORT(Segments[i].verts[j]);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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}
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s = INTEL_SHORT(Segments[i].objects);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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mac_do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2);
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mac_do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((unsigned char *)&(Segments[i].special), 1, &sum1, &sum2);
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do_checksum_calc((unsigned char *)&(Segments[i].matcen_num), 1, &sum1, &sum2);
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s = INTEL_SHORT(Segments[i].value);
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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t = INTEL_INT(((int)Segments[i].static_light));
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mac_do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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do_checksum_calc((ubyte *)&t, 4, &sum1, &sum2);
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#ifndef EDITOR
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s = INTEL_SHORT(Segments[i].pad); // necessary? If this isn't set to 0 it won't work Intel-Intel anyway.
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mac_do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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#else
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s = INTEL_SHORT(0); // no matter if we need alignment on our platform, if we have editor we MUST consider this integer to get the same checksum as non-editor games calculate
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do_checksum_calc((ubyte *)&s, 2, &sum1, &sum2);
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#endif
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}
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sum2 %= 255;
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return ((sum1<<8)+ sum2);
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}
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// this routine totally and completely relies on the fact that the network
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// checksum must be calculated on the segments!!!!!
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ushort netmisc_calc_checksum(void * vptr, int len)
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{
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vptr = vptr;
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len = len;
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return mac_calc_segment_checksum();
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}
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#else /* !WORDS_BIGENDIAN */
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// Calculates the checksum of a block of memory.
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ushort netmisc_calc_checksum(void * vptr, int len)
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{
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ubyte *ptr = (ubyte *)vptr;
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unsigned int sum1,sum2;
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sum1 = sum2 = 0;
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while(len--) {
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sum1 += *ptr++;
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if (sum1 >= 255) sum1 -= 255;
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sum2 += sum1;
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}
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sum2 %= 255;
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return ((sum1<<8)+ sum2);
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}
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#endif /* WORDS_BIGENDIAN */
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//load a level off disk. level numbers start at 1. Secret levels are -1,-2,-3
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void LoadLevel(int level_num)
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{
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#endif
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#ifdef NETWORK
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my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1));
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my_segments_checksum = netmisc_calc_checksum();
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#endif
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load_endlevel_data(level_num);
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NewPlayer = Player_num;
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else if (random == 1)
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{
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int i, closest = -1, trys=0;
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int i, trys=0;
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fix closest_dist = 0x7ffffff, dist;
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timer_update();
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trys++;
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NewPlayer = d_rand() % NumNetPlayerPositions;
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closest = -1;
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closest_dist = 0x7fffffff;
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for (i=0; i<N_players; i++ ) {
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dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 15, WID_FLY_FLAG ); // Used to be 5, search up to 15 segments
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if ( (dist < closest_dist) && (dist >= 0) ) {
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closest_dist = dist;
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closest = i;
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}
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}
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}
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@ -544,7 +544,6 @@ int do_option ( int select)
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create_new_mine();
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SetPlayerFromCurseg();
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keyd_editor_mode = 1;
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hide_menus();
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editor();
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if ( Function_mode == FMODE_GAME ) {
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