Propagate for variables in similar/main/gamecntl.cpp
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@ -215,8 +215,6 @@ int which_bomb()
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static void do_weapon_n_item_stuff()
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{
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int i;
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if (Controls.state.fire_flare > 0)
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{
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Controls.state.fire_flare = 0;
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@ -234,13 +232,13 @@ static void do_weapon_n_item_stuff()
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if (Controls.state.cycle_primary > 0)
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{
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for (i=0;i < Controls.state.cycle_primary;i++)
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for (int i=0;i < Controls.state.cycle_primary;i++)
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CyclePrimary ();
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Controls.state.cycle_primary = 0;
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}
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if (Controls.state.cycle_secondary > 0)
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{
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for (i=0;i < Controls.state.cycle_secondary;i++)
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for (int i=0;i < Controls.state.cycle_secondary;i++)
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CycleSecondary ();
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Controls.state.cycle_secondary = 0;
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}
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@ -253,7 +251,7 @@ static void do_weapon_n_item_stuff()
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#if defined(DXX_BUILD_DESCENT_II)
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if (Controls.state.headlight > 0)
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{
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for (i=0;i < Controls.state.headlight;i++)
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for (int i=0;i < Controls.state.headlight;i++)
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toggle_headlight_active ();
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Controls.state.headlight = 0;
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}
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@ -1047,11 +1045,11 @@ static window_event_result HandleGameKey(int key)
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#if defined(DXX_BUILD_DESCENT_II)
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static void kill_all_robots(void)
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{
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int i, dead_count=0;
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int dead_count=0;
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//int boss_index = -1;
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// Kill all bots except for Buddy bot and boss. However, if only boss and buddy left, kill boss.
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for (i=0; i<=Highest_object_index; i++)
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for (int i=0; i<=Highest_object_index; i++)
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if (Objects[i].type == OBJ_ROBOT) {
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if (!Robot_info[get_robot_id(&Objects[i])].companion && !Robot_info[get_robot_id(&Objects[i])].boss_flag) {
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dead_count++;
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@ -1068,7 +1066,7 @@ static void kill_all_robots(void)
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// Toast the buddy if nothing else toasted!
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if (dead_count == 0)
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for (i=0; i<=Highest_object_index; i++)
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for (int i=0; i<=Highest_object_index; i++)
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if (Objects[i].type == OBJ_ROBOT)
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if (Robot_info[get_robot_id(&Objects[i])].companion) {
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Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
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@ -1125,10 +1123,10 @@ kasf_done: ;
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static void kill_all_snipers(void) __attribute_used;
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static void kill_all_snipers(void)
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{
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int i, dead_count=0;
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int dead_count=0;
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// Kill all snipers.
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for (i=0; i<=Highest_object_index; i++)
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for (int i=0; i<=Highest_object_index; i++)
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if (Objects[i].type == OBJ_ROBOT)
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if (Objects[i].ctype.ai_info.behavior == AIB_SNIPE) {
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dead_count++;
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@ -1141,10 +1139,8 @@ static void kill_all_snipers(void)
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static void kill_thief(void) __attribute_used;
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static void kill_thief(void)
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{
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int i;
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// Kill thief.
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for (i=0; i<=Highest_object_index; i++)
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for (int i=0; i<=Highest_object_index; i++)
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if (Objects[i].type == OBJ_ROBOT)
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if (Robot_info[get_robot_id(&Objects[i])].thief) {
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Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
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@ -1155,10 +1151,8 @@ static void kill_thief(void)
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static void kill_buddy(void) __attribute_used;
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static void kill_buddy(void)
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{
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int i;
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// Kill buddy.
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for (i=0; i<=Highest_object_index; i++)
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for (int i=0; i<=Highest_object_index; i++)
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if (Objects[i].type == OBJ_ROBOT)
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if (Robot_info[get_robot_id(&Objects[i])].companion) {
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Objects[i].flags |= OF_EXPLODING|OF_SHOULD_BE_DEAD;
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