Propagate for variables in similar/main/object.cpp
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@ -154,11 +154,11 @@ const char Object_type_names[MAX_OBJECT_TYPES][9] = {
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//set viewer object to next object in array
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void object_goto_next_viewer()
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{
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int i, start_obj = 0;
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int start_obj = 0;
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start_obj = Viewer - Objects; //get viewer object number
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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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start_obj++;
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if (start_obj > Highest_object_index ) start_obj = 0;
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@ -842,9 +842,7 @@ void init_player_object()
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//sets up the free list & init player & whatever else
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void init_objects()
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{
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int i;
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for (i=0;i<MAX_OBJECTS;i++) {
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for (int i=0;i<MAX_OBJECTS;i++) {
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free_obj_list[i] = i;
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Objects[i].type = OBJ_NONE;
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Objects[i].segnum = segment_none;
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@ -869,14 +867,12 @@ void init_objects()
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//the free list, then set the apporpriate globals
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void special_reset_objects(void)
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{
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int i;
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num_objects=MAX_OBJECTS;
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Highest_object_index = 0;
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Assert(Objects[0].type != OBJ_NONE); //0 should be used
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for (i=MAX_OBJECTS;i--;)
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for (int i=MAX_OBJECTS;i--;)
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if (Objects[i].type == OBJ_NONE)
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free_obj_list[--num_objects] = i;
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else
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@ -1009,7 +1005,6 @@ void obj_free(objnum_t objnum)
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// Returns number of slots freed.
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static void free_object_slots(uint_fast32_t num_used)
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{
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int i;
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array<object *, MAX_OBJECTS> obj_list;
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unsigned num_already_free, num_to_free, olind = 0;
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@ -1018,7 +1013,7 @@ static void free_object_slots(uint_fast32_t num_used)
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if (MAX_OBJECTS - num_already_free < num_used)
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return;
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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].flags & OF_SHOULD_BE_DEAD) {
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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@ -1548,11 +1543,10 @@ static void start_player_death_sequence(object *player)
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// ------------------------------------------------------------------------------------------------------------------
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void obj_delete_all_that_should_be_dead()
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{
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int i;
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objnum_t local_dead_player_object=object_none;
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// Move all objects
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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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auto objp = vobjptridx(i);
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if ((objp->type!=OBJ_NONE) && (objp->flags&OF_SHOULD_BE_DEAD) ) {
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Assert(!(objp->type==OBJ_FIREBALL && objp->ctype.expl_info.delete_time!=-1));
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@ -1751,11 +1745,10 @@ void object_move_one(vobjptridx_t obj)
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if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
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if (previous_segment != obj->segnum) {
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int i;
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#if defined(DXX_BUILD_DESCENT_II)
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int old_level = Current_level_num;
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#endif
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for (i=0;i<n_phys_segs-1;i++) {
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for (int i=0;i<n_phys_segs-1;i++) {
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auto connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
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if (connect_side != -1)
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check_trigger(&Segments[phys_seglist[i]], connect_side, obj,0);
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@ -1853,8 +1846,6 @@ void object_move_one(vobjptridx_t obj)
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//move all objects for the current frame
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void object_move_all()
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{
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int i;
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if (Highest_object_index > MAX_USED_OBJECTS)
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free_object_slots(MAX_USED_OBJECTS); // Free all possible object slots.
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@ -1866,7 +1857,7 @@ void object_move_all()
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ConsoleObject->mtype.phys_info.flags &= ~PF_LEVELLING;
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// Move all objects
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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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object *objp = &Objects[i];
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if ( (objp->type != OBJ_NONE) && (!(objp->flags&OF_SHOULD_BE_DEAD)) ) {
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object_move_one( objp );
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@ -1933,13 +1924,11 @@ void compress_objects(void)
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//compressed. resets free list, marks unused objects as unused
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void reset_objects(int n_objs)
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{
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int i;
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num_objects = n_objs;
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Assert(num_objects>0);
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for (i=num_objects;i<MAX_OBJECTS;i++) {
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for (int i=num_objects;i<MAX_OBJECTS;i++) {
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free_obj_list[i] = i;
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Objects[i] = {};
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Objects[i].type = OBJ_NONE;
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@ -1977,9 +1966,7 @@ int update_object_seg(vobjptridx_t obj)
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//go through all objects and make sure they have the correct segment numbers
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void fix_object_segs()
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{
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int i;
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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_NONE)
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if (update_object_seg(&Objects[i]) == 0) {
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Int3();
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