- Completely refactor player camera handling
- Refactor ALOT of gamepad code
- Refactor local cmds
- Refactor automap and add minimap generator ("minigen" command)
- Remove a bunch of unused netcode
- Remove ALOT of unused gametype code
- Remove alot of unused bot code
- Optimize some sectorspecial code slightly
- Remove a bunch of nights mode related stuff that was unused
- Bunch of smaller optimizations and code improvements
59 lines
1.4 KiB
C
59 lines
1.4 KiB
C
// SONIC ROBO BLAST 2 KART
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 2024 by Vivian "toastergrl" Grannell.
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// Copyright (C) 2024 by Kart Krew.
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// Copyright (C) 2020 by Sonic Team Junior.
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// Copyright (C) 2000 by DooM Legacy Team.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file am_map.h
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/// \brief Code for the 'automap', former Doom feature used for DEVMODE testing
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#ifndef __AMMAP_H__
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#define __AMMAP_H__
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#include "d_event.h"
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typedef struct
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{
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INT32 x, y;
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} fpoint_t;
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typedef struct
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{
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fpoint_t a, b;
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} fline_t;
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extern boolean am_recalc; // true if screen size changes
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extern boolean automapactive; // In AutoMap mode?
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// Called by main loop.
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boolean AM_Responder(event_t *ev);
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// Called by main loop.
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void AM_Ticker(void);
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// Called by main loop, instead of view drawer if automap is active.
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void AM_Drawer(void);
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// Enables the automap.
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void AM_Start(void);
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// Called to force the automap to quit if the level is completed while it is up.
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void AM_Stop(void);
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typedef struct
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{
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INT32 w, h;
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UINT8 *buf;
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} minigen_t;
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// Minimap generation
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minigen_t *AM_MinimapGenerate(INT32 mul);
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#endif
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