Commit 97620ffb authored by Richard Gobeille's avatar Richard Gobeille
Browse files

Duke3d: remove STATIC prefix from the CON dynamic label preprocessor definitions because it's ugly

This also adds bounds checking to the DYNAMICSOUNDMAP and DYNAMICTILEMAP macros, and reduces the size of the corresponding arrays to something more reasonable.
parent b4e32467
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This diff is collapsed.
......@@ -6246,19 +6246,19 @@ badindex:
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
#ifndef EDUKE32_STANDALONE
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
case FEM1__:
case FEM2__:
case FEM3__:
case FEM4__:
case FEM5__:
case FEM6__:
case FEM7__:
case FEM8__:
case FEM9__:
case FEM10__:
case PODFEM1__:
case NAKED1__:
case STATUE__:
if (!FURY)
{
if (vm.pSprite->yvel)
......@@ -6448,17 +6448,17 @@ void A_Execute(int const spriteNum, int const playerNum, int const playerDist)
{
switch (DYNAMICTILEMAP(vm.pSprite->picnum))
{
case RUBBERCAN__STATIC:
case EXPLODINGBARREL__STATIC:
case WOODENHORSE__STATIC:
case HORSEONSIDE__STATIC:
case CANWITHSOMETHING__STATIC:
case FIREBARREL__STATIC:
case NUKEBARREL__STATIC:
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
case EGG__STATIC:
case RUBBERCAN__:
case EXPLODINGBARREL__:
case WOODENHORSE__:
case HORSEONSIDE__:
case CANWITHSOMETHING__:
case FIREBARREL__:
case NUKEBARREL__:
case NUKEBARRELDENTED__:
case NUKEBARRELLEAKED__:
case TRIPBOMB__:
case EGG__:
if (vm.pActor->timetosleep > 1)
vm.pActor->timetosleep--;
else if (vm.pActor->timetosleep == 1)
......@@ -6738,9 +6738,9 @@ void G_RestoreMapState(void)
for (native_t x=g_animWallCnt-1; x>=0; x--)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC: wall[animwall[x].wallnum].picnum = BLANKSCREEN; break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC: wall[animwall[x].wallnum].picnum = SCREENBREAK6; break;
case FEMPIC1__: wall[animwall[x].wallnum].picnum = BLANKSCREEN; break;
case FEMPIC2__:
case FEMPIC3__: wall[animwall[x].wallnum].picnum = SCREENBREAK6; break;
}
}
#if 0
......
......@@ -1147,92 +1147,92 @@ static weapondata_t weapondefaults[MAX_WEAPONS] = {
{
KNEE_WEAPON, 0, 0, 7, 14, 0,
WEAPON_NOVISIBLE | WEAPON_RANDOMRESTART | WEAPON_AUTOMATIC,
KNEE__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
KNEE__, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__, INSERT_CLIP__, 0, 0
},
{
PISTOL_WEAPON, 12, 27, 2, 5, 0,
WEAPON_RELOAD_TIMING,
SHOTSPARK1__STATIC, 2, SHELL__STATIC, 0, 0, PISTOL_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, INSERT_CLIP__STATIC, 255+(95<<8)
SHOTSPARK1__, 2, SHELL__, 0, 0, PISTOL_FIRE__, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, INSERT_CLIP__, 255+(95<<8)
},
{
SHOTGUN_WEAPON, 0, 13, 4, 30, 0,
WEAPON_CHECKATRELOAD,
SHOTGUN__STATIC, 24, SHOTGUNSHELL__STATIC, 7, 0, SHOTGUN_FIRE__STATIC, 15, SHOTGUN_COCK__STATIC,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SHOTGUN_COCK__STATIC, 255+(95<<8)
SHOTGUN__, 24, SHOTGUNSHELL__, 7, 0, SHOTGUN_FIRE__, 15, SHOTGUN_COCK__,
EJECT_CLIP__, INSERT_CLIP__, SHOTGUN_COCK__, 255+(95<<8)
},
{
CHAINGUN_WEAPON, 0, 0, 3, 12, 3,
WEAPON_AUTOMATIC | WEAPON_FIREEVERYTHIRD | WEAPON_AMMOPERSHOT | WEAPON_SPAWNTYPE3 | WEAPON_RESET,
CHAINGUN__STATIC, 1, SHELL__STATIC, 0, 0, CHAINGUN_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
CHAINGUN__, 1, SHELL__, 0, 0, CHAINGUN_FIRE__, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 255+(95<<8)
},
{
RPG_WEAPON, 0, 0, 4, 20, 0,
0,
RPG__STATIC, 0, 0, 0, 0, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
RPG__, 0, 0, 0, 0, 0, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 255+(95<<8)
},
{
HANDBOMB_WEAPON, 0, 30, 6, 19, 12,
WEAPON_THROWIT,
HEAVYHBOMB__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
HEAVYHBOMB__, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__, INSERT_CLIP__, 0, 0
},
{
SHRINKER_WEAPON, 0, 0, 10, 12, 0,
WEAPON_GLOWS,
SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE__STATIC, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 176+(252<<8)+(120<<16)
SHRINKER__, 0, 0, 0, SHRINKER_FIRE__, 0, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 176+(252<<8)+(120<<16)
},
{
DEVISTATOR_WEAPON, 0, 0, 3, 6, 5,
WEAPON_FIREEVERYOTHER | WEAPON_AMMOPERSHOT,
RPG__STATIC, 0, 0, 2, CAT_FIRE__STATIC, 0, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
RPG__, 0, 0, 2, CAT_FIRE__, 0, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 255+(95<<8)
},
{
TRIPBOMB_WEAPON, 0, 16, 3, 16, 7,
WEAPON_NOVISIBLE | WEAPON_STANDSTILL | WEAPON_CHECKATRELOAD,
HANDHOLDINGLASER__STATIC, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
HANDHOLDINGLASER__, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__, INSERT_CLIP__, 0, 0
},
{
FREEZE_WEAPON, 0, 0, 3, 5, 0,
WEAPON_RESET,
FREEZEBLAST__STATIC, 0, 0, 0, CAT_FIRE__STATIC, CAT_FIRE__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 72+(88<<8)+(140<<16)
FREEZEBLAST__, 0, 0, 0, CAT_FIRE__, CAT_FIRE__, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 72+(88<<8)+(140<<16)
},
{
HANDREMOTE_WEAPON, 0, 10, 2, 10, 0,
WEAPON_BOMB_TRIGGER | WEAPON_NOVISIBLE,
0, 0, 0, 0, 0, 0, 0,
0, EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, 0, 0
0, EJECT_CLIP__, INSERT_CLIP__, 0, 0
},
{
GROW_WEAPON, 0, 0, 3, 5, 0,
WEAPON_GLOWS,
GROWSPARK__STATIC, 0, 0, 0, 0, EXPANDERSHOOT__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 216+(52<<8)+(20<<16)
GROWSPARK__, 0, 0, 0, 0, EXPANDERSHOOT__, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 216+(52<<8)+(20<<16)
},
{
FLAMETHROWER_WEAPON, 0, 0, 2, 16, 0,
WEAPON_RESET,
FIREBALL__STATIC, 0, 0, 0, FLAMETHROWER_INTRO__STATIC, FLAMETHROWER_INTRO__STATIC, 0, 0,
EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 216+(52<<8)+(20<<16)
FIREBALL__, 0, 0, 0, FLAMETHROWER_INTRO__, FLAMETHROWER_INTRO__, 0, 0,
EJECT_CLIP__, INSERT_CLIP__, SELECT_WEAPON__, 216+(52<<8)+(20<<16)
},
#endif
};
......@@ -1244,18 +1244,18 @@ static int32_t G_StaticToDynamicTile(int32_t const tile)
switch (tile)
{
#ifndef EDUKE32_STANDALONE
case CHAINGUN__STATIC: return CHAINGUN;
case FREEZEBLAST__STATIC: return FREEZEBLAST;
case GROWSPARK__STATIC: return GROWSPARK;
case HANDHOLDINGLASER__STATIC: return HANDHOLDINGLASER;
case HEAVYHBOMB__STATIC: return HEAVYHBOMB;
case KNEE__STATIC: return KNEE;
case RPG__STATIC: return RPG;
case SHELL__STATIC: return SHELL;
case SHOTGUNSHELL__STATIC: return SHOTGUNSHELL;
case SHOTGUN__STATIC: return SHOTGUN;
case SHOTSPARK1__STATIC: return SHOTSPARK1;
case SHRINKER__STATIC: return SHRINKER;
case CHAINGUN__: return CHAINGUN;
case FREEZEBLAST__: return FREEZEBLAST;
case GROWSPARK__: return GROWSPARK;
case HANDHOLDINGLASER__: return HANDHOLDINGLASER;
case HEAVYHBOMB__: return HEAVYHBOMB;
case KNEE__: return KNEE;
case RPG__: return RPG;
case SHELL__: return SHELL;
case SHOTGUNSHELL__: return SHOTGUNSHELL;
case SHOTGUN__: return SHOTGUN;
case SHOTSPARK1__: return SHOTSPARK1;
case SHRINKER__: return SHRINKER;
#endif
default: return tile;
}
......@@ -1266,16 +1266,16 @@ static int32_t G_StaticToDynamicSound(int32_t const sound)
switch (sound)
{
#ifndef EDUKE32_STANDALONE
case CAT_FIRE__STATIC: return CAT_FIRE;
case CHAINGUN_FIRE__STATIC: return CHAINGUN_FIRE;
case EJECT_CLIP__STATIC: return EJECT_CLIP;
case EXPANDERSHOOT__STATIC: return EXPANDERSHOOT;
case INSERT_CLIP__STATIC: return INSERT_CLIP;
case PISTOL_FIRE__STATIC: return PISTOL_FIRE;
case SELECT_WEAPON__STATIC: return SELECT_WEAPON;
case SHOTGUN_FIRE__STATIC: return SHOTGUN_FIRE;
case SHOTGUN_COCK__STATIC: return SHOTGUN_COCK;
case SHRINKER_FIRE__STATIC: return SHRINKER_FIRE;
case CAT_FIRE__: return CAT_FIRE;
case CHAINGUN_FIRE__: return CHAINGUN_FIRE;
case EJECT_CLIP__: return EJECT_CLIP;
case EXPANDERSHOOT__: return EXPANDERSHOOT;
case INSERT_CLIP__: return INSERT_CLIP;
case PISTOL_FIRE__: return PISTOL_FIRE;
case SELECT_WEAPON__: return SELECT_WEAPON;
case SHOTGUN_FIRE__: return SHOTGUN_FIRE;
case SHOTGUN_COCK__: return SHOTGUN_COCK;
case SHRINKER_FIRE__: return SHRINKER_FIRE;
#endif
default: return sound;
}
......
......@@ -113,21 +113,21 @@ int32_t g_tripbombRadius = 3880;
int16_t g_blimpSpawnItems[15] =
{
RPGSPRITE__STATIC,
CHAINGUNSPRITE__STATIC,
DEVISTATORAMMO__STATIC,
RPGAMMO__STATIC,
RPGAMMO__STATIC,
JETPACK__STATIC,
SHIELD__STATIC,
FIRSTAID__STATIC,
STEROIDS__STATIC,
RPGAMMO__STATIC,
RPGAMMO__STATIC,
RPGSPRITE__STATIC,
RPGAMMO__STATIC,
FREEZESPRITE__STATIC,
FREEZEAMMO__STATIC
RPGSPRITE__,
CHAINGUNSPRITE__,
DEVISTATORAMMO__,
RPGAMMO__,
RPGAMMO__,
JETPACK__,
SHIELD__,
FIRSTAID__,
STEROIDS__,
RPGAMMO__,
RPGAMMO__,
RPGSPRITE__,
RPGAMMO__,
FREEZESPRITE__,
FREEZEAMMO__
};
char CheatKeys[2] = { sc_D, sc_N };
......
......@@ -3636,11 +3636,11 @@ static int32_t Menu_EntryOptionModify(MenuEntry_t *entry, int32_t newOption)
for (x=0; x<g_animWallCnt; x++)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC:
case FEMPIC1__:
wall[animwall[x].wallnum].picnum = BLANKSCREEN;
break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
case FEMPIC2__:
case FEMPIC3__:
wall[animwall[x].wallnum].picnum = SCREENBREAK6;
break;
}
......
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......@@ -226,14 +226,14 @@ static int A_FindTargetSprite(const spritetype *pSprite, int projAng, int projec
{
switch (DYNAMICTILEMAP(projecTile))
{
case TONGUE__STATIC:
case FREEZEBLAST__STATIC:
case SHRINKSPARK__STATIC:
case SHRINKER__STATIC:
case RPG__STATIC:
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
case TONGUE__:
case FREEZEBLAST__:
case SHRINKSPARK__:
case SHRINKER__:
case RPG__:
case FIRELASER__:
case SPIT__:
case COOLEXPLOSION1__:
return -1;
default:
break;
......@@ -1096,16 +1096,16 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
switch (DYNAMICTILEMAP(projecTile))
{
case BLOODSPLAT1__STATIC:
case BLOODSPLAT2__STATIC:
case BLOODSPLAT3__STATIC:
case BLOODSPLAT4__STATIC:
case BLOODSPLAT1__:
case BLOODSPLAT2__:
case BLOODSPLAT3__:
case BLOODSPLAT4__:
shootAng += 64 - (krand() & 127);
if (playerNum < 0)
shootAng += 1024;
Zvel = 1024 - (krand() & 2047);
fallthrough__;
case KNEE__STATIC:
case KNEE__:
if (projecTile == KNEE)
{
if (playerNum >= 0)
......@@ -1161,16 +1161,16 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
Proj_HandleKnee(&hitData, spriteNum, playerNum, projecTile, shootAng, NULL, KNEE, 7, SMALLSMOKE, KICK_HIT);
break;
case SHOTSPARK1__STATIC:
case SHOTGUN__STATIC:
case CHAINGUN__STATIC:
case SHOTSPARK1__:
case SHOTGUN__:
case CHAINGUN__:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
if (playerNum >= 0)
P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng,
projecTile == SHOTSPARK1__STATIC && !WW2GI, 1);
projecTile == SHOTSPARK1__ && !WW2GI, 1);
else
A_PreFireHitscan(pSprite, &startPos, &Zvel, &shootAng, 1);
......@@ -1201,7 +1201,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
return -1;
}
case GROWSPARK__STATIC:
case GROWSPARK__:
{
if (playerNum >= 0)
P_PreFireHitscan(spriteNum, playerNum, projecTile, &startPos, &Zvel, &shootAng, 1, 1);
......@@ -1230,25 +1230,25 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
}
break;
case FIREBALL__STATIC:
case FIREBALL__:
if (!WORLDTOUR)
break;
fallthrough__;
case FIRELASER__STATIC:
case SPIT__STATIC:
case COOLEXPLOSION1__STATIC:
case FIRELASER__:
case SPIT__:
case COOLEXPLOSION1__:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
switch (projecTile)
{
case SPIT__STATIC: vel = 292; break;
case COOLEXPLOSION1__STATIC:
case SPIT__: vel = 292; break;
case COOLEXPLOSION1__:
vel = (pSprite->picnum == BOSS2) ? 644 : 348;
startPos.z -= (4 << 7);
break;
case FIREBALL__STATIC:
case FIREBALL__:
if (pSprite->picnum == BOSS5 || pSprite->picnum == BOSS5STAYPUT)
{
vel = 968;
......@@ -1256,7 +1256,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
break;
}
fallthrough__;
case FIRELASER__STATIC:
case FIRELASER__:
default:
vel = 840;
startPos.z -= (4 << 7);
......@@ -1328,10 +1328,10 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
return returnSprite;
}
case FREEZEBLAST__STATIC:
case FREEZEBLAST__:
startPos.z += (3 << 8);
fallthrough__;
case RPG__STATIC:
case RPG__:
{
// XXX: "CODEDUP"
if (pSprite->extra >= 0)
......@@ -1451,7 +1451,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
return returnSprite;
}
case HANDHOLDINGLASER__STATIC:
case HANDHOLDINGLASER__:
{
int const zOffset = (playerNum >= 0) ? g_player[playerNum].ps->pyoff : 0;
Zvel = (playerNum >= 0) ? fix16_to_int(F16(100) - pPlayer->q16horiz - pPlayer->q16horizoff) * 32 : 0;
......@@ -1516,8 +1516,8 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
return -1;
}
case BOUNCEMINE__STATIC:
case MORTER__STATIC:
case BOUNCEMINE__:
case MORTER__:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
......@@ -1539,7 +1539,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
break;
}
case SHRINKER__STATIC:
case SHRINKER__:
{
if (pSprite->extra >= 0)
pSprite->shade = -96;
......@@ -1567,7 +1567,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
return returnSprite;
}
case FLAMETHROWERFLAME__STATIC:
case FLAMETHROWERFLAME__:
{
if (!WORLDTOUR)
break;
......@@ -1635,7 +1635,7 @@ static int32_t A_ShootHardcoded(int spriteNum, int projecTile, int shootAng, vec
}
return j;
}
case FIREFLY__STATIC:
case FIREFLY__:
{
if (!WORLDTOUR)
break;
......@@ -1701,12 +1701,12 @@ int A_ShootWithZvel(int const spriteNum, int const projecTile, int const forceZv
#ifdef POLYMER
switch (DYNAMICTILEMAP(projecTile))
{
case FIRELASER__STATIC:
case SHOTGUN__STATIC:
case SHOTSPARK1__STATIC:
case CHAINGUN__STATIC:
case RPG__STATIC:
case MORTER__STATIC:
case FIRELASER__:
case SHOTGUN__:
case SHOTSPARK1__:
case CHAINGUN__:
case RPG__:
case MORTER__:
{
vec2_t const v = { ((sintable[(pSprite->ang + 512) & 2047]) >> 7),
((sintable[(pSprite->ang) & 2047]) >> 7) };
......@@ -3575,9 +3575,9 @@ access_incs:
return 0;
}
int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__STATIC, FIRSTGUNSPRITE__STATIC, SHOTGUNSPRITE__STATIC,
CHAINGUNSPRITE__STATIC, RPGSPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, DEVISTATORSPRITE__STATIC,
TRIPBOMBSPRITE__STATIC, FREEZESPRITE__STATIC, HEAVYHBOMB__STATIC, SHRINKERSPRITE__STATIC, FLAMETHROWERSPRITE__STATIC
int16_t WeaponPickupSprites[MAX_WEAPONS] = { KNEE__, FIRSTGUNSPRITE__, SHOTGUNSPRITE__,
CHAINGUNSPRITE__, RPGSPRITE__, HEAVYHBOMB__, SHRINKERSPRITE__, DEVISTATORSPRITE__,
TRIPBOMBSPRITE__, FREEZESPRITE__, HEAVYHBOMB__, SHRINKERSPRITE__, FLAMETHROWERSPRITE__
};
// this is used for player deaths
void P_DropWeapon(int const playerNum)
......@@ -3812,7 +3812,7 @@ static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
switch (DYNAMICTILEMAP(forcePic))
{
case W_FORCEFIELD__STATIC:
case W_FORCEFIELD__:
sprite[pPlayer->i].extra -= 5;
pPlayer->hurt_delay = 16;
......@@ -3828,7 +3828,7 @@ static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
DoWallTouchDamage(pPlayer, touchWall);
break;
case BIGFORCE__STATIC:
case BIGFORCE__:
pPlayer->hurt_delay = GAMETICSPERSEC;
DoWallTouchDamage(pPlayer, touchWall);
break;
......@@ -3845,7 +3845,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
switch (DYNAMICTILEMAP(floorTexture))
{
case HURTRAIL__STATIC:
case HURTRAIL__:
if (rnd(32))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
......@@ -3871,7 +3871,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
}
break;
case FLOORSLIME__STATIC:
case FLOORSLIME__:
if (rnd(16))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
......@@ -3892,7 +3892,7 @@ static int P_CheckFloorDamage(DukePlayer_t *pPlayer, int floorTexture)
break;
#ifndef EDUKE32_STANDALONE
case FLOORPLASMA__STATIC:
case FLOORPLASMA__:
if (!FURY && rnd(32))
{
if (pPlayer->inv_amount[GET_BOOTS] > 0)
......@@ -5479,8 +5479,8 @@ void P_ProcessInput(int playerNum)
switch (DYNAMICTILEMAP(walkPicnum))
{
case PANNEL1__STATIC:
case PANNEL2__STATIC:
case PANNEL1__:
case PANNEL2__:
A_PlaySound(DUKE_WALKINDUCTS, pPlayer->i);
pPlayer->walking_snd_toggle = 1;
break;
......@@ -5769,24 +5769,24 @@ RECHECK:
A_PlaySound(SQUISHED, pPlayer->actorsqu);
switch (DYNAMICTILEMAP(sprite[pPlayer->actorsqu].picnum))
{
case FEM1__STATIC:
case FEM2__STATIC:
case FEM3__STATIC:
case FEM4__STATIC:
case FEM5__STATIC:
case FEM6__STATIC:
case FEM7__STATIC:
case FEM8__STATIC:
case FEM9__STATIC:
case FEM10__STATIC:
case PODFEM1__STATIC:
case NAKED1__STATIC:
case STATUE__STATIC:
case FEM1__:
case FEM2__:
case FEM3__:
case FEM4__:
case FEM5__:
case FEM6__:
case FEM7__:
case FEM8__:
case FEM9__:
case FEM10__:
case PODFEM1__:
case NAKED1__:
case STATUE__:
if (sprite[pPlayer->actorsqu].yvel)
G_OperateRespawns(sprite[pPlayer->actorsqu].yvel);
A_DeleteSprite(pPlayer->actorsqu);
break;
case APLAYER__STATIC:
case APLAYER__:
{