Cube  Check-in [6b85eefc85]

Overview
Comment:Remove loop[ijkl]

They confused clang-format a lot.

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Files: files | file ages | folders
SHA3-256: 6b85eefc857c74c00d7ef693e312cc15df53201a6712aee8ba8d57c643c1703b
User & Date: js on 2025-03-23 02:47:40
Other Links: manifest | tags
Context
2025-03-23
02:59
Remove u{char,short,int} check-in: b5bfe2af86 user: js tags: trunk
02:47
Remove loop[ijkl] check-in: 6b85eefc85 user: js tags: trunk
02:03
Convert monster into a class check-in: e8f80b0482 user: js tags: trunk
Changes

Modified src/MD2.m from [92d0f266d8] to [1b5856edcb].

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{
	OFAssert(_mverts[frame] == NULL);

	_mverts[frame] = OFAllocMemory(_numVerts, sizeof(OFVector3D));
	struct md2_frame *cf =
	    (struct md2_frame *)((char *)_frames + _frameSize * frame);
	float sc = 16.0f / scale;
	loop(vi, _numVerts)
	for (int vi = 0; vi < _numVerts; vi++) {
	{
		uchar *cv = (uchar *)&cf->vertices[vi].vertex;
		OFVector3D *v = &(_mverts[frame])[vi];
		v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
		v->y =
		    -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
		v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
	}
}

- (void)renderWithLight:(OFColor *)light
                  frame:(int)frame
                  range:(int)range
               position:(OFVector3D)position
                    yaw:(float)yaw
                  pitch:(float)pitch
                  scale:(float)sc
                  speed:(float)speed
                   snap:(int)sn
               basetime:(int)basetime
{
	for (int i = 0; i < range; i++)
	loopi(range) if (!_mverts[frame + i])[self scaleWithFrame:frame + i
		if (!_mverts[frame + i])
	                                                    scale:sc
	                                                     snap:sn];
			[self scaleWithFrame:frame + i scale:sc snap:sn];

	glPushMatrix();
	glTranslatef(position.x, position.y, position.z);
	glRotatef(yaw + 180, 0, -1, 0);
	glRotatef(pitch, 0, 0, 1);

	float red, green, blue;
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			if (numVertex > 0) {
				glBegin(GL_TRIANGLE_STRIP);
			} else {
				glBegin(GL_TRIANGLE_FAN);
				numVertex = -numVertex;
			}

			loopi(numVertex)
			for (int i = 0; i < numVertex; i++) {
			{
				float tu = *((float *)command++);
				float tv = *((float *)command++);
				glTexCoord2f(tu, tv);
				int vn = *command++;
#define ip(c) verts1[vn].c *frac2 + verts2[vn].c *frac1
				glVertex3f(ip(x), ip(z), ip(y));
			}

Modified src/clientgame.m from [d0a68a37a3] to [e2809031d4].

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	lastmillis = millis;
}

// brute force but effective way to find a free spawn spot in the map
void
entinmap(DynamicEntity *d)
{
	loopi(100) // try max 100 times
	// try max 100 times
	{
	for (int i = 0; i < 100; i++) {
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		OFVector3D old = d.origin;
		d.origin = OFAddVector3D(d.origin, OFMakeVector3D(dx, dy, 0));
		if (collide(d, true, 0, 0))
			return;
		d.origin = old;
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int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	for (int i = 0; i < r; i++)
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
		spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
		d.origin = OFMakeVector3D(
		    ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
		d.yaw = ents[spawncycle].attr1;
		d.pitch = 0;
		d.roll = 0;
	} else

Modified src/clients.m from [90d8557e37] to [e57ccf0fe6].

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	                                            capacity:num + 2];
	[msg addItem:&num];
	[msg addItem:&rel];
	[msg addItem:&type];

	va_list marker;
	va_start(marker, type);
	loopi(num - 1)
	for (int i = 0; i < num - 1; i++) {
	{
		int tmp = va_arg(marker, int);
		[msg addItem:&tmp];
	}
	va_end(marker);
	[msg makeImmutable];

	if (messages == nil)
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			sendstring(player1.team, &p);
			putint(&p, player1.lifeSequence);
		}
		for (OFData *msg in messages) {
			// send messages collected during the previous frames
			if (*(int *)[msg itemAtIndex:1])
				packet->flags = ENET_PACKET_FLAG_RELIABLE;
			loopi(*(int *)[msg itemAtIndex:0])
			    putint(&p, *(int *)[msg itemAtIndex:i + 2]);
			for (int i = 0; i < *(int *)[msg itemAtIndex:0]; i++)
				putint(&p, *(int *)[msg itemAtIndex:i + 2]);
		}
		[messages removeAllObjects];
		if (lastmillis - lastping > 250) {
			putint(&p, SV_PING);
			putint(&p, lastmillis);
			lastping = lastmillis;
		}

Modified src/commands.m from [5ae3539b0c] to [4117ae0f6a].

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	char *p = copy;
	const int MAXWORDS = 25; // limit, remove
	OFString *w[MAXWORDS];
	int val = 0;
	for (bool cont = true; cont;) {
		// for each ; seperated statement
		int numargs = MAXWORDS;
		loopi(MAXWORDS)
		for (int i = 0; i < MAXWORDS; i++) {
		{
			// collect all argument values
			w[i] = @"";
			if (i > numargs)
				continue;
			// parse and evaluate exps
			char *s = parseword(&p);
			if (!s) {
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}

void
loopa(OFString *times, OFString *body)
{
	int t = times.cube_intValue;

	loopi(t)
	for (int i = 0; i < t; i++) {
	{
		intset(@"i", i);
		execute(body, true);
	}
}

void
whilea(OFString *cond, OFString *body)
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void
at(OFString *s_, OFString *pos)
{
	int n = pos.cube_intValue;
	char *copy __attribute__((__cleanup__(cleanup))) =
	    strdup(s_.UTF8String);
	char *s = copy;
	loopi(n)
	for (int i = 0; i < n; i++) {
	{
		s += strcspn(s, " \0");
		s += strspn(s, " ");
	}
	s[strcspn(s, " \0")] = 0;
	concat(@(s));
}

Modified src/console.m from [2703ba3edf] to [1ac50365c9].

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			if (nd == ndraw)
				break;
		}

		i++;
	}

	loopj(nd)
	for (int j = 0; j < nd; j++)
	{
		draw_text(refs[j], FONTH / 3,
		    (FONTH / 4 * 5) * (nd - j - 1) + FONTH / 3, 2);
	}
}

// keymap is defined externally in keymap.cfg

static OFMutableArray<KeyMapping *> *keyMappings = nil;

void

Modified src/editing.m from [85210314d4] to [f776852317].

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		};
	});
}

int selh = 0;
bool selset = false;

#define loopselxy(b)                                               \
	{                                                          \
		makeundo();                                        \
		loop(x, sel->xs) loop(y, sel->ys)                  \
		{                                                  \
			struct sqr *s = S(sel->x + x, sel->y + y); \
			b;                                         \
		}                                                  \
		remip(sel, 0);                                     \
#define loopselxy(b)                                                       \
	{                                                                  \
		makeundo();                                                \
		for (int x = 0; x < sel->xs; x++) {                        \
			for (int y = 0; y < sel->ys; y++) {                \
				struct sqr *s = S(sel->x + x, sel->y + y); \
				b;                                         \
			}                                                  \
		}                                                          \
		remip(sel, 0);                                             \
	}

int cx, cy, ch;

int curedittex[] = { -1, -1, -1 };

bool dragging = false;
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static struct block *copybuf = NULL;

void
copy()
{
	EDITSELMP;

	if (copybuf)
		OFFreeMemory(copybuf);

	copybuf = blockcopy(&sel);
}

void
paste()
{
	EDITMP;
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	blockpaste(copybuf);
}

void
tofronttex() // maintain most recently used of the texture lists when applying
             // texture
{
	loopi(3)
	for (int i = 0; i < 3; i++) {
	{
		int c = curedittex[i];
		if (c >= 0) {
			uchar *p = hdr.texlists[i];
			int t = p[c];
			for (int a = c - 1; a >= 0; a--)
				p[a + 1] = p[a];
			p[0] = t;
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	    });
}

void
editheight(int flr, int amount)
{
	EDITSEL;

	bool isfloor = flr == 0;
	editheightxy(isfloor, amount, &sel);
	addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
}
COMMAND(editheight, ARG_2INT)

void
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	});
}

void
edittex(int type, int dir)
{
	EDITSEL;

	if (type < 0 || type > 3)
		return;

	if (type != lasttype) {
		tofronttex();
		lasttype = type;
	}

	int atype = type == 3 ? 1 : type;
	int i = curedittex[atype];
	i = i < 0 ? 0 : i + dir;
	curedittex[atype] = i = min(max(i, 0), 255);
	int t = lasttex = hdr.texlists[atype][i];
	edittexxy(type, t, &sel);
	addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
}

void
replace()
{
	EDITSELMP;
	loop(x, ssize) loop(y, ssize)
	{
		struct sqr *s = S(x, y);
		switch (lasttype) {
		case 0:
			if (s->ftex == rtex.ftex)
				s->ftex = lasttex;
			break;
		case 1:
			if (s->wtex == rtex.wtex)
				s->wtex = lasttex;
			break;
		case 2:
			if (s->ctex == rtex.ctex)
				s->ctex = lasttex;
			break;
		case 3:
			if (s->utex == rtex.utex)
				s->utex = lasttex;
			break;
		}
	}

	for (int x = 0; x < ssize; x++) {
		for (int y = 0; y < ssize; y++) {
			struct sqr *s = S(x, y);
			switch (lasttype) {
			case 0:
				if (s->ftex == rtex.ftex)
					s->ftex = lasttex;
				break;
			case 1:
				if (s->wtex == rtex.wtex)
					s->wtex = lasttex;
				break;
			case 2:
				if (s->ctex == rtex.ctex)
					s->ctex = lasttex;
				break;
			case 3:
				if (s->utex == rtex.utex)
					s->utex = lasttex;
				break;
			}
		}
	}

	struct block b = { 0, 0, ssize, ssize };
	remip(&b, 0);
}

void
edittypexy(int type, const struct block *sel)
{
	loopselxy(s->type = type);
}

void
edittype(int type)
{
	EDITSEL;

	if (type == CORNER &&
	    (sel.xs != sel.ys || sel.xs == 3 || (sel.xs > 4 && sel.xs != 8) ||
	        sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
		conoutf(@"corner selection must be power of 2 aligned");
		return;
	}

	edittypexy(type, &sel);
	addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
}

void
heightfield(int t)
{
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			s->floor = s->ceil - 1;
	});
}

void
equalize(int flr)
{
	bool isfloor = flr == 0;
	bool isfloor = (flr == 0);

	EDITSEL;

	editequalisexy(isfloor, &sel);
	addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
}
COMMAND(equalize, ARG_1INT)

void
setvdeltaxy(int delta, const struct block *sel)
{
	loopselxy(s->vdelta = max(s->vdelta + delta, 0));
	remipmore(sel, 0);
}

void
setvdelta(int delta)
{
	EDITSEL;

	setvdeltaxy(delta, &sel);
	addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
}

#define MAXARCHVERT 50
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;

void
archvertex(int span, int vert, int delta)
{
	if (!archvinit) {
		archvinit = true;
		for (int s = 0; s < MAXARCHVERT; s++)
			for (int v = 0; v < MAXARCHVERT; v++)
		loop(s, MAXARCHVERT) loop(v, MAXARCHVERT) archverts[s][v] = 0;
				archverts[s][v] = 0;
	}
	if (span >= MAXARCHVERT || vert >= MAXARCHVERT || span < 0 || vert < 0)
		return;
	archverts[span][vert] = delta;
}

void
arch(int sidedelta, int _a)
{
	EDITSELMP;

	sel.xs++;
	sel.ys++;

	if (sel.xs > MAXARCHVERT)
		sel.xs = MAXARCHVERT;
	if (sel.ys > MAXARCHVERT)
		sel.ys = MAXARCHVERT;

	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	struct block *sel = sel_;
	loopselxy(s->vdelta = sel->xs > sel->ys
	        ? (archverts[sel->xs - 1][x] +
	              (y == 0 || y == sel->ys - 1 ? sidedelta : 0))
	        : (archverts[sel->ys - 1][y] +
	              (x == 0 || x == sel->xs - 1 ? sidedelta : 0)));
	remipmore(sel, 0);
}

void
slope(int xd, int yd)
{
	EDITSELMP;

	int off = 0;
	if (xd < 0)
		off -= xd * sel.xs;
	if (yd < 0)
		off -= yd * sel.ys;

	sel.xs++;
	sel.ys++;

	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	struct block *sel = sel_;
	loopselxy(s->vdelta = xd * x + yd * y + off);
	remipmore(sel, 0);
}

void
perlin(int scale, int seed, int psize)
{
	EDITSELMP;

	sel.xs++;
	sel.ys++;

	makeundo();

	sel.xs--;
	sel.ys--;

	perlinarea(&sel, scale, seed, psize);

	sel.xs++;
	sel.ys++;

	remipmore(&sel, 0);

	sel.xs--;
	sel.ys--;
}

VARF(
    fullbright, 0, 0, 1, if (fullbright) {
	    if (noteditmode())
		    return;
	    for (int i = 0; i < mipsize; i++)
	    loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
		    world[i].r = world[i].g = world[i].b = 176;
    });

void
edittag(int tag)
{
	EDITSELMP;

	struct block *sel_ = &sel;
	// Ugly hack to make the macro work.
	struct block *sel = sel_;
	loopselxy(s->tag = tag);
}

void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
	EDITSEL;

	newentity(sel.x, sel.y, (int)player1.origin.z, what,
	    [a1 cube_intValueWithBase:0], [a2 cube_intValueWithBase:0],
	    [a3 cube_intValueWithBase:0], [a4 cube_intValueWithBase:0]);
}

COMMANDN(select, selectpos, ARG_4INT)
COMMAND(edittag, ARG_1INT)

Modified src/menus.m from [9e1b20764c] to [9134766c32].

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	OFString *title;
	if (vmenu > 1)
		title = [OFString stringWithFormat:@"[ %@ menu ]", m.name];
	else
		title = m.name;
	int mdisp = m.items.count;
	int w = 0;
	loopi(mdisp)
	for (int i = 0; i < mdisp; i++) {
	{
		int x = text_width(m.items[i].text);
		if (x > w)
			w = x;
	}
	int tw = text_width(title);
	if (tw > w)
		w = tw;
	int step = FONTH / 4 * 5;
	int h = (mdisp + 2) * step;
	int y = (VIRTH - h) / 2;
	int x = (VIRTW - w) / 2;
	blendbox(x - FONTH / 2 * 3, y - FONTH, x + w + FONTH / 2 * 3,
	    y + h + FONTH, true);
	draw_text(title, x, y, 2);
	y += FONTH * 2;
	if (vmenu) {
		int bh = y + m.menusel * step;
		blendbox(
		    x - FONTH, bh - 10, x + w + FONTH, bh + FONTH + 10, false);
	}
	loopj(mdisp)
	for (int j = 0; j < mdisp; j++) {
	{
		draw_text(m.items[j].text, x, y, 2);
		y += step;
	}
	return true;
}

void

Modified src/physics.m from [6e6b41ef3d] to [0149f2d0e3].

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			pl.timeInAir = 0;
		}
		// at high fps, gravity kicks in too fast
		const float drop = dropf * curtime / gravity / 100 / moveres;
		// extra smoothness when lifting up stairs
		const float rise = speed / moveres / 1.2f;

		loopi(moveres) // discrete steps collision detection & sliding
		// discrete steps collision detection & sliding
		{
		for (int i = 0; i < moveres; i++) {
			// try move forward
			pl.origin = OFAddVector3D(pl.origin,
			    OFMakeVector3D(f * d.x, f * d.y, f * d.z));
			if (collide(pl, false, drop, rise))
				continue;

			// player stuck, try slide along y axis
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	}
	pl.inWater = water;
}

void
moveplayer(DynamicEntity *pl, int moveres, bool local)
{
	for (int i = 0; i < physicsrepeat; i++)
	loopi(physicsrepeat) moveplayer4(pl, moveres, local,
	    i ? curtime / physicsrepeat
	      : curtime - curtime / physicsrepeat * (physicsrepeat - 1));
		moveplayer4(pl, moveres, local,
		    i ? curtime / physicsrepeat
		      : curtime -
		            curtime / physicsrepeat * (physicsrepeat - 1));
}

Modified src/renderextras.m from [81b3ccc9f0] to [2902b001e4].

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static struct sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(const OFVector3D *o, float max, int type)
{
	if (!sinit) {
		loopi(MAXSPHERES)
		for (int i = 0; i < MAXSPHERES; i++) {
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];
		}
		sinit = true;
	}
	if (sempty) {
		struct sphere *p = sempty;
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	if ([lastsky isEqual:basename])
		return;

	static const OFString *side[] = { @"ft", @"bk", @"lf", @"rt", @"dn",
		@"up" };
	int texnum = 14;
	loopi(6)
	for (int i = 0; i < 6; i++) {
	{
		OFString *path = [OFString
		    stringWithFormat:@"packages/%@_%@.jpg", basename, side[i]];

		int xs, ys;
		if (!installtex(texnum + i,
		        [Cube.sharedInstance.gameDataIRI
		            IRIByAppendingPathComponent:path],

Modified src/rendergl.m from [d2bce2bd10] to [34f844358a].

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			s = converted;
		} @finally {
			SDL_FreeFormat(format);
		}
	}

#if 0
		loopi(s->w * s->h * 3)
	for (int i = 0; i < s->w * s->h * 3; i++) {
		{
			uchar *p = (uchar *)s->pixels + i;
			*p = 255 - *p;
		}
		uchar *p = (uchar *)s->pixels + i;
		*p = 255 - *p;
	}
#endif
	glBindTexture(GL_TEXTURE_2D, tnum);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
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// ( cube texture, frame ) -> ( opengl id, name )
static int mapping[256][MAXFRAMES];
static OFString *mapname[256][MAXFRAMES];

void
purgetextures()
{
	for (int i = 0; i < 256; i++)
		for (int j = 0; j < MAXFRAMES; j++)
	loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
			mapping[i][j] = 0;
}

int curtexnum = 0;

void
texturereset()
{
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		return tid;
	}

	*xs = *ys = 16;
	if (tid == 0)
		return 1; // crosshair :)

	loopi(curtex) // lazily happens once per "texture" command, basically
	// lazily happens once per "texture" command, basically
	{
	for (int i = 0; i < curtex; i++) {
		if ([mapname[tex][frame] isEqual:texname[i]]) {
			mapping[tex][frame] = tid = i + FIRSTTEX;
			*xs = texx[i];
			*ys = texy[i];
			return tid;
		}
	}

Modified src/renderparticles.m from [63da7f6939] to [8491151e32].

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VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

static void
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
{
	if (!parinit) {
		loopi(MAXPARTICLES)
		for (int i = 0; i < MAXPARTICLES; i++) {
		{
			particles[i].next = parempty;
			parempty = &particles[i];
		}
		parinit = true;
	}
	if (parempty) {
		struct particle *p = parempty;
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	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
}

void
particle_splash(int type, int num, int fade, const OFVector3D *p)
{
	loopi(num)
	for (int i = 0; i < num; i++) {
	{
		const int radius = type == 5 ? 50 : 150;
		int x, y, z;
		do {
			x = rnd(radius * 2) - radius;
			y = rnd(radius * 2) - radius;
			z = rnd(radius * 2) - radius;
		} while (x * x + y * y + z * z > radius * radius);
		OFVector3D d = OFMakeVector3D(x, y, z);
		newparticle(p, &d, rnd(fade * 3), type);
	}
}

void
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
{
	vdist(d, v, *s, *e);
	vdiv(v, d * 2 + 0.1f);
	OFVector3D p = *s;
	loopi((int)d * 2)
	for (int i = 0; i < ((int)d * 2); i++) {
	{
		vadd(p, v);
		OFVector3D d =
		    OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
		newparticle(&p, &d, rnd(fade) + fade, type);
	}
}

Modified src/savegamedemo.m from [fc99f9e9f6] to [c92a453804].

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		monster.lastAction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastAction = 0;
	}
	[Monster restoreAll];

	int nplayers = gzgeti();
	for (int i = 0; i < nplayers; i++) {
	loopi(nplayers) if (!gzget())
		if (!gzget()) {
	{
		DynamicEntity *d = getclient(i);
		assert(d);
		gzread(f, data.mutableItems, data.count);
		[d setFromSerializedData:data];
			DynamicEntity *d = getclient(i);
			assert(d);
			gzread(f, data.mutableItems, data.count);
			[d setFromSerializedData:data];
		}
	}

	conoutf(@"savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
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		gzput(player1.gunSelect);
		gzput(player1.lastAttackGun);
		gzputi(player1.lastAction - starttime);
		gzputi(player1.gunWait);
		gzputi(player1.health);
		gzputi(player1.armour);
		gzput(player1.armourType);
		for (int i = 0; i < NUMGUNS; i++)
		loopi(NUMGUNS) gzput(player1.ammo[i]);
			gzput(player1.ammo[i]);
		gzput(player1.state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);
		if (ddamage) {
			gzputv(&dorig);
			ddamage = 0;
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			target.gunSelect = gzget();
			target.lastAttackGun = gzget();
			target.lastAction = scaletime(gzgeti());
			target.gunWait = gzgeti();
			target.health = gzgeti();
			target.armour = gzgeti();
			target.armourType = gzget();
			for (int i = 0; i < NUMGUNS; i++)
			loopi(NUMGUNS) target.ammo[i] = gzget();
				target.ammo[i] = gzget();
			target.state = gzget();
			target.lastMove = playbacktime;
			if ((bdamage = gzgeti()))
				damageblend(bdamage);
			if ((ddamage = gzgeti())) {
				gzgetv(&dorig);
				particle_splash(3, ddamage, 1000, &dorig);

Modified src/server.m from [7cdeba7547] to [98a7979cee].

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			if (cn < 0 || cn >= clients.count ||
			    clients[cn].type == ST_EMPTY) {
				disconnect_client(sender, @"client num");
				return;
			}
			int size = msgsizelookup(type);
			assert(size != -1);
			for (int i = 0; i < size - 2; i++)
			loopi(size - 2) getint(&p);
				getint(&p);
			break;
		}

		case SV_SENDMAP: {
			sgetstr();
			int mapsize = getint(&p);
			sendmaps(sender, @(text), mapsize, p);
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		default: {
			int size = msgsizelookup(type);
			if (size == -1) {
				disconnect_client(sender, @"tag type");
				return;
			}
			for (int i = 0; i < size - 1; i++)
			loopi(size - 1) getint(&p);
				getint(&p);
		}
		}
	}

	if (p > end) {
		disconnect_client(sender, @"end of packet");
		return;
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		ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
		if (ip.length > 0 &&
		    enet_address_set_host(&address, ip.UTF8String) < 0)
			printf("WARNING: server ip not resolved");
		serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);
		if (!serverhost)
			fatal(@"could not create server host\n");
		for (int i = 0; i < MAXCLIENTS; i++)
		loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
			serverhost->peers[i].data = (void *)-1;
	}

	resetserverifempty();

	// do not return, this becomes main loop
	if (isdedicated) {
#ifdef _WIN32

Modified src/sound.m from [8879a01acd] to [4ad5c2248e].

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}

void
updatevol()
{
	if (nosound)
		return;
	loopi(MAXCHAN) if (soundlocs[i].inuse)
	{
		if (Mix_Playing(i))
			updatechanvol(i, &soundlocs[i].loc);
		else
			soundlocs[i].inuse = false;

	for (int i = 0; i < MAXCHAN; i++) {
		if (soundlocs[i].inuse) {
			if (Mix_Playing(i))
				updatechanvol(i, &soundlocs[i].loc);
			else
				soundlocs[i].inuse = false;
		}
	}
}

void
playsoundc(int n)
{
	addmsg(0, 2, SV_SOUND, n);

Modified src/tools.h from [277ccadbda] to [1e36fccfb6].

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-
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-







typedef unsigned short ushort;
typedef unsigned int uint;

#define max(a, b) (((a) > (b)) ? (a) : (b))
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand() % (max))
#define rndreset() (srand(1))
#define rndtime()                                   \
	{                                           \
		loopi(lastmillis & 0xF) rnd(i + 1); \
#define rndtime()                                            \
	{                                                    \
		for (int i = 0; i < (lastmillis & 0xF); i++) \
			rnd(i + 1);                          \
	}
#define loop(v, m) for (int v = 0; v < (m); v++)
#define loopi(m) loop(i, m)
#define loopj(m) loop(j, m)
#define loopk(m) loop(k, m)
#define loopl(m) loop(l, m)

#ifndef OF_WINDOWS
# define __cdecl
#endif

#define fast_f2nat(val) ((int)(val))

Modified src/tools.m from [f9cb2ee264] to [9fca1834ea].

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// implementation of generic tools

#include "tools.h"

///////////////////////// misc tools ///////////////////////

void
endianswap(
    void *memory, int stride, int length) // little indians as storage format
{
	if (*((char *)&stride))
		return;
	loop(w, length) loop(i, stride / 2)
	{
		uchar *p = (uchar *)memory + w * stride;
		uchar t = p[i];
		p[i] = p[stride - i - 1];
		p[stride - i - 1] = t;

	for (int w = 0; w < length; w++) {
		for (int i = 0; i < stride / 2; i++) {
			uchar *p = (uchar *)memory + w * stride;
			uchar t = p[i];
			p[i] = p[stride - i - 1];
			p[stride - i - 1] = t;
		}
	}
}

Modified src/weapon.m from [6b111961c9] to [acb2ec57ac].

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// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
{
	vdist(dist, dvec, *from, *to);
	float f = dist * SGSPREAD / 1000;
	loopi(SGRAYS)
	for (int i = 0; i < SGRAYS; i++) {
	{
#define RNDD (rnd(101) - 50) * f
		OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
		sg[i] = *to;
		vadd(sg[i], r);
	}
}

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		p.local = local;
		p.owner = owner;
		p.gun = gun;
		return;
	}
}

void
static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
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		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);
		vmul(temp, (RL_DAMRAD - dist) * damage / 800);
		vadd(o.velocity, temp);
	}
}

void
static void
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
    int notthisplayer, int notthismonster, int qdam)
{
	particle_splash(0, 50, 300, v);
	p.inuse = false;

	if (p.gun != GUN_RL) {
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	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)
		loopi(SGRAYS) particle_splash(0, 5, 200, &sg[i]);
			particle_splash(0, 5, 200, &sg[i]);
		break;
	}

	case GUN_CG:
		particle_splash(0, 100, 250, to);
		// particle_trail(1, 10, from, to);
		break;
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	int qdam = guns[d.gunSelect].damage;
	if (d.quadMillis)
		qdam *= 4;
	if ([d isKindOfClass:Monster.class])
		qdam /= MONSTERDAMAGEFACTOR;
	if (d.gunSelect == GUN_SG) {
		int damage = 0;
		for (int r = 0; r < SGRAYS; r++)
		loop(r, SGRAYS) if (intersect(o, from, &sg[r])) damage += qdam;
			if (intersect(o, from, &sg[r]))
				damage += qdam;
		if (damage)
			hitpush(i, damage, o, d, from, to);
	} else if (intersect(o, from, to))
		hitpush(i, qdam, o, d, from, to);
}

void

Modified src/world.m from [97ecb02030] to [9e368d7a28].

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// set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes
// according to type
void
settag(int tag, int type)
{
	int maxx = 0, maxy = 0, minx = ssize, miny = ssize;
	loop(x, ssize) loop(y, ssize)
	for (int x = 0; x < ssize; x++) {
	{
		struct sqr *s = S(x, y);
		if (s->tag) {
			if (tag) {
				if (tag == s->tag)
					s->type = SPACE;
				else
					continue;
			} else {
				s->type = type ? SOLID : SPACE;
			}
			if (x > maxx)
				maxx = x;
			if (y > maxy)
				maxy = y;
			if (x < minx)
				minx = x;
			if (y < miny)
				miny = y;
		}
	}
	struct block b = { minx, miny, maxx - minx + 1, maxy - miny + 1 };
	if (maxx)
		remip(&b, 0); // remip minimal area of changed geometry
}

		for (int y = 0; y < ssize; y++) {
			struct sqr *s = S(x, y);

			if (s->tag) {
				if (tag) {
					if (tag == s->tag)
						s->type = SPACE;
					else
						continue;
				} else
					s->type = type ? SOLID : SPACE;

				if (x > maxx)
					maxx = x;
				if (y > maxy)
					maxy = y;
				if (x < minx)
					minx = x;
				if (y < miny)
					miny = y;
			}
		}
	}

	if (maxx) {
		// remip minimal area of changed geometry
		struct block b = { minx, miny, maxx - minx + 1,
			maxy - miny + 1 };
		remip(&b, 0);
	}
}

// reset for editing or map saving
void
resettagareas()
{
	settag(0, 0);
}
} // reset for editing or map saving

// set for playing
void
settagareas()
{
	settag(0, 1);

	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (ents[i].type == CARROT)
			setspawn(i, true);
	}];
} // set for playing
}

void
trigger(int tag, int type, bool savegame)
{
	if (!tag)
		return;

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-
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-
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-







			o[1] = SWS(w, x + 1, y, ws);
			o[2] = SWS(w, x + 1, y + 1, ws);
			o[3] = SWS(w, x, y + 1, ws);
			// the target cube in the higher mip level
			struct sqr *r = SWS(v, x / 2, y / 2, vs);
			*r = *o[0];
			uchar nums[MAXTYPE];
			for (int i = 0; i < MAXTYPE; i++)
			loopi(MAXTYPE) nums[i] = 0;
			loopj(4) nums[o[j]->type]++;
				nums[i] = 0;
			for (int j = 0; j < 4; j++)
				nums[o[j]->type]++;
			// cube contains both solid and space, treated
			// specially in the renderer
			r->type = SEMISOLID;
			for (int k = 0; k < MAXTYPE; k++)
			loopk(MAXTYPE) if (nums[k] == 4) r->type = k;
				if (nums[k] == 4)
					r->type = k;
			if (!SOLID(r)) {
				int floor = 127, ceil = -128;
				for (int i = 0; i < 4; i++) {
				loopi(4) if (!SOLID(o[i]))
					if (!SOLID(o[i])) {
				{
					int fh = o[i]->floor;
					int ch = o[i]->ceil;
					if (r->type == SEMISOLID) {
						if (o[i]->type == FHF)
							// crap hack, needed
							// for rendering large
							// mips next to hfs
							fh -= o[i]->vdelta / 4 +
							    2;
						if (o[i]->type == CHF)
							// FIXME: needs to
							// somehow take into
							// account middle
							// vertices on higher
							// mips
							ch += o[i]->vdelta / 4 +
							    2;
					}
					if (fh < floor)
						// take lowest floor and
						// highest ceil, so we never
						// have to see missing
						// lower/upper from the side
						floor = fh;
					if (ch > ceil)
						ceil = ch;
						int fh = o[i]->floor;
						int ch = o[i]->ceil;
						if (r->type == SEMISOLID) {
							if (o[i]->type == FHF)
								// crap hack,
								// needed for
								// rendering
								// large mips
								// next to hfs
								fh -=
								    o[i]->vdelta /
								        4 +
								    2;
							if (o[i]->type == CHF)
								// FIXME: needs
								// to somehow
								// take into
								// account
								// middle
								// vertices on
								// higher mips
								ch +=
								    o[i]->vdelta /
								        4 +
								    2;
						}
						if (fh < floor)
							// take lowest floor and
							// highest ceil, so we
							// never have to see
							// missing lower/upper
							// from the side
							floor = fh;
						if (ch > ceil)
							ceil = ch;
					}
				}
				r->floor = floor;
				r->ceil = ceil;
			}
			if (r->type == CORNER)
				// special case: don't ever split even if
				// textures etc are different
				goto mip;
			r->defer = 1;
			if (SOLID(r)) {
				loopi(3)
				for (int i = 0; i < 3; i++) {
				{
					if (o[i]->wtex != o[3]->wtex)
						// on an all solid cube, only
						// thing that needs to be equal
						// for a perfect mip is the
						// wall texture
						goto c;
				}
			} else {
				loopi(3)
				for (int i = 0; i < 3; i++) {
				{
					// perfect mip even if light is not
					// exactly equal
					if (o[i]->type != o[3]->type ||
					    o[i]->floor != o[3]->floor ||
					    o[i]->ceil != o[3]->ceil ||
					    o[i]->ftex != o[3]->ftex ||
					    o[i]->ctex != o[3]->ctex ||
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					                ->vdelta)
						goto c;
				}
			}
			{
				// if any of the constituents is not perfect,
				// then this one isn't either
				for (int i = 0; i < 4; i++)
				loopi(4) if (o[i]->defer) goto c;
					if (o[i]->defer)
						goto c;
			}
		mip:
			r->defer = 0;
		c:;
		}
	s.x /= 2;
	s.y /= 2;
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	if (t == LIGHT)
		calclight();
}

int
findtype(OFString *what)
{
	for (int i = 0; i < MAXENTTYPES; i++)
	loopi(MAXENTTYPES) if ([what isEqual:entnames[i]]) return i;
		if ([what isEqual:entnames[i]])
			return i;
	conoutf(@"unknown entity type \"%@\"", what);
	return NOTUSED;
}

Entity *
newentity(int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4)
{
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int
findentity(int type, int index)
{
	for (int i = index; i < ents.count; i++)
		if (ents[i].type == type)
			return i;
	for (int j = 0; j < index; j++)
	loopj(index) if (ents[j].type == type) return j;
		if (ents[j].type == type)
			return j;
	return -1;
}

struct sqr *wmip[LARGEST_FACTOR * 2];

void
setupworld(int factor)
{
	ssize = 1 << (sfactor = factor);
	cubicsize = ssize * ssize;
	mipsize = cubicsize * 134 / 100;
	struct sqr *w = world =
	    OFAllocZeroedMemory(mipsize, sizeof(struct sqr));
	loopi(LARGEST_FACTOR * 2)
	for (int i = 0; i < LARGEST_FACTOR * 2; i++) {
	{
		wmip[i] = w;
		w += cubicsize >> (i * 2);
	}
}

// main empty world creation routine, if passed factor -1 will enlarge old
// world by 1
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	}
	if (factor < SMALLEST_FACTOR)
		factor = SMALLEST_FACTOR;
	if (factor > LARGEST_FACTOR)
		factor = LARGEST_FACTOR;
	setupworld(factor);

	loop(x, ssize) loop(y, ssize)
	for (int x = 0; x < ssize; x++) {
	{
		struct sqr *s = S(x, y);
		s->r = s->g = s->b = 150;
		s->ftex = DEFAULT_FLOOR;
		s->ctex = DEFAULT_CEIL;
		s->wtex = s->utex = DEFAULT_WALL;
		s->type = SOLID;
		s->floor = 0;
		s->ceil = 16;
		s->vdelta = 0;
		s->defer = 0;
		for (int y = 0; y < ssize; y++) {
			struct sqr *s = S(x, y);
			s->r = s->g = s->b = 150;
			s->ftex = DEFAULT_FLOOR;
			s->ctex = DEFAULT_CEIL;
			s->wtex = s->utex = DEFAULT_WALL;
			s->type = SOLID;
			s->floor = 0;
			s->ceil = 16;
			s->vdelta = 0;
			s->defer = 0;
		}
	}

	strncpy(hdr.head, "CUBE", 4);
	hdr.version = MAPVERSION;
	hdr.headersize = sizeof(struct header);
	hdr.sfactor = sfactor;

	if (copy) {
		loop(x, ssize / 2) loop(y, ssize / 2)
		for (int x = 0; x < ssize / 2; x++) {
		{
			*S(x + ssize / 4, y + ssize / 4) =
			    *SWS(oldworld, x, y, ssize / 2);
			for (int y = 0; y < ssize / 2; y++) {
				*S(x + ssize / 4, y + ssize / 4) =
				    *SWS(oldworld, x, y, ssize / 2);
			}
		}

		for (Entity *e in ents) {
			e.x += ssize / 4;
			e.y += ssize / 4;
		}
	} else {
		char buffer[128] = "Untitled Map by Unknown";
		memcpy(hdr.maptitle, buffer, 128);
		hdr.waterlevel = -100000;
		for (int i = 0; i < 15; i++)
		loopi(15) hdr.reserved[i] = 0;
		loopk(3) loopi(256) hdr.texlists[k][i] = i;
			hdr.reserved[i] = 0;
		for (int k = 0; k < 3; k++)
			for (int i = 0; i < 256; i++)
				hdr.texlists[k][i] = i;
		[ents removeAllObjects];
		struct block b = { 8, 8, ssize - 16, ssize - 16 };
		edittypexy(SPACE, &b);
	}

	calclight();
	startmap(@"base/unnamed");

Modified src/worldio.m from [cfdf69a801] to [a9d5711584].

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{
	return s->type != FHF && s->type != CHF;
}

void
voptimize() // reset vdeltas on non-hf cubes
{
	loop(x, ssize) loop(y, ssize)
	for (int x = 0; x < ssize; x++) {
	{
		struct sqr *s = S(x, y);
		if (x && y) {
			if (nhf(s) && nhf(S(x - 1, y)) &&
			    nhf(S(x - 1, y - 1)) && nhf(S(x, y - 1)))
				s->vdelta = 0;
		} else
			s->vdelta = 0;
		for (int y = 0; y < ssize; y++) {
			struct sqr *s = S(x, y);

			if (x && y) {
				if (nhf(s) && nhf(S(x - 1, y)) &&
				    nhf(S(x - 1, y - 1)) && nhf(S(x, y - 1)))
					s->vdelta = 0;
			} else
				s->vdelta = 0;
		}
	}
}

static void
topt(struct sqr *s, bool *wf, bool *uf, int *wt, int *ut)
{
	struct sqr *o[4];
	o[0] = SWS(s, 0, -1, ssize);
	o[1] = SWS(s, 0, 1, ssize);
	o[2] = SWS(s, 1, 0, ssize);
	o[3] = SWS(s, -1, 0, ssize);
	*wf = true;
	*uf = true;
	if (SOLID(s)) {
		for (int i = 0; i < 4; i++) {
		loopi(4) if (!SOLID(o[i]))
			if (!SOLID(o[i])) {
		{
			*wf = false;
			*wt = s->wtex;
			*ut = s->utex;
			return;
		}
				*wf = false;
				*wt = s->wtex;
				*ut = s->utex;
				return;
			}
		}
	} else {
		for (int i = 0; i < 4; i++) {
		loopi(4) if (!SOLID(o[i]))
			if (!SOLID(o[i])) {
		{
			if (o[i]->floor < s->floor) {
				*wt = s->wtex;
				*wf = false;
			}
			if (o[i]->ceil > s->ceil) {
				*ut = s->utex;
				*uf = false;
				if (o[i]->floor < s->floor) {
					*wt = s->wtex;
					*wf = false;
				}
				if (o[i]->ceil > s->ceil) {
					*ut = s->utex;
					*uf = false;
				}
			}
		}
	}
}

void
toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
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			topt(s[0], &wf[0], &uf[0], &wt, &ut);
			topt(s[1] = SWS(s[0], 0, 1, ssize), &wf[1], &uf[1], &wt,
			    &ut);
			topt(s[2] = SWS(s[0], 1, 1, ssize), &wf[2], &uf[2], &wt,
			    &ut);
			topt(s[3] = SWS(s[0], 1, 0, ssize), &wf[3], &uf[3], &wt,
			    &ut);
			loopi(4)
			for (int i = 0; i < 4; i++) {
			{
				if (wf[i])
					s[i]->wtex = wt;
				if (uf[i])
					s[i]->utex = ut;
			}
		}
	}
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			gzputc(f, 255); \
			sc -= 255;      \
		} else {                \
			gzputc(f, sc);  \
			sc = 0;         \
		}                       \
	}
	loopk(cubicsize)
	for (int k = 0; k < cubicsize; k++) {
	{
		struct sqr *s = &world[k];
#define c(f) (s->f == t->f)
		// 4 types of blocks, to compress a bit:
		// 255 (2): same as previous block + count
		// 254 (3): same as previous, except light // deprecated
		// SOLID (5)
		// anything else (9)
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	if (hdr.version >= 4) {
		gzread(f, &hdr.waterlevel, sizeof(int) * 16);
		endianswap(&hdr.waterlevel, sizeof(int), 16);
	} else {
		hdr.waterlevel = -100000;
	}
	[ents removeAllObjects];
	loopi(hdr.numents)
	for (int i = 0; i < hdr.numents; i++) {
	{
		struct persistent_entity tmp;
		gzread(f, &tmp, sizeof(struct persistent_entity));
		endianswap(&tmp, sizeof(short), 4);

		Entity *e = [Entity entity];
		e.x = tmp.x;
		e.y = tmp.y;
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			if (e.attr1 > 32)
				e.attr1 = 32; // 12_03 and below
		}
	}
	free(world);
	setupworld(hdr.sfactor);
	char texuse[256];
	for (int i = 0; i < 256; i++)
	loopi(256) texuse[i] = 0;
		texuse[i] = 0;
	struct sqr *t = NULL;
	loopk(cubicsize)
	for (int k = 0; k < cubicsize; k++) {
	{
		struct sqr *s = &world[k];
		int type = gzgetc(f);
		switch (type) {
		case 255: {
			int n = gzgetc(f);
			for (int i = 0; i < n; i++, k++)
				memcpy(&world[k], t, sizeof(struct sqr));
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		if (!SOLID(s))
			texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
	}
	gzclose(f);
	calclight();
	settagareas();
	int xs, ys;
	for (int i = 0; i < 256; i++)
		if (texuse[i])
	loopi(256) if (texuse[i]) lookuptexture(i, &xs, &ys);
			lookuptexture(i, &xs, &ys);
	conoutf(@"read map %@ (%d milliseconds)", cgzname,
	    SDL_GetTicks() - lastmillis);
	conoutf(@"%s", hdr.maptitle);
	startmap(mname);
	loopl(256)
	for (int l = 0; l < 256; l++) {
	{
		// can this be done smarter?
		OFString *aliasname =
		    [OFString stringWithFormat:@"level_trigger_%d", l];
		if (identexists(aliasname))
			alias(aliasname, @"");
	}
	OFIRI *gameDataIRI = Cube.sharedInstance.gameDataIRI;
	execfile([gameDataIRI
	    IRIByAppendingPathComponent:@"data/default_map_settings.cfg"]);
	execfile([gameDataIRI IRIByAppendingPathComponent:pcfname]);
	execfile([gameDataIRI IRIByAppendingPathComponent:mcfname]);
}

Modified src/worldlight.m from [3113d251d8] to [20e5b19402].

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			int stepg = fast_f2nat(g / (float)steps);
			int b = light.attr4 << PRECBITS;
			int stepb = fast_f2nat(b / (float)steps);
			g /= lightscale;
			stepg /= lightscale;
			b /= lightscale;
			stepb /= lightscale;
			loopi(steps)
			for (int i = 0; i < steps; i++) {
			{
				struct sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = tl > 255 ? 255 : tl;
				tl = (g >> PRECBITS) + s->g;
				s->g = tl > 255 ? 255 : tl;
				tl = (b >> PRECBITS) + s->b;
				s->b = tl > 255 ? 255 : tl;
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			int dimness = rnd((255 - light.attr2) / 16 + 1);
			x += stepx * dimness;
			y += stepy * dimness;

			if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
				return;

			loopi(steps)
			for (int i = 0; i < steps; i++) {
			{
				struct sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = s->g = s->b = tl > 255 ? 255 : tl;
				if (SOLID(s))
					return;
				x += stepx;
				y += stepy;
				l -= stepl;
				stepl -= 25;
			}
		}
	} else // the old (white) light code, here for the few people with old
	       // video cards that don't support overbright
	{
		loopi(steps)
		for (int i = 0; i < steps; i++) {
		{
			struct sqr *s = S(x >> PRECBITS, y >> PRECBITS);
			int light = l >> PRECBITS;
			if (light > s->r)
				s->r = s->g = s->b = (uchar)light;
			if (SOLID(s))
				return;
			x += stepx;
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	rndtime();
}

// median filter, smooths out random noise in light and makes it more mipable
void
postlightarea(const struct block *a)
{
	loop(x, a->xs) loop(y, a->ys) // assumes area not on edge of world
	// assumes area not on edge of world
	{
		struct sqr *s = S(x + a->x, y + a->y);
	for (int x = 0; x < a->xs; x++)
		for (int y = 0; y < a->ys; y++) {
			struct sqr *s = S(x + a->x, y + a->y);
#define median(m)                                                            \
	s->m =                                                               \
	    (s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 +            \
	        SW(s, -1, 0)->m * 2 + SW(s, 0, -1)->m * 2 + SW(s, 1, 1)->m + \
	        SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) /      \
	    14; // median is 4/2/1 instead
		median(r);
		median(g);
		median(b);
	}
			median(r);
			median(g);
			median(b);
		}

	remip(a, 0);
}

void
calclight()
{
	loop(x, ssize) loop(y, ssize)
	for (int x = 0; x < ssize; x++) {
	{
		struct sqr *s = S(x, y);
		s->r = s->g = s->b = 10;
		for (int y = 0; y < ssize; y++) {
			struct sqr *s = S(x, y);
			s->r = s->g = s->b = 10;
		}
	}

	for (Entity *e in ents)
		if (e.type == LIGHT)
			calclightsource(e);

	struct block b = { 1, 1, ssize - 2, ssize - 2 };

Modified src/worldocull.m from [8d9314d707] to [504811d94d].

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	odist = getvar(@"fog") * 1.5f;

	float apitch = (float)fabs(player1.pitch);
	float af = getvar(@"fov") / 2 + apitch / 1.5f + 3;
	float byaw = (player1.yaw - 90 + af) / 360 * PI2;
	float syaw = (player1.yaw - 90 - af) / 360 * PI2;

	loopi(NUMRAYS)
	for (int i = 0; i < NUMRAYS; i++) {
	{
		float angle = i * PI2 / NUMRAYS;
		if ((apitch > 45 // must be bigger if fov>120
		        || (angle < byaw && angle > syaw) ||
		        (angle < byaw - PI2 && angle > syaw - PI2) ||
		        (angle < byaw + PI2 && angle > syaw + PI2)) &&
		    !OUTBORD(vx, vy) &&
		    !SOLID(S(fast_f2nat(vx),

Modified src/worldrender.m from [37acc1d08b] to [ae30288fea].

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// does some out of date view frustrum optimisation that doesn't contribute much
// anymore

void
render_world(
    float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
	for (int i = 0; i < LARGEST_FACTOR; i++)
	loopi(LARGEST_FACTOR) stats[i] = 0;
		stats[i] = 0;
	min_lod = MIN_LOD + abs(pitch) / 12;
	yaw = 360 - yaw;
	float widef = fov / 75.0f;
	int cdist = abs(yaw % 90 - 45);
	// hack to avoid popup at high fovs at 45 yaw
	if (cdist < 7) {
		// less if lod worked better