Cube  Check-in [c38d75087b]

Overview
Comment:Convert all references to pointers in protos.h
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Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: c38d75087b98b5b7a4c7963d119b8eb0bf6be2603bdf43a79e743300951a4d28
User & Date: js on 2025-03-20 20:11:37
Other Links: manifest | tags
Context
2025-03-20
20:38
Remove all default arguments from protos.h check-in: ef1d7e47f7 user: js tags: trunk
20:11
Convert all references to pointers in protos.h check-in: c38d75087b user: js tags: trunk
17:12
Remove last usage of vector check-in: 08c9d7b0fa user: js tags: trunk
Changes

Modified src/clientextras.mm from [6b3acabfcd] to [cdaa70e30e].

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	OFData *mapdata = readmap(mapname);
	if (mapdata == nil)
		return;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + mapdata.count, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SENDMAP);
	sendstring(mapname, p);
	putint(p, mapdata.count);
	putint(&p, SV_SENDMAP);
	sendstring(mapname, &p);
	putint(&p, mapdata.count);
	if (65535 - (p - start) < mapdata.count) {
		conoutf(@"map %@ is too large to send", mapname);
		enet_packet_destroy(packet);
		return;
	}
	memcpy(p, mapdata.items, mapdata.count);
	p += mapdata.count;
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void
getmap()
{
	ENetPacket *packet =
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	putint(&p, SV_RECVMAP);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	sendpackettoserv(packet);
	conoutf(@"requesting map from server...");
}

COMMAND(sendmap, ARG_1STR)
COMMAND(getmap, ARG_NONE)

Modified src/clientgame.mm from [a964a181aa] to [5aac2f8a02].

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		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves
				// only shoot when connected to server
				shoot(player1, &worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			monsterthink();
			if (player1.state == CS_DEAD) {
				if (lastmillis - player1.lastaction < 2000) {
					player1.move = player1.strafe = 0;

Modified src/clients.mm from [c63e414b28] to [9e4179b5d8].

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	uchar *p = start + 2;
	bool serveriteminitdone = false;
	// suggest server to change map
	if (toservermap.length > 0) {
		// do this exclusively as map change may invalidate rest of
		// update
		packet->flags = ENET_PACKET_FLAG_RELIABLE;
		putint(p, SV_MAPCHANGE);
		sendstring(toservermap, p);
		putint(&p, SV_MAPCHANGE);
		sendstring(toservermap, &p);
		toservermap = @"";
		putint(p, nextmode);
		putint(&p, nextmode);
	} else {
		putint(p, SV_POS);
		putint(p, clientnum);
		putint(&p, SV_POS);
		putint(&p, clientnum);
		// quantize coordinates to 1/16th of a cube, between 1 and 3
		// bytes
		putint(p, (int)(d.o.x * DMF));
		putint(p, (int)(d.o.y * DMF));
		putint(p, (int)(d.o.z * DMF));
		putint(p, (int)(d.yaw * DAF));
		putint(p, (int)(d.pitch * DAF));
		putint(p, (int)(d.roll * DAF));
		putint(&p, (int)(d.o.x * DMF));
		putint(&p, (int)(d.o.y * DMF));
		putint(&p, (int)(d.o.z * DMF));
		putint(&p, (int)(d.yaw * DAF));
		putint(&p, (int)(d.pitch * DAF));
		putint(&p, (int)(d.roll * DAF));
		// quantize to 1/100, almost always 1 byte
		putint(p, (int)(d.vel.x * DVF));
		putint(p, (int)(d.vel.y * DVF));
		putint(p, (int)(d.vel.z * DVF));
		putint(&p, (int)(d.vel.x * DVF));
		putint(&p, (int)(d.vel.y * DVF));
		putint(&p, (int)(d.vel.z * DVF));
		// pack rest in 1 byte: strafe:2, move:2, onfloor:1, state:3
		putint(p,
		putint(&p,
		    (d.strafe & 3) | ((d.move & 3) << 2) |
		        (((int)d.onfloor) << 4) |
		        ((editmode ? CS_EDITING : d.state) << 5));

		if (senditemstoserver) {
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_ITEMLIST);
			putint(&p, SV_ITEMLIST);
			if (!m_noitems)
				putitems(p);
			putint(p, -1);
				putitems(&p);
			putint(&p, -1);
			senditemstoserver = false;
			serveriteminitdone = true;
		}
		// player chat, not flood protected for now
		if (ctext.length > 0) {
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_TEXT);
			sendstring(ctext, p);
			putint(&p, SV_TEXT);
			sendstring(ctext, &p);
			ctext = @"";
		}
		// tell other clients who I am
		if (!c2sinit) {
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			c2sinit = true;
			putint(p, SV_INITC2S);
			sendstring(player1.name, p);
			sendstring(player1.team, p);
			putint(p, player1.lifesequence);
			putint(&p, SV_INITC2S);
			sendstring(player1.name, &p);
			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]);
			    putint(&p, *(int *)[msg itemAtIndex:i + 2]);
		}
		[messages removeAllObjects];
		if (lastmillis - lastping > 250) {
			putint(p, SV_PING);
			putint(p, lastmillis);
			putint(&p, SV_PING);
			putint(&p, lastmillis);
			lastping = lastmillis;
		}
	}
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	incomingdemodata(start, p - start, true);
	if (clienthost) {

Modified src/clients2c.mm from [84894b97fe] to [2a4e83496a].

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	uchar *p = buf + 2;
	char text[MAXTRANS];
	int cn = -1, type;
	DynamicEntity *d = nil;
	bool mapchanged = false;

	while (p < end)
		switch (type = getint(p)) {
		switch (type = getint(&p)) {
		case SV_INITS2C: // welcome messsage from the server
		{
			cn = getint(p);
			int prot = getint(p);
			cn = getint(&p);
			int prot = getint(&p);
			if (prot != PROTOCOL_VERSION) {
				conoutf(@"you are using a different game "
				        @"protocol (you: %d, server: %d)",
				    PROTOCOL_VERSION, prot);
				disconnect();
				return;
			}
			toservermap = @"";
			clientnum = cn; // we are now fully connected
			if (!getint(p))
			if (!getint(&p))
				// we are the first client on this server, set
				// map
				toservermap = getclientmap();
			sgetstr();
			if (text[0] &&
			    strcmp(text, clientpassword.UTF8String)) {
				conoutf(@"you need to set the correct password "
				        @"to join this server!");
				disconnect();
				return;
			}
			if (getint(p) == 1)
			if (getint(&p) == 1)
				conoutf(@"server is FULL, disconnecting..");
			break;
		}

		case SV_POS: {
			// position of another client
			cn = getint(p);
			cn = getint(&p);
			d = getclient(cn);
			if (d == nil)
				return;
			d.o = OFMakeVector3D(
			    getint(p) / DMF, getint(p) / DMF, getint(p) / DMF);
			d.yaw = getint(p) / DAF;
			d.pitch = getint(p) / DAF;
			d.roll = getint(p) / DAF;
			d.vel = OFMakeVector3D(
			OFVector3D tmp;
			tmp.x = getint(&p) / DMF;
			tmp.y = getint(&p) / DMF;
			tmp.z = getint(&p) / DMF;
			d.o = tmp;
			d.yaw = getint(&p) / DAF;
			d.pitch = getint(&p) / DAF;
			d.roll = getint(&p) / DAF;
			tmp.x = getint(&p) / DVF;
			tmp.y = getint(&p) / DVF;
			tmp.z = getint(&p) / DVF;
			d.vel = tmp;
			    getint(p) / DVF, getint(p) / DVF, getint(p) / DVF);
			int f = getint(p);
			int f = getint(&p);
			d.strafe = (f & 3) == 3 ? -1 : f & 3;
			f >>= 2;
			d.move = (f & 3) == 3 ? -1 : f & 3;
			d.onfloor = (f >> 2) & 1;
			int state = f >> 3;
			if (state == CS_DEAD && d.state != CS_DEAD)
				d.lastaction = lastmillis;
			d.state = state;
			if (!demoplayback)
				updatepos(d);
			break;
		}

		case SV_SOUND: {
			OFVector3D loc = d.o;
			playsound(getint(p), &loc);
			playsound(getint(&p), &loc);
			break;
		}

		case SV_TEXT:
			sgetstr();
			conoutf(@"%@:\f %s", d.name, text);
			break;

		case SV_MAPCHANGE:
			sgetstr();
			changemapserv(@(text), getint(p));
			changemapserv(@(text), getint(&p));
			mapchanged = true;
			break;

		case SV_ITEMLIST: {
			int n;
			if (mapchanged) {
				senditemstoserver = false;
				resetspawns();
			}
			while ((n = getint(p)) != -1)
			while ((n = getint(&p)) != -1)
				if (mapchanged)
					setspawn(n, true);
			break;
		}

		case SV_MAPRELOAD: // server requests next map
		// server requests next map
		case SV_MAPRELOAD: {
		{
			getint(p);
			getint(&p);
			OFString *nextmapalias = [OFString
			    stringWithFormat:@"nextmap_%@", getclientmap()];
			OFString *map =
			    getalias(nextmapalias); // look up map in the cycle
			changemap(map != nil ? map : getclientmap());
			break;
		}
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				// send new players my info again
				c2sinit = false;
				conoutf(@"connected: %s", text);
			}
			d.name = @(text);
			sgetstr();
			d.team = @(text);
			d.lifesequence = getint(p);
			d.lifesequence = getint(&p);
			break;
		}

		case SV_CDIS:
			cn = getint(p);
			cn = getint(&p);
			if ((d = getclient(cn)) == nil)
				break;
			conoutf(@"player %@ disconnected",
			    d.name.length ? d.name : @"[incompatible client]");
			players[cn] = [OFNull null];
			break;

		case SV_SHOT: {
			int gun = getint(p);
			int gun = getint(&p);
			OFVector3D s, e;
			s.x = getint(p) / DMF;
			s.y = getint(p) / DMF;
			s.z = getint(p) / DMF;
			e.x = getint(p) / DMF;
			e.y = getint(p) / DMF;
			e.z = getint(p) / DMF;
			s.x = getint(&p) / DMF;
			s.y = getint(&p) / DMF;
			s.z = getint(&p) / DMF;
			e.x = getint(&p) / DMF;
			e.y = getint(&p) / DMF;
			e.z = getint(&p) / DMF;
			if (gun == GUN_SG)
				createrays(s, e);
			shootv(gun, s, e, d);
				createrays(&s, &e);
			shootv(gun, &s, &e, d);
			break;
		}

		case SV_DAMAGE: {
			int target = getint(p);
			int damage = getint(p);
			int ls = getint(p);
			int target = getint(&p);
			int damage = getint(&p);
			int ls = getint(&p);
			if (target == clientnum) {
				if (ls == player1.lifesequence)
					selfdamage(damage, cn, d);
			} else {
				OFVector3D loc = getclient(target).o;
				playsound(S_PAIN1 + rnd(5), &loc);
			}
			break;
		}

		case SV_DIED: {
			int actor = getint(p);
			int actor = getint(&p);
			if (actor == cn) {
				conoutf(@"%@ suicided", d.name);
			} else if (actor == clientnum) {
				int frags;
				if (isteam(player1.team, d.team)) {
					frags = -1;
					conoutf(@"you fragged a teammate (%@)",
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			OFVector3D loc = d.o;
			playsound(S_DIE1 + rnd(2), &loc);
			d.lifesequence++;
			break;
		}

		case SV_FRAGS:
			[players[cn] setFrags:getint(p)];
			[players[cn] setFrags:getint(&p)];
			break;

		case SV_ITEMPICKUP:
			setspawn(getint(p), false);
			getint(p);
			setspawn(getint(&p), false);
			getint(&p);
			break;

		case SV_ITEMSPAWN: {
			uint i = getint(p);
			uint i = getint(&p);
			setspawn(i, true);
			if (i >= (uint)ents.count)
				break;
			OFVector3D v =
			    OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);
			playsound(S_ITEMSPAWN, &v);
			break;
		}

		case SV_ITEMACC: // server acknowledges that I picked up this
		// server acknowledges that I picked up this item
		case SV_ITEMACC:
		                 // item
			realpickup(getint(p), player1);
			realpickup(getint(&p), player1);
			break;

		case SV_EDITH: // coop editing messages, should be extended to
		               // include all possible editing ops
		case SV_EDITT:
		case SV_EDITS:
		case SV_EDITD:
		case SV_EDITE: {
			int x = getint(p);
			int y = getint(p);
			int xs = getint(p);
			int ys = getint(p);
			int v = getint(p);
			int x = getint(&p);
			int y = getint(&p);
			int xs = getint(&p);
			int ys = getint(&p);
			int v = getint(&p);
			block b = { x, y, xs, ys };
			switch (type) {
			case SV_EDITH:
				editheightxy(v != 0, getint(p), b);
				editheightxy(v != 0, getint(&p), &b);
				break;
			case SV_EDITT:
				edittexxy(v, getint(p), b);
				edittexxy(v, getint(&p), &b);
				break;
			case SV_EDITS:
				edittypexy(v, b);
				edittypexy(v, &b);
				break;
			case SV_EDITD:
				setvdeltaxy(v, b);
				setvdeltaxy(v, &b);
				break;
			case SV_EDITE:
				editequalisexy(v != 0, b);
				editequalisexy((v != 0), &b);
				break;
			}
			break;
		}

		case SV_EDITENT: // coop edit of ent
		{
			uint i = getint(p);
			uint i = getint(&p);

			while ((uint)ents.count <= i) {
				Entity *e = [Entity entity];
				e.type = NOTUSED;
				[ents addObject:e];
			}

			int to = ents[i].type;
			ents[i].type = getint(p);
			ents[i].x = getint(p);
			ents[i].y = getint(p);
			ents[i].z = getint(p);
			ents[i].attr1 = getint(p);
			ents[i].attr2 = getint(p);
			ents[i].attr3 = getint(p);
			ents[i].attr4 = getint(p);
			ents[i].type = getint(&p);
			ents[i].x = getint(&p);
			ents[i].y = getint(&p);
			ents[i].z = getint(&p);
			ents[i].attr1 = getint(&p);
			ents[i].attr2 = getint(&p);
			ents[i].attr3 = getint(&p);
			ents[i].attr4 = getint(&p);
			ents[i].spawned = false;
			if (ents[i].type == LIGHT || to == LIGHT)
				calclight();
			break;
		}

		case SV_PING:
			getint(p);
			getint(&p);
			break;

		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING,
			    player1.ping =
			        (player1.ping * 5 + lastmillis - getint(p)) /
			        (player1.ping * 5 + lastmillis - getint(&p)) /
			        6);
			break;

		case SV_CLIENTPING:
			[players[cn] setPing:getint(p)];
			[players[cn] setPing:getint(&p)];
			break;

		case SV_GAMEMODE:
			nextmode = getint(p);
			nextmode = getint(&p);
			break;

		case SV_TIMEUP:
			timeupdate(getint(p));
			timeupdate(getint(&p));
			break;

		case SV_RECVMAP: {
			sgetstr();
			conoutf(@"received map \"%s\" from server, reloading..",
			    text);
			int mapsize = getint(p);
			int mapsize = getint(&p);
			OFString *string = @(text);
			writemap(string, mapsize, p);
			p += mapsize;
			changemapserv(string, gamemode);
			break;
		}

		case SV_SERVMSG:
			sgetstr();
			conoutf(@"%s", text);
			break;

		case SV_EXT: // so we can messages without breaking previous
		             // clients/servers, if necessary
		{
			for (int n = getint(p); n; n--)
				getint(p);
			for (int n = getint(&p); n; n--)
				getint(&p);
			break;
		}

		default:
			neterr(@"type");
			return;
		}
}

Modified src/cube.h from [b293c88539] to [6d45041e84].

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#define vlinterp(v, f, u, g)                   \
	{                                      \
		(v).x = (v).x * f + (u).x * g; \
		(v).y = (v).y * f + (u).y * g; \
		(v).z = (v).z * f + (u).z * g; \
	}

#define sgetstr()                       \
	{                               \
		char *t = text;         \
		do {                    \
			*t = getint(p); \
		} while (*t++);         \
#define sgetstr()                        \
	{                                \
		char *t = text;          \
		do {                     \
			*t = getint(&p); \
		} while (*t++);          \
	} // used by networking

#define m_noitems (gamemode >= 4)
#define m_noitemsrail (gamemode <= 5)
#define m_arena (gamemode >= 8)
#define m_tarena (gamemode >= 10)
#define m_teammode (gamemode & 1 && gamemode > 2)

Modified src/editing.mm from [8eeba4e2ca] to [cc23cfc264].

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		};
	});
}

int selh = 0;
bool selset = false;

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

int cx, cy, ch;

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

bool dragging = false;
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			if (s->tag)
				linestyle(GRIDW, 0xFF, 0x40, 0x40);
			else if (s->type == FHF || s->type == CHF)
				linestyle(GRIDW, 0x80, 0xFF, 0x80);
			else
				linestyle(GRIDW, 0x80, 0x80, 0x80);
			block b = { ix, iy, 1, 1 };
			box(b, h1, h2, h3, h4);
			box(&b, h1, h2, h3, h4);
			linestyle(GRID8, 0x40, 0x40, 0xFF);
			if (!(ix & GRIDM))
				line(ix, iy, h1, ix, iy + 1, h4);
			if (!(ix + 1 & GRIDM))
				line(ix + 1, iy, h2, ix + 1, iy + 1, h3);
			if (!(iy & GRIDM))
				line(ix, iy, h1, ix + 1, iy, h2);
			if (!(iy + 1 & GRIDM))
				line(ix, iy + 1, h4, ix + 1, iy + 1, h3);
		}
	}

	if (!SOLID(s)) {
		float ih = sheight(s, s, z);
		linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
		block b = { cx, cy, 1, 1 };
		box(b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
		box(&b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
		    sheight(s, SWS(s, 1, 1, ssize), z),
		    sheight(s, SWS(s, 0, 1, ssize), z));
		linestyle(GRIDS, 0xFF, 0x00, 0x00);
		dot(cx, cy, ih);
		ch = (int)ih;
	}

	if (selset) {
		linestyle(GRIDS, 0xFF, 0x40, 0x40);
		box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
		box(&sel, (float)selh, (float)selh, (float)selh, (float)selh);
	}
}

static OFMutableData *undos; // unlimited undo
VARP(undomegs, 0, 1, 10);    // bounded by n megs

void
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void
makeundo()
{
	if (undos == nil)
		undos =
		    [[OFMutableData alloc] initWithItemSize:sizeof(block *)];

	block *copy = blockcopy(sel);
	block *copy = blockcopy(&sel);
	[undos addItem:&copy];
	pruneundos(undomegs << 20);
}

void
editundo()
{
	EDITMP;
	if (undos.count == 0) {
		conoutf(@"nothing more to undo");
		return;
	}
	block *p = *(block **)undos.lastItem;
	[undos removeLastItem];
	blockpaste(*p);
	blockpaste(p);
	OFFreeMemory(p);
}

block *copybuf = NULL;

void
copy()
{
	EDITSELMP;
	if (copybuf)
		OFFreeMemory(copybuf);
	copybuf = blockcopy(sel);
	copybuf = blockcopy(&sel);
}

void
paste()
{
	EDITMP;
	if (!copybuf) {
		conoutf(@"nothing to paste");
		return;
	}
	sel.xs = copybuf->xs;
	sel.ys = copybuf->ys;
	correctsel();
	if (!selset || sel.xs != copybuf->xs || sel.ys != copybuf->ys) {
		conoutf(@"incorrect selection");
		return;
	}
	makeundo();
	copybuf->x = sel.x;
	copybuf->y = sel.y;
	blockpaste(*copybuf);
	blockpaste(copybuf);
}

void
tofronttex() // maintain most recently used of the texture lists when applying
             // texture
{
	loopi(3)
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}

// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is
// strictly triggered locally. They all have very similar structure.

void
editheightxy(bool isfloor, int amount, block &sel)
editheightxy(bool isfloor, int amount, const block *sel)
{
	loopselxy(
	    if (isfloor) {
		    s->floor += amount;
		    if (s->floor >= s->ceil)
			    s->floor = s->ceil - 1;
	    } else {
		    s->ceil += amount;
		    if (s->ceil <= s->floor)
			    s->ceil = s->floor + 1;
	    });
}

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

void
edittexxy(int type, int t, block &sel)
edittexxy(int type, int t, const block *sel)
{
	loopselxy(switch (type) {
	        case 0:
		        s->ftex = t;
		        break;
	        case 1:
		        s->wtex = t;
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		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);
	edittexxy(type, t, &sel);
	addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
}

void
replace()
{
	EDITSELMP;
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		case 3:
			if (s->utex == rtex.utex)
				s->utex = lasttex;
			break;
		}
	}
	block b = { 0, 0, ssize, ssize };
	remip(b);
	remip(&b);
}

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

void
heightfield(int t)
{
	edittype(t == 0 ? FHF : CHF);
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corner()
{
	edittype(CORNER);
}
COMMAND(corner, ARG_NONE)

void
editequalisexy(bool isfloor, block &sel)
editequalisexy(bool isfloor, const block *sel)
{
	int low = 127, hi = -128;
	loopselxy({
		if (s->floor < low)
			low = s->floor;
		if (s->ceil > hi)
			hi = s->ceil;
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}

void
equalize(int flr)
{
	bool isfloor = flr == 0;
	EDITSEL;
	editequalisexy(isfloor, sel);
	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, block &sel)
setvdeltaxy(int delta, const block *sel)
{
	loopselxy(s->vdelta = max(s->vdelta + delta, 0));
	remipmore(sel);
}

void
setvdelta(int delta)
{
	EDITSEL;
	setvdeltaxy(delta, sel);
	setvdeltaxy(delta, &sel);
	addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
}

const int MAXARCHVERT = 50;
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;

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	EDITSELMP;
	sel.xs++;
	sel.ys++;
	if (sel.xs > MAXARCHVERT)
		sel.xs = MAXARCHVERT;
	if (sel.ys > MAXARCHVERT)
		sel.ys = MAXARCHVERT;
	block *sel_ = &sel;
	// Ugly hack to make the macro work.
	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)));
	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);
}

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

void
perlin(int scale, int seed, int psize)
{
	EDITSELMP;
	sel.xs++;
	sel.ys++;
	makeundo();
	sel.xs--;
	sel.ys--;
	perlinarea(sel, scale, seed, psize);
	perlinarea(&sel, scale, seed, psize);
	sel.xs++;
	sel.ys++;
	remipmore(sel);
	remipmore(&sel);
	sel.xs--;
	sel.ys--;
}

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

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

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

Modified src/entities.mm from [e562f26211] to [115703834e].

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		player1.quadmillis = 0;
		playsoundc(S_PUPOUT);
		conoutf(@"quad damage is over");
	}
}

void
putitems(uchar *&p) // puts items in network stream and also spawns them locally
putitems(uchar **p) // puts items in network stream and also spawns them locally
{
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if ((e.type >= I_SHELLS && e.type <= I_QUAD) ||
		    e.type == CARROT) {
			putint(p, i);
			e.spawned = true;
		}

Modified src/monster.mm from [7bb8f140a9] to [f91ea743e3].

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	case M_AIMING:
		// this state is the delay between wanting to shoot and actually
		// firing
		if (m.trigger < lastmillis) {
			m.lastaction = 0;
			m.attacking = true;
			OFVector3D attacktarget = m.attacktarget;
			shoot(m, m.attacktarget);
			shoot(m, &attacktarget);
			transition(m, M_ATTACKING, 0, 600, 0);
		}
		break;

	case M_HOME:
		// monster has visual contact, heads straight for player and
		// may want to shoot at any time

Modified src/protos.h from [155e863644] to [8ea505a066].

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    DynamicEntity *d, bool team, OFString *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();

// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(const block &b, int level = 0);
extern void remip(const block *b, int level = 0);
extern void remipmore(const block *b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
    int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
    int strength, DynamicEntity *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(const block &b);
extern block *blockcopy(const block *b);
extern void blockpaste(const block *b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);

// worldocull
extern void computeraytable(float vx, float vy);
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extern int text_width(OFString *string);
extern void draw_envbox(int t, int fogdist);

// editing
extern void cursorupdate();
extern void toggleedit();
extern void editdrag(bool isdown);
extern void setvdeltaxy(int delta, block &sel);
extern void editequalisexy(bool isfloor, block &sel);
extern void edittypexy(int type, block &sel);
extern void edittexxy(int type, int t, block &sel);
extern void editheightxy(bool isfloor, int amount, block &sel);
extern void setvdeltaxy(int delta, const block *sel);
extern void editequalisexy(bool isfloor, const block *sel);
extern void edittypexy(int type, const block *sel);
extern void edittexxy(int type, int t, const block *sel);
extern void editheightxy(bool isfloor, int amount, const block *sel);
extern bool noteditmode();
extern void pruneundos(int maxremain = 0);

// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void box(const block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(const OFVector3D &o, float max, int type);
extern void newsphere(const OFVector3D *o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(OFVector3D &r, OFVector3D &u);
extern void particle_splash(int type, int num, int fade, const OFVector3D &p);
extern void setorient(const OFVector3D *r, const OFVector3D *u);
extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
extern void particle_trail(
    int type, int fade, OFVector3D &from, OFVector3D &to);
    int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);

// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, uchar *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(uchar *buf, int len, bool extras = false);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D &o);
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);

// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
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extern void initserver(bool dedicated, int uprate, OFString *sdesc,
    OFString *ip, OFString *master, OFString *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(OFString *t, uchar *&p);
extern void putint(uchar **p, int n);
extern int getint(uchar **p);
extern void sendstring(OFString *t, uchar **p);
extern void startintermission();
extern void restoreserverstate(OFArray<Entity *> *ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain,
    OFString *smapname, int seconds, bool isfull);
extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(DynamicEntity *d, const OFVector3D &to);
extern void shootv(int gun, OFVector3D &from, OFVector3D &to,
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d = 0, bool local = false);
extern void createrays(OFVector3D &from, OFVector3D &to);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);

// monster
extern void monsterclear();
extern void restoremonsterstate();
extern void monsterthink();
extern void monsterrender();
extern OFArray<DynamicEntity *> *getmonsters();
extern void monsterpain(DynamicEntity *m, int damage, DynamicEntity *d);
extern void endsp(bool allkilled);

// entities
extern void initEntities();
extern void renderents();
extern void putitems(uchar *&p);
extern void putitems(uchar **p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, DynamicEntity *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);
extern void perlinarea(const block *b, int scale, int seed, int psize);

Modified src/renderextras.mm from [32dfc98d1d] to [5a2fb82c3f].

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linestyle(float width, int r, int g, int b)
{
	glLineWidth(width);
	glColor3ub(r, g, b);
}

void
box(block &b, float z1, float z2, float z3, float z4)
box(const block *b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b.x, z1, (float)b.y);
	glVertex3f((float)b.x + b.xs, z2, (float)b.y);
	glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
	glVertex3f((float)b.x, z4, (float)b.y + b.ys);
	glVertex3f((float)b->x, z1, (float)b->y);
	glVertex3f((float)b->x + b->xs, z2, (float)b->y);
	glVertex3f((float)b->x + b->xs, z3, (float)b->y + b->ys);
	glVertex3f((float)b->x, z4, (float)b->y + b->ys);
	glEnd();
	xtraverts += 4;
}

void
dot(int x, int y, float z)
{
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	int type;
	sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(const OFVector3D &o, float max, int type)
newsphere(const OFVector3D *o, float max, int type)
{
	if (!sinit) {
		loopi(MAXSPHERES)
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];
		}
		sinit = true;
	}
	if (sempty) {
		sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->o = *o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	}
}
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		return;

	for (Entity *e in ents) {
		if (e.type == NOTUSED)
			continue;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		particle_splash(2, 2, 40, v);
		particle_splash(2, 2, 40, &v);
	}

	int e = closestent();
	if (e >= 0) {
		Entity *c = ents[e];
		closeent =
		    [OFString stringWithFormat:@"closest entity = %@ (%d, %d, "
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	gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
	OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
	setorient(r, u);
	setorient(&r, &u);
}

void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);

Modified src/renderparticles.mm from [1d20594b8c] to [a86860234b].

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};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

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

static void
newparticle(const OFVector3D &o, const OFVector3D &d, int fade, int type)
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
{
	if (!parinit) {
		loopi(MAXPARTICLES)
		{
			particles[i].next = parempty;
			parempty = &particles[i];
		}
		parinit = true;
	}
	if (parempty) {
		particle *p = parempty;
		parempty = p->next;
		p->o = o;
		p->d = d;
		p->o = *o;
		p->d = *d;
		p->fade = fade;
		p->type = type;
		p->millis = lastmillis;
		p->next = parlist;
		parlist = p;
	}
}

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);

OFVector3D right, up;

void
setorient(OFVector3D &r, OFVector3D &u)
setorient(const OFVector3D *r, const OFVector3D *u)
{
	right = r;
	up = u;
	right = *r;
	up = *u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking) {
		OFVector3D o = player1.o;
		OFVector3D nom = OFMakeVector3D(0, 0, 0);
		newparticle(player1.o, nom, 100000000, 8);
		newparticle(&o, &nom, 100000000, 8);
	}

	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
	glDisable(GL_FOG);

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	glEnable(GL_FOG);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
}

void
particle_splash(int type, int num, int fade, const OFVector3D &p)
particle_splash(int type, int num, int fade, const OFVector3D *p)
{
	loopi(num)
	{
		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);
		newparticle(p, OFMakeVector3D(x, y, z), rnd(fade * 3), type);
		OFVector3D d = OFMakeVector3D(x, y, z);
		newparticle(p, &d, rnd(fade * 3), type);
	}
}

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

Modified src/rndmap.mm from [3e8d55fcae] to [268a907b0c].

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		    amplitude;
		seed += seedstep;
	}
	return total;
}

void
perlinarea(block &b, int scale, int seed, int psize)
perlinarea(const block *b, int scale, int seed, int psize)
{
	srand(seed);
	seed = rnd(10000);
	if (!scale)
		scale = 10;
	for (int x = b.x; x <= b.x + b.xs; x++) {
		for (int y = b.y; y <= b.y + b.ys; y++) {
	for (int x = b->x; x <= b->x + b->xs; x++) {
		for (int y = b->y; y <= b->y + b->ys; y++) {
			sqr *s = S(x, y);
			if (!SOLID(s) && x != b.x + b.xs && y != b.y + b.ys)
			if (!SOLID(s) && x != b->x + b->xs && y != b->y + b->ys)
				s->type = FHF;
			s->vdelta =
			    (int)(perlinnoise_2D(x / ((float)scale) + seed,
			              y / ((float)scale) + seed, 1000, 0.01f) *
			            50 +
			        25);
			if (s->vdelta > 128)

Modified src/savegamedemo.mm from [58839045b8] to [f1dd561ea3].

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	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
}
COMMAND(record, ARG_1STR)

void
demodamage(int damage, const OFVector3D &o)
demodamage(int damage, const OFVector3D *o)
{
	ddamage = damage;
	dorig = o;
	dorig = *o;
}

void
demoblend(int damage)
{
	bdamage = damage;
}
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			loopi(NUMGUNS) 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);
				particle_splash(3, ddamage, 1000, &dorig);
			}
			// FIXME: set more client state here
		}

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.count == 0 ||

Modified src/server.mm from [9e76792f10] to [e4950a7889].

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void
send2(bool rel, int cn, int a, int b)
{
	ENetPacket *packet =
	    enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, a);
	putint(p, b);
	putint(&p, a);
	putint(&p, b);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	if (cn < 0)
		process(packet, -1);
	else
		send(cn, packet);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
}

void
sendservmsg(OFString *msg)
{
	ENetPacket *packet = enet_packet_create(
	    NULL, _MAXDEFSTR + 10, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SERVMSG);
	sendstring(msg, p);
	putint(&p, SV_SERVMSG);
	sendstring(msg, &p);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	multicast(packet, -1);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
}

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	uchar *end = packet->data + packet->dataLength;
	uchar *p = packet->data + 2;
	char text[MAXTRANS];
	int cn = -1, type;

	while (p < end) {
		switch ((type = getint(p))) {
		switch ((type = getint(&p))) {
		case SV_TEXT:
			sgetstr();
			break;

		case SV_INITC2S:
			sgetstr();
			clients[cn].name = @(text);
			sgetstr();
			getint(p);
			getint(&p);
			break;

		case SV_MAPCHANGE: {
			sgetstr();
			int reqmode = getint(p);
			int reqmode = getint(&p);
			if (reqmode < 0)
				reqmode = 0;
			if (smapname.length > 0 && !mapreload &&
			    !vote(@(text), reqmode, sender))
				return;
			mapreload = false;
			mode = reqmode;
			minremain = mode & 1 ? 15 : 10;
			mapend = lastsec + minremain * 60;
			interm = 0;
			smapname = @(text);
			resetitems();
			sender = -1;
			break;
		}

		case SV_ITEMLIST: {
			int n;
			while ((n = getint(p)) != -1)
			while ((n = getint(&p)) != -1)
				if (notgotitems) {
					while (sents.count <= n)
						[sents addObject:[ServerEntity
						                     entity]];
					sents[n].spawned = true;
				}
			notgotitems = false;
			break;
		}

		case SV_ITEMPICKUP: {
			int n = getint(p);
			pickup(n, getint(p), sender);
			int n = getint(&p);
			pickup(n, getint(&p), sender);
			break;
		}

		case SV_PING:
			send2(false, cn, SV_PONG, getint(p));
			send2(false, cn, SV_PONG, getint(&p));
			break;

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

		case SV_SENDMAP: {
			sgetstr();
			int mapsize = getint(p);
			int mapsize = getint(&p);
			sendmaps(sender, @(text), mapsize, p);
			return;
		}

		case SV_RECVMAP:
			send(sender, recvmap(sender));
			return;

		// allows for new features that require no server updates
		case SV_EXT:
			for (int n = getint(p); n; n--)
				getint(p);
			for (int n = getint(&p); n; n--)
				getint(&p);
			break;

		default: {
			int size = msgsizelookup(type);
			if (size == -1) {
				disconnect_client(sender, @"tag type");
				return;
			}
			loopi(size - 1) getint(p);
			loopi(size - 1) getint(&p);
		}
		}
	}

	if (p > end) {
		disconnect_client(sender, @"end of packet");
		return;
	}

	multicast(packet, sender);
}

void
send_welcome(int n)
{
	ENetPacket *packet =
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	__block uchar *p = start + 2;
	putint(p, SV_INITS2C);
	putint(p, n);
	putint(p, PROTOCOL_VERSION);
	putint(p, *smapname.UTF8String);
	sendstring(serverpassword, p);
	putint(p, clients.count > maxclients);
	putint(&p, SV_INITS2C);
	putint(&p, n);
	putint(&p, PROTOCOL_VERSION);
	putint(&p, *smapname.UTF8String);
	sendstring(serverpassword, &p);
	putint(&p, clients.count > maxclients);
	if (smapname.length > 0) {
		putint(p, SV_MAPCHANGE);
		sendstring(smapname, p);
		putint(p, mode);
		putint(p, SV_ITEMLIST);
		putint(&p, SV_MAPCHANGE);
		sendstring(smapname, &p);
		putint(&p, mode);
		putint(&p, SV_ITEMLIST);
		[sents enumerateObjectsUsingBlock:^(
		    ServerEntity *e, size_t i, bool *stop) {
			if (e.spawned)
				putint(p, i);
				putint(&p, i);
		}];
		putint(p, -1);
		putint(&p, -1);
	}
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	send(n, packet);
}

void

Modified src/serverbrowser.mm from [40331e8345] to [3253e95f9b].

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	uchar *p;

	for (ServerInfo *si in servers) {
		if (si.address.host == ENET_HOST_ANY)
			continue;

		p = ping;
		putint(p, lastmillis);
		putint(&p, lastmillis);
		buf.data = ping;
		buf.dataLength = p - ping;
		ENetAddress address = si.address;
		enet_socket_send(pingsock, &address, &buf, 1);
	}

	lastinfo = lastmillis;
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	while (enet_socket_wait(pingsock, &events, 0) >= 0 && events) {
		if (enet_socket_receive(pingsock, &addr, &buf, 1) <= 0)
			return;

		for (ServerInfo *si in servers) {
			if (addr.host == si.address.host) {
				p = ping;
				si.ping = lastmillis - getint(p);
				si.protocol = getint(p);
				si.ping = lastmillis - getint(&p);
				si.protocol = getint(&p);
				if (si.protocol != PROTOCOL_VERSION)
					si.ping = 9998;
				si.mode = getint(p);
				si.numplayers = getint(p);
				si.minremain = getint(p);
				si.mode = getint(&p);
				si.numplayers = getint(&p);
				si.minremain = getint(&p);
				sgetstr();
				si.map = @(text);
				sgetstr();
				si.sdesc = @(text);
				break;
			}
		}

Modified src/serverms.mm from [0e5451e8b8] to [67d3e10cf2].

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	buf.data = pong;
	while (enet_socket_wait(pongsock, &events, 0) >= 0 && events) {
		buf.dataLength = sizeof(pong);
		len = enet_socket_receive(pongsock, &addr, &buf, 1);
		if (len < 0)
			return;
		p = &pong[len];
		putint(p, PROTOCOL_VERSION);
		putint(p, mode);
		putint(p, numplayers);
		putint(p, minremain);
		putint(&p, PROTOCOL_VERSION);
		putint(&p, mode);
		putint(&p, numplayers);
		putint(&p, minremain);
		OFString *mname =
		    [OFString stringWithFormat:@"%@%@",
		              (isfull ? @"[FULL] " : @""), smapname];
		sendstring(mname, p);
		sendstring(serverdesc, p);
		sendstring(mname, &p);
		sendstring(serverdesc, &p);
		buf.dataLength = p - pong;
		enet_socket_send(pongsock, &addr, &buf, 1);
	}
}

void
servermsinit(OFString *master_, OFString *sdesc, bool listen)

Modified src/serverutil.mm from [0ddeef8a46] to [3bd542851a].

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// misc useful functions used by the server

#include "cube.h"

// all network traffic is in 32bit ints, which are then compressed using the
// following simple scheme (assumes that most values are small).

void
putint(uchar *&p, int n)
putint(uchar **p, int n)
{
	if (n < 128 && n > -127) {
		*p++ = n;
		*(*p)++ = n;
	} else if (n < 0x8000 && n >= -0x8000) {
		*p++ = 0x80;
		*p++ = n;
		*p++ = n >> 8;
		*(*p)++ = 0x80;
		*(*p)++ = n;
		*(*p)++ = n >> 8;
	} else {
		*p++ = 0x81;
		*p++ = n;
		*p++ = n >> 8;
		*p++ = n >> 16;
		*p++ = n >> 24;
		*(*p)++ = 0x81;
		*(*p)++ = n;
		*(*p)++ = n >> 8;
		*(*p)++ = n >> 16;
		*(*p)++ = n >> 24;
	}
}

int
getint(uchar *&p)
getint(uchar **p)
{
	int c = *((char *)p);
	p++;
	int c = *((char *)*p);
	(*p)++;
	if (c == -128) {
		int n = *p++;
		n |= *((char *)p) << 8;
		p++;
		int n = *(*p)++;
		n |= *((char *)*p) << 8;
		(*p)++;
		return n;
	} else if (c == -127) {
		int n = *p++;
		n |= *p++ << 8;
		n |= *p++ << 16;
		return n | (*p++ << 24);
		int n = *(*p)++;
		n |= *(*p)++ << 8;
		n |= *(*p)++ << 16;
		return n | (*(*p)++ << 24);
	} else
		return c;
}

void
sendstring(OFString *t_, uchar *&p)
sendstring(OFString *t_, uchar **p)
{
	const char *t = t_.UTF8String;

	for (size_t i = 0; i < _MAXDEFSTR && *t != '\0'; i++)
		putint(p, *t++);

	putint(p, 0);
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{
	if (!copydata)
		return NULL;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	sendstring(copyname, p);
	putint(p, copysize);
	putint(&p, SV_RECVMAP);
	sendstring(copyname, &p);
	putint(&p, copysize);
	memcpy(p, copydata, copysize);
	p += copysize;
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	return packet;
}

Modified src/weapon.mm from [ec6a711714] to [b2ede2d0f5].

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{
	selectgun((a1.length > 0 ? a1.cube_intValue : -1),
	    (a2.length > 0 ? a2.cube_intValue : -1),
	    (a3.length > 0 ? a3.cube_intValue : -1));
}
COMMAND(weapon, ARG_3STR)

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

// if lineseg hits entity bounding box
bool
intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
	OFVector3D v = to, w = d.o;
	OFVector3D v = *to, w = d.o;
	const OFVector3D *p;
	vsub(v, from);
	vsub(w, from);
	vsub(v, *from);
	vsub(w, *from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
		p = &from;
		p = from;
	else {
		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = &to;
			p = to;
		else {
			float f = c1 / c2;
			vmul(v, f);
			vadd(v, from);
			vadd(v, *from);
			p = &v;
		}
	}

	return (p->x <= d.o.x + d.radius && p->x >= d.o.x - d.radius &&
	    p->y <= d.o.y + d.radius && p->y >= d.o.y - d.radius &&
	    p->z <= d.o.z + d.aboveeye && p->z >= d.o.z - d.eyeheight);
}

OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

	for (id player in players) {
		if (player == [OFNull null])
			continue;

		OFVector3D o = player1.o;
		if (intersect(player, player1.o, worldpos))
		if (intersect(player, &o, &worldpos))
			return [player name];
	}

	return nil;
}

static const size_t MAXPROJ = 100;
static Projectile *projs[MAXPROJ];

void
projreset()
{
	for (size_t i = 0; i < MAXPROJ; i++)
		projs[i].inuse = false;
}

void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
    DynamicEntity *owner, int gun)
newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
    bool local, DynamicEntity *owner, int gun)
{
	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (p == nil)
			projs[i] = p = [Projectile projectile];

		if (p.inuse)
			continue;

		p.inuse = true;
		p.o = from;
		p.to = to;
		p.o = *from;
		p.to = *to;
		p.speed = speed;
		p.local = local;
		p.owner = owner;
		p.gun = gun;
		return;
	}
}

void
hit(int target, int damage, DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.o;
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if (d.monsterstate)
		monsterpain(d, damage, at);
	else {
		addmsg(1, 4, SV_DAMAGE, target, damage, d.lifesequence);
		OFVector3D loc = d.o;
		playsound(S_PAIN1 + rnd(5), &loc);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, d.o);
	demodamage(damage, d.o);
	particle_splash(3, damage, 1000, &o);
	demodamage(damage, &o);
}

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack

static void
radialeffect(
    DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at)
    DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
{
	if (o.state != CS_ALIVE)
		return;
	vdist(dist, temp, v, o.o);
	vdist(dist, temp, *v, o.o);
	dist -= 2; // account for eye distance imprecision
	if (dist < RL_DAMRAD) {
		if (dist < 0)
			dist = 0;
		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);
		vmul(temp, (RL_DAMRAD - dist) * damage / 800);
		vadd(o.vel, temp);
	}
}

void
splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
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) {
		playsound(S_FEXPLODE, &v);
		playsound(S_FEXPLODE, v);
		// no push?
	} else {
		playsound(S_RLHIT, &v);
		playsound(S_RLHIT, v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p.owner);

		if (!p.local)
			return;

		radialeffect(player1, v, -1, qdam, p.owner);
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			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
		}];
	}
}

inline void
projdamage(
    DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
    int qdam)
{
	if (o.state != CS_ALIVE)
		return;

	OFVector3D po = p.o;
	if (intersect(o, p.o, v)) {
		splash(p, v, p.o, i, im, qdam);
	if (intersect(o, &po, v)) {
		splash(p, v, &po, i, im, qdam);
		hit(i, qdam, o, p.owner);
	}
}

void
moveprojectiles(float time)
{
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		if (time > dtime)
			dtime = time;
		vmul(v, time / dtime);
		vadd(v, p.o);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);
					projdamage(player, p, &v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);
				projdamage(player1, p, &v, -1, -1, qdam);

			for (DynamicEntity *monster in getmonsters())
				if (!vreject(monster.o, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
					projdamage(monster, p, &v, -1, i, qdam);
		}
		if (p.inuse) {
			OFVector3D po = p.o;

			if (time == dtime)
				splash(p, v, p.o, -1, -1, qdam);
				splash(p, &v, &po, -1, -1, qdam);
			else {
				if (p.gun == GUN_RL) {
					dodynlight(p.o, v, 0, 255, p.owner);
					particle_splash(5, 2, 200, v);
					dodynlight(&po, &v, 0, 255, p.owner);
					particle_splash(5, 2, 200, &v);
				} else {
					particle_splash(1, 1, 200, v);
					particle_splash(1, 1, 200, &v);
					particle_splash(
					    guns[p.gun].part, 1, 1, v);
					    guns[p.gun].part, 1, 1, &v);
				}
			}
		}
		p.o = v;
	}
}

// create visual effect from a shot
void
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
    bool local)
{
	OFVector3D loc = d.o;
	playsound(guns[gun].sound, d == player1 ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
		loopi(SGRAYS) 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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		particle_trail(1, 500, from, to);
		break;
	}
}

void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
    const OFVector3D &from, const OFVector3D &to)
    const OFVector3D *from, const OFVector3D *to)
{
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vdist(dist, v, *from, *to);
	vmul(v, damage / dist / 50);
	vadd(d.vel, v);
}

void
raydamage(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
    DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)
		return;
	int qdam = guns[d.gunselect].damage;
	if (d.quadmillis)
		qdam *= 4;
	if (d.monsterstate)
		qdam /= MONSTERDAMAGEFACTOR;
	if (d.gunselect == GUN_SG) {
		int damage = 0;
		loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam;
		loop(r, SGRAYS) 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
shoot(DynamicEntity *d, const OFVector3D &targ)
shoot(DynamicEntity *d, const OFVector3D *targ)
{
	int attacktime = lastmillis - d.lastaction;
	if (attacktime < d.gunwait)
		return;
	d.gunwait = 0;
	if (!d.attacking)
		return;
	d.lastaction = lastmillis;
	d.lastattackgun = d.gunselect;
	if (!d.ammo[d.gunselect]) {
		playsoundc(S_NOAMMO);
		d.gunwait = 250;
		d.lastattackgun = -1;
		return;
	}
	if (d.gunselect)
		d.ammo[d.gunselect]--;
	OFVector3D from = d.o;
	OFVector3D to = targ;
	OFVector3D to = *targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	vdiv(unitv, dist);
	OFVector3D kickback = unitv;
	vmul(kickback, guns[d.gunselect].kickamount * -0.01f);
	vadd(d.vel, kickback);
	if (d.pitch < 80.0f)
		d.pitch += guns[d.gunselect].kickamount * 0.05f;

	if (d.gunselect == GUN_FIST || d.gunselect == GUN_BITE) {
		vmul(unitv, 3); // punch range
		to = from;
		vadd(to, unitv);
	}
	if (d.gunselect == GUN_SG)
		createrays(from, to);
		createrays(&from, &to);

	if (d.quadmillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunselect, from, to, d, true);
	shootv(d.gunselect, &from, &to, d, true);
	if (!d.monsterstate)
		addmsg(1, 8, SV_SHOT, d.gunselect, (int)(from.x * DMF),
		    (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
		    (int)(to.y * DMF), (int)(to.z * DMF));
	d.gunwait = guns[d.gunselect].attackdelay;

	if (guns[d.gunselect].projspeed)
		return;

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null])
			raydamage(player, from, to, d, i);
			raydamage(player, &from, &to, d, i);
	}];

	for (DynamicEntity *monster in getmonsters())
		if (monster != d)
			raydamage(monster, from, to, d, -2);
			raydamage(monster, &from, &to, d, -2);

	if (d.monsterstate)
		raydamage(player1, from, to, d, -1);
		raydamage(player1, &from, &to, d, -1);
}

Modified src/world.mm from [742d4e7bcd] to [96ee092ff1].

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

void
resettagareas()
{
	settag(0, 0);
} // reset for editing or map saving
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// main geometric mipmapping routine, recursively rebuild mipmaps within block
// b. tries to produce cube out of 4 lower level mips as well as possible, sets
// defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip
// level indistinguishable from its constituent cubes (saves considerable
// rendering time if this is possible).

void
remip(block &b, int level)
remip(const block *b, int level)
{
	if (level >= SMALLEST_FACTOR)
		return;

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

				    r->type ==
				        FHF) // can make a perfect mip out of a
				             // hf if slopes lie on one line
				// can make a perfect mip out of a hf if slopes
				// lie on one line
				{
				if (r->type == CHF || r->type == FHF) {
					if (o[0]->vdelta - o[1]->vdelta !=
					        o[1]->vdelta -
					            SWS(w, x + 2, y, ws)
					                ->vdelta ||
					    o[0]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 2, y + 2, ws)
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					        o[2]->vdelta -
					            SWS(w, x + 1, y + 2, ws)
					                ->vdelta)
						goto c;
				}
			}
			{
				loopi(4) if (o[i]->defer) goto c;
			} // if any of the constituents is not perfect, then
			  // this one isn't either
				// if any of the constituents is not perfect,
				// then this one isn't either
				loopi(4) if (o[i]->defer) goto c;
			}
		mip:
			r->defer = 0;
		c:;
		}
	s.x /= 2;
	s.y /= 2;
	s.xs /= 2;
	s.ys /= 2;
	remip(s, level + 1);
	remip(&s, level + 1);
}

void
remipmore(const block &b, int level)
remipmore(const block *b, int level)
{
	block bb = b;
	block bb = *b;

	if (bb.x > 1)
		bb.x--;
	if (bb.y > 1)
		bb.y--;
	if (bb.xs < ssize - 3)
		bb.xs++;
	if (bb.ys < ssize - 3)
		bb.ys++;

	remip(bb, level);
	remip(&bb, level);
}

int
closestent() // used for delent and edit mode ent display
{
	if (noteditmode())
		return -1;
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		char buffer[128] = "Untitled Map by Unknown";
		memcpy(hdr.maptitle, buffer, 128);
		hdr.waterlevel = -100000;
		loopi(15) hdr.reserved[i] = 0;
		loopk(3) loopi(256) hdr.texlists[k][i] = i;
		[ents removeAllObjects];
		block b = { 8, 8, ssize - 16, ssize - 16 };
		edittypexy(SPACE, b);
		edittypexy(SPACE, &b);
	}

	calclight();
	startmap(@"base/unnamed");
	if (oldworld) {
		OFFreeMemory(oldworld);
		toggleedit();

Modified src/worldlight.mm from [5df422a1d9] to [ecc6786def].

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	        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);
	}

	remip(a);
	remip(&a);
}

void
calclight()
{
	loop(x, ssize) loop(y, ssize)
	{
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void
cleardlights()
{
	while (dlights.count > 0) {
		block *backup = *(block **)[dlights lastItem];
		[dlights removeLastItem];
		blockpaste(*backup);
		blockpaste(backup);
		OFFreeMemory(backup);
	}
}

void
dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength,
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
    DynamicEntity *owner)
{
	if (!reach)
		reach = dynlight;
	if (owner.monsterstate)
		reach = reach / 2;
	if (!reach)
		return;
	if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
	if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
		return;

	int creach = reach + 16; // dependant on lightray random offsets!
	block b = { (int)v.x - creach, (int)v.y - creach, creach * 2 + 1,
	block b = { (int)v->x - creach, (int)v->y - creach, creach * 2 + 1,
		creach * 2 + 1 };

	if (b.x < 1)
		b.x = 1;
	if (b.y < 1)
		b.y = 1;
	if (b.xs + b.x > ssize - 2)
		b.xs = ssize - 2 - b.x;
	if (b.ys + b.y > ssize - 2)
		b.ys = ssize - 2 - b.y;

	if (dlights == nil)
		dlights =
		    [[OFMutableData alloc] initWithItemSize:sizeof(block *)];

	// backup area before rendering in dynlight
	block *copy = blockcopy(b);
	block *copy = blockcopy(&b);
	[dlights addItem:&copy];

	PersistentEntity *l = [Entity entity];
	l.x = v.x;
	l.y = v.y;
	l.z = v.z;
	l.x = v->x;
	l.y = v->y;
	l.z = v->z;
	l.attr1 = reach;
	l.type = LIGHT;
	l.attr2 = strength;
	calclightsource(l);
	postlightarea(b);
}

// utility functions also used by editing code

block *
blockcopy(block &s)
blockcopy(const block *s)
{
	block *b = (block *)OFAllocZeroedMemory(
	    1, sizeof(block) + s.xs * s.ys * sizeof(sqr));
	*b = s;
	    1, sizeof(block) + s->xs * s->ys * sizeof(sqr));
	*b = *s;
	sqr *q = (sqr *)(b + 1);
	for (int x = s.x; x < s.xs + s.x; x++)
		for (int y = s.y; y < s.ys + s.y; y++)
	for (int x = s->x; x < s->xs + s->x; x++)
		for (int y = s->y; y < s->ys + s->y; y++)
			*q++ = *S(x, y);
	return b;
}

void
blockpaste(const block &b)
blockpaste(const block *b)
{
	sqr *q = (sqr *)((&b) + 1);
	for (int x = b.x; x < b.xs + b.x; x++)
		for (int y = b.y; y < b.ys + b.y; y++)
	sqr *q = (sqr *)(b + 1);
	for (int x = b->x; x < b->xs + b->x; x++)
		for (int y = b->y; y < b->ys + b->y; y++)
			*S(x, y) = *q++;
	remipmore(b);
}