2020-05-05 09:58:39 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2017-2019 - Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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This file is a combination of code from the following sources:
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- EDuke 2 by Matt Saettler
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- JFDuke by Jonathon Fowler (jf@jonof.id.au),
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- DukeGDX and RedneckGDX by Alexander Makarov-[M210] (m210-2007@mail.ru)
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- Redneck Rampage reconstructed source by Nuke.YKT
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Note:
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Most of this code follows DukeGDX and RedneckGDX because for Java it had
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to undo all the macro hackery that make the Duke source extremely hard to read.
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The other code bases were mainly used to add missing feature support (e.g. WW2GI)
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and verify correctness.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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2020-05-05 12:37:20 +00:00
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#include "names.h"
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2020-05-05 09:58:39 +00:00
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BEGIN_DUKE_NS
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2020-05-05 13:25:59 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ceilingspace(int sectnum)
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{
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if ((sector[sectnum].ceilingstat & 1) && sector[sectnum].ceilingpal == 0)
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{
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switch (sector[sectnum].ceilingpicnum)
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{
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case MOONSKY1:
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case BIGORBIT1:
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2020-05-05 14:33:23 +00:00
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return true;
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2020-05-05 13:25:59 +00:00
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}
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}
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2020-05-05 14:33:23 +00:00
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return false;
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2020-05-05 13:25:59 +00:00
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool floorspace(int sectnum)
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{
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if ((sector[sectnum].floorstat & 1) && sector[sectnum].ceilingpal == 0)
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{
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switch (sector[sectnum].floorpicnum)
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{
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case MOONSKY1:
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case BIGORBIT1:
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2020-05-05 14:33:23 +00:00
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return true;
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}
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}
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return false;
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}
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void addammo(short weapon, struct player_struct* p, short amount)
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{
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p->ammo_amount[weapon] += amount;
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if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
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p->ammo_amount[weapon] = max_ammo_amount[weapon];
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}
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2020-05-05 13:25:59 +00:00
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2020-05-05 14:33:23 +00:00
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void addweapon(struct player_struct* p, short weapon)
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{
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2020-05-05 16:38:40 +00:00
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if (!p->gotweapon[weapon])
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2020-05-05 14:33:23 +00:00
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{
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p->gotweapon.Set(weapon);
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if (weapon == SHRINKER_WEAPON)
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p->gotweapon.Set(GROW_WEAPON);
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}
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p->random_club_frame = 0;
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if (p->holster_weapon == 0)
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{
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p->weapon_pos = -1;
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p->last_weapon = p->curr_weapon;
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}
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else
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{
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p->weapon_pos = 10;
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p->holster_weapon = 0;
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p->last_weapon = -1;
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}
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p->kickback_pic = 0;
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#ifdef EDUKE
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if (p->curr_weapon != weapon)
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{
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short snum;
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snum = sprite[p->i].yvel;
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SetGameVarID(g_iWeaponVarID, weapon, p->i, snum);
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if (p->curr_weapon >= 0)
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{
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[weapon][snum], p->i, snum);
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2020-05-05 13:25:59 +00:00
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}
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2020-05-05 14:33:23 +00:00
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else
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{
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SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
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}
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SetGameVarID(g_iReturnVarID, 0, -1, snum);
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OnEvent(EVENT_CHANGEWEAPON, p->i, snum, -1);
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if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
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p->curr_weapon = weapon;
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}
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}
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#else
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p->curr_weapon = weapon;
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#endif
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switch (weapon)
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{
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case KNEE_WEAPON:
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case TRIPBOMB_WEAPON:
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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break;
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case SHOTGUN_WEAPON:
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spritesound(SHOTGUN_COCK, p->i);
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break;
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case PISTOL_WEAPON:
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spritesound(INSERT_CLIP, p->i);
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break;
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default:
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spritesound(SELECT_WEAPON, p->i);
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break;
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2020-05-05 13:25:59 +00:00
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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2020-05-05 09:58:39 +00:00
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bool ifsquished(int i, int p)
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{
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bool squishme = false;
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2020-05-05 12:37:20 +00:00
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if (sprite[i].picnum == TILE_APLAYER && ud.clipping)
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2020-05-05 09:58:39 +00:00
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return false;
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auto &sc = sector[sprite[i].sectnum];
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int floorceildist = sc.floorz - sc.ceilingz;
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if (sc.lotag != ST_23_SWINGING_DOOR)
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{
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if (sprite[i].pal == 1)
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squishme = floorceildist < (32 << 8) && (sc.lotag & 32768) == 0;
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else
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squishme = floorceildist < (12 << 8);
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}
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if (squishme)
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{
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FTA(QUOTE_SQUISHED, ps[p]);
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if (badguy(&sprite[i]))
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sprite[i].xvel = 0;
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if (sprite[i].pal == 1)
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{
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hittype[i].picnum = SHOTSPARK1;
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hittype[i].extra = 1;
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return false;
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}
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return true;
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}
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return false;
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}
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END_DUKE_NS
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