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- smaller u in track.cpp
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050d93a92c
commit
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1 changed files with 20 additions and 23 deletions
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@ -676,7 +676,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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bool FoundOutsideLoop = false;
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bool SectorInBounds;
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SECTORp *sectp;
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USERp u = sop->sp_child->u();
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DSWActor* child = sop->sp_child;
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static const uint8_t StatList[] =
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{
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@ -714,8 +714,8 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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KillActor(BoundActor);
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// set radius for explosion checking - based on bounding box
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u->Radius = ((xhigh - xlow) + (yhigh - ylow)) >> 2;
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u->Radius -= (u->Radius >> 2); // trying to get it a good size
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child->user.Radius = ((xhigh - xlow) + (yhigh - ylow)) >> 2;
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child->user.Radius -= (child->user.Radius >> 2); // trying to get it a good size
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// search for center sprite if it exists
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@ -842,14 +842,12 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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}
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if (!itActor->hasU())
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u = SpawnUser(itActor, 0, nullptr);
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else
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u = itActor->u();
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SpawnUser(itActor, 0, nullptr);
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u->RotNum = 0;
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itActor->user.RotNum = 0;
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itActor->spr.backuppos();
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u->oz = itActor->spr.opos.Z;
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itActor->user.oz = itActor->spr.opos.Z;
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switch (itActor->spr.statnum)
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{
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@ -891,14 +889,14 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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}
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u->sx = sop->xmid - itActor->spr.pos.X;
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u->sy = sop->ymid - itActor->spr.pos.Y;
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u->sz = sop->mid_sector->floorz - itActor->spr.pos.Z;
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itActor->user.sx = sop->xmid - itActor->spr.pos.X;
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itActor->user.sy = sop->ymid - itActor->spr.pos.Y;
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itActor->user.sz = sop->mid_sector->floorz - itActor->spr.pos.Z;
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SET(u->Flags, SPR_SO_ATTACHED);
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SET(itActor->user.Flags, SPR_SO_ATTACHED);
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u->sang = itActor->spr.ang;
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u->spal = itActor->spr.pal;
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itActor->user.sang = itActor->spr.ang;
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itActor->user.spal = itActor->spr.pal;
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// search SO's sectors to make sure that it is not on a
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// sector
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@ -923,8 +921,8 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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{
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if (sop->sectp[j] == itActor->spr.sector())
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{
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SET(u->Flags, SPR_ON_SO_SECTOR);
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u->sz = itActor->spr.sector()->floorz - itActor->spr.pos.Z;
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SET(itActor->user.Flags, SPR_ON_SO_SECTOR);
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itActor->user.sz = itActor->spr.sector()->floorz - itActor->spr.pos.Z;
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break;
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}
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}
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@ -1057,9 +1055,8 @@ void SetupSectorObject(sectortype* sectp, short tag)
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auto actorNew = SpawnActor(STAT_SO_SP_CHILD, 0, nullptr, sectp,
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sop->xmid, sop->ymid, sop->zmid, 0, 0);
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sop->sp_child = actorNew;
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u = actorNew->u();
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u->sop_parent = sop;
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SET(u->Flags2, SPR2_SPRITE_FAKE_BLOCK); // for damage test
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actorNew->user.sop_parent = sop;
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SET(actorNew->user.Flags2, SPR2_SPRITE_FAKE_BLOCK); // for damage test
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// check for any ST1 sprites laying on the center sector
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SWSectIterator it(sectp);
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@ -1122,8 +1119,8 @@ void SetupSectorObject(sectortype* sectp, short tag)
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if (actor->spr.clipdist == 3)
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{
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change_actor_stat(actor, STAT_NO_STATE);
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u = SpawnUser(actor, 0, nullptr);
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u->ActorActionFunc = nullptr;
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SpawnUser(actor, 0, nullptr);
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actor->user.ActorActionFunc = nullptr;
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}
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break;
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@ -1183,11 +1180,11 @@ void SetupSectorObject(sectortype* sectp, short tag)
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KillActor(actor);
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break;
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case SO_MAX_DAMAGE:
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u->MaxHealth = SP_TAG2(actor);
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actorNew->user.MaxHealth = SP_TAG2(actor);
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if (SP_TAG5(actor) != 0)
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sop->max_damage = SP_TAG5(actor);
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else
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sop->max_damage = u->MaxHealth;
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sop->max_damage = actorNew->user.MaxHealth;
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switch (actor->spr.clipdist)
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{
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