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- DoActorZRange parameters.
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parent
730b7492cb
commit
0b3b30170c
10 changed files with 28 additions and 58 deletions
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@ -875,7 +875,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
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u->jump_grav = 17; // was 8
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u->jump_grav = 17; // was 8
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actor->GetSpriteIndex());
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DoActorZrange(actor);
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DoJump(actor);
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DoJump(actor);
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@ -903,7 +903,7 @@ int DoBunnyMoveJump(DSWActor* actor)
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DoActorFall(actor);
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DoActorFall(actor);
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}
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}
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DoActorZrange(actor->GetSpriteIndex());
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DoActorZrange(actor);
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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{
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@ -1220,7 +1220,7 @@ void BunnyHatch(DSWActor* actor)
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nu->jump_grav = 8;
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nu->jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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DoActorJump(actorNew);
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DoActorJump(actorNew);
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}
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}
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@ -1287,7 +1287,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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nu->active_range = 75000; // Set it far
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nu->active_range = 75000; // Set it far
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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DoActorJump(actorNew);
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DoActorJump(actorNew);
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@ -466,7 +466,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
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u->Personality = person;
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u->Personality = person;
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u->ActorActionSet = action;
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u->ActorActionSet = action;
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DoActorZrange(actor->GetSpriteIndex());
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DoActorZrange(actor);
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//KeepActorOnFloor(actor); // for swimming actors
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//KeepActorOnFloor(actor); // for swimming actors
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@ -1994,7 +1994,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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wu->zchange = wp->zvel >> 1;
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wu->zchange = wp->zvel >> 1;
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if (!GlobalSkipZrange)
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if (!GlobalSkipZrange)
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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}
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}
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return 0;
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return 0;
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@ -1103,7 +1103,7 @@ int DoRipperBeginJumpAttack(DSWActor* actor)
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u->jump_grav = 17; // was 8
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u->jump_grav = 17; // was 8
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actor->GetSpriteIndex());
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DoActorZrange(actor);
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DoJump(actor);
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DoJump(actor);
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@ -1262,7 +1262,7 @@ void RipperHatch(DSWActor* actor)
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nu->jump_grav = 8;
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nu->jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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DoJump(actorNew);
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DoJump(actorNew);
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}
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}
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@ -1113,7 +1113,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor)
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u->jump_grav = 8;
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u->jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actor->GetSpriteIndex());
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DoActorZrange(actor);
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DoJump(actor);
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DoJump(actor);
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@ -1273,7 +1273,7 @@ void Ripper2Hatch(DSWActor* actor)
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nu->jump_grav = 8;
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nu->jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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DoJump(actorNew);
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DoJump(actorNew);
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}
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}
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@ -1623,7 +1623,7 @@ IconDefault(short SpriteNum)
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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u->Radius = 650;
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u->Radius = 650;
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DoActorZrange(SpriteNum);
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DoActorZrange(actor);
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}
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}
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void PreMapCombineFloors(void)
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void PreMapCombineFloors(void)
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@ -3182,43 +3182,12 @@ KeyMain:
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u->Radius = 500;
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u->Radius = 500;
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sp->hitag = LUMINOUS; //Set so keys over ride colored lighting
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sp->hitag = LUMINOUS; //Set so keys over ride colored lighting
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DoActorZrange(SpriteNum);
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DoActorZrange(actor);
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}
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}
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break;
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break;
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#if 0
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case RED_KEY_STATUE:
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num = 0;
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goto KeyStatueMain;
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case BLUE_KEY_STATUE:
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num = 1;
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goto KeyStatueMain;
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case GREEN_KEY_STATUE:
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num = 2;
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goto KeyStatueMain;
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case YELLOW_KEY_STATUE:
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num = 3;
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KeyStatueMain:
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u = SpawnUser(SpriteNum, 0, nullptr);
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ASSERT(u != nullptr);
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sprite[SpriteNum].picnum = u->ID = sprite[SpriteNum].picnum;
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u->spal = sp->pal;
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ChangeState(actor, s_KeyStatue[num]);
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RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK);
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RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK);
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change_actor_stat(actor, STAT_ITEM);
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DoActorZrange(SpriteNum);
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break;
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#endif
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// Used for multiplayer locks
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// Used for multiplayer locks
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case 1846:
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case 1846:
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case 1850:
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case 1850:
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@ -4904,11 +4873,10 @@ getzrangepoint(int x, int y, int z, short sectnum,
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}
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}
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void
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void DoActorZrange(DSWActor* actor)
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DoActorZrange(short SpriteNum)
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{
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = actor->u(), wu;
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = &actor->s(), wp;
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int ceilhit, florhit;
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int ceilhit, florhit;
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short save_cstat;
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short save_cstat;
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@ -7016,7 +6984,7 @@ void ActorWarpUpdatePos(short SpriteNum, short sectnum)
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sp->backuppos();
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sp->backuppos();
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u->oz = sp->oz;
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u->oz = sp->oz;
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ChangeActorSect(actor, sectnum);
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ChangeActorSect(actor, sectnum);
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DoActorZrange(SpriteNum);
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DoActorZrange(actor);
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}
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}
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void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
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void MissileWarpType(DSWActor* sp, DSWActor* act_warp)
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@ -49,7 +49,7 @@ bool CanMoveHere(int16_t spritenum);
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bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
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bool SpriteOverlap(int16_t spritenum_a, int16_t spritenum_b);
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int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath);
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int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath);
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void SpriteControl(void);
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void SpriteControl(void);
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void DoActorZrange(short SpriteNum);
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void DoActorZrange(DSWActor*);
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void PreMapCombineFloors(void);
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void PreMapCombineFloors(void);
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void SpriteSetupPost(void);
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void SpriteSetupPost(void);
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int ActorCoughItem(short SpriteNum);
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int ActorCoughItem(short SpriteNum);
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@ -3584,7 +3584,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
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// destination z for climbing
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// destination z for climbing
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u->sz = sector[wall[hit_wall].nextsector].floorz;
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u->sz = sector[wall[hit_wall].nextsector].floorz;
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DoActorZrange(SpriteNum);
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DoActorZrange(actor);
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//
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//
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// Adjust for YCENTERING
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// Adjust for YCENTERING
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@ -7907,7 +7907,7 @@ DoStar(DSWActor* actor)
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sp->z += 128 * MISSILEMOVETICS;
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sp->z += 128 * MISSILEMOVETICS;
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DoActorZrange(Weapon);
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DoActorZrange(actor);
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MissileWaterAdjust(Weapon);
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MissileWaterAdjust(Weapon);
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if (sp->z > u->loz)
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if (sp->z > u->loz)
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@ -19528,7 +19528,8 @@ SpriteWarpToUnderwater(SPRITEp sp)
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bool
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bool
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SpriteWarpToSurface(SPRITEp sp)
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SpriteWarpToSurface(SPRITEp sp)
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{
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{
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USERp u = User[sp - sprite].Data();
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auto actor = &swActors[sp - sprite];
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USERp u = actor->u();
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int i;
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int i;
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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short over, under;
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short over, under;
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@ -19599,7 +19600,7 @@ SpriteWarpToSurface(SPRITEp sp)
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sp->z = sector[over_sp->sectnum].floorz - Z(2);
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sp->z = sector[over_sp->sectnum].floorz - Z(2);
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// set z range and wade depth so we know how high to set view
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// set z range and wade depth so we know how high to set view
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DoActorZrange(short(sp - sprite));
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DoActorZrange(actor);
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MissileWaterAdjust(short(sp - sprite));
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MissileWaterAdjust(short(sp - sprite));
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@ -19612,8 +19613,9 @@ SpriteWarpToSurface(SPRITEp sp)
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int
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int
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SpawnSplash(short SpriteNum)
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SpawnSplash(short SpriteNum)
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{
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{
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USERp u = User[SpriteNum].Data(), wu;
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auto actor = &swActors[SpriteNum];
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SPRITEp sp = User[SpriteNum]->SpriteP, wp;
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USERp u = actor->u(), wu;
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SPRITEp sp = &actor->s(), wp;
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short w;
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short w;
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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@ -19630,7 +19632,7 @@ SpawnSplash(short SpriteNum)
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PlaySound(DIGI_SPLASH1, sp, v3df_none);
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PlaySound(DIGI_SPLASH1, sp, v3df_none);
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DoActorZrange(SpriteNum);
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DoActorZrange(actor);
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MissileWaterAdjust(SpriteNum);
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MissileWaterAdjust(SpriteNum);
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w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->loz, sp->ang, 0);
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w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->loz, sp->ang, 0);
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@ -804,7 +804,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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RESET(nu->Flags, SPR_FALLING);
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RESET(nu->Flags, SPR_FALLING);
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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}
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}
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void SpawnZombie2(DSWActor* actor)
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void SpawnZombie2(DSWActor* actor)
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@ -862,7 +862,7 @@ void SpawnZombie2(DSWActor* actor)
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RESET(nu->Flags, SPR_FALLING);
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RESET(nu->Flags, SPR_FALLING);
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// if I didn't do this here they get stuck in the air sometimes
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew->GetSpriteIndex());
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DoActorZrange(actorNew);
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}
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}
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int DoZombieMove(DSWActor* actor)
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int DoZombieMove(DSWActor* actor)
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