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- char review in SW
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12 changed files with 24 additions and 45 deletions
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@ -368,7 +368,6 @@ void InitLevel(MapRecord *maprec)
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PlaceActorsOnTracks();
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PlaceActorsOnTracks();
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PostSetupSectorObject();
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PostSetupSectorObject();
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SetupMirrorTiles();
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SetupMirrorTiles();
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initlava();
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CollectPortals();
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CollectPortals();
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// reset NewGame
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// reset NewGame
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@ -891,7 +891,6 @@ struct PLAYERstruct
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short Armor;
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short Armor;
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short MaxHealth;
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short MaxHealth;
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//char RocketBarrel;
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char PlayerName[32];
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char PlayerName[32];
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uint8_t UziShellLeftAlt;
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uint8_t UziShellLeftAlt;
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@ -2033,9 +2032,6 @@ extern int MinEnemySkill;
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#define MASTER_SWITCHING 1
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#define MASTER_SWITCHING 1
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extern char option[];
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extern char keys[];
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extern short screenpeek;
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extern short screenpeek;
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#define STAT_DAMAGE_LIST_SIZE 20
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#define STAT_DAMAGE_LIST_SIZE 20
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@ -2149,7 +2145,7 @@ extern short LevelSecrets;
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extern short TotalKillable;
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extern short TotalKillable;
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extern int OrigCommPlayers;
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extern int OrigCommPlayers;
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extern char PlayerGravity;
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extern uint8_t PlayerGravity;
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extern short wait_active_check_offset;
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extern short wait_active_check_offset;
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//extern short Zombies;
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//extern short Zombies;
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extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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@ -2391,7 +2391,7 @@ void InitPlayerSprite(PLAYERp pp)
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sp->picnum = u->State->Pic;
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sp->picnum = u->State->Pic;
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sp->shade = -60; // was 15
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sp->shade = -60; // was 15
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sp->clipdist = (char)(256L >> 2);
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sp->clipdist = (256 >> 2);
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sp->xrepeat = PLAYER_NINJA_XREPEAT;
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sp->xrepeat = PLAYER_NINJA_XREPEAT;
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sp->yrepeat = PLAYER_NINJA_YREPEAT;
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sp->yrepeat = PLAYER_NINJA_YREPEAT;
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@ -93,7 +93,7 @@ bool pWeaponUnHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
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bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
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bool pWeaponHideKeys(PANEL_SPRITEp psp, PANEL_STATEp state);
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void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
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void pHotHeadOverlays(PANEL_SPRITEp psp, short mode);
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char UziRecoilYadj = 0;
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uint8_t UziRecoilYadj = 0;
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extern short screenpeek;
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extern short screenpeek;
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@ -655,7 +655,7 @@ WeaponOK(PLAYERp pp)
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{
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{
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USERp u;
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USERp u;
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short min_ammo, WeaponNum, FindWeaponNum;
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short min_ammo, WeaponNum, FindWeaponNum;
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static char wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
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static const uint8_t wpn_order[] = {2,3,4,5,6,7,8,9,1,0};
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unsigned wpn_ndx=0;
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unsigned wpn_ndx=0;
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if (!pp->Actor())
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if (!pp->Actor())
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@ -2287,10 +2287,9 @@ pUziRest(PANEL_SPRITEp psp)
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void
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void
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pUziAction(PANEL_SPRITEp psp)
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pUziAction(PANEL_SPRITEp psp)
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{
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{
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char shooting;
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static int alternate = 0;
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static int alternate = 0;
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shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
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bool shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
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if (shooting)
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if (shooting)
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{
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{
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@ -2918,8 +2917,8 @@ pShotgunRest(PANEL_SPRITEp psp)
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{
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{
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bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
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bool force = !!TEST(psp->flags, PANF_UNHIDE_SHOOT);
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//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
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//short ammo = psp->PlayerP->WpnAmmo[psp->PlayerP->WeaponType];
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short ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
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int ammo = psp->PlayerP->WpnAmmo[WPN_SHOTGUN];
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char lastammo = psp->PlayerP->WpnShotgunLastShell;
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int lastammo = psp->PlayerP->WpnShotgunLastShell;
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if (pWeaponHideKeys(psp, ps_ShotgunHide))
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if (pWeaponHideKeys(psp, ps_ShotgunHide))
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return;
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return;
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@ -3771,9 +3770,7 @@ pHotheadRest(PANEL_SPRITEp psp)
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void
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void
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pHotheadAction(PANEL_SPRITEp psp)
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pHotheadAction(PANEL_SPRITEp psp)
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{
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{
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char shooting;
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bool shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
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shooting = (psp->PlayerP->input.actions & SB_FIRE) && (psp->PlayerP->KeyPressBits & SB_FIRE);
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if (shooting)
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if (shooting)
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{
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{
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@ -117,7 +117,7 @@ extern int FinishAnim;
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#define PLAYER_JUMP_AMT (-650)
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#define PLAYER_JUMP_AMT (-650)
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#define PLAYER_CLIMB_JUMP_AMT (-1100)
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#define PLAYER_CLIMB_JUMP_AMT (-1100)
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#define MAX_JUMP_DURATION 12
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#define MAX_JUMP_DURATION 12
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char PlayerGravity = PLAYER_JUMP_GRAV;
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uint8_t PlayerGravity = PLAYER_JUMP_GRAV;
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#endif
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#endif
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bool ToggleFlyMode = false;
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bool ToggleFlyMode = false;
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@ -3199,7 +3199,7 @@ void DoPlayerClimb(PLAYERp pp)
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{
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{
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USERp u = pp->Actor()->u();
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USERp u = pp->Actor()->u();
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int climb_amt;
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int climb_amt;
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char i;
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int i;
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SPRITEp sp = &pp->Actor()->s();
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SPRITEp sp = &pp->Actor()->s();
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int climbvel;
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int climbvel;
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int dot;
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int dot;
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@ -69,7 +69,6 @@ TO DO
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void InitLevelGlobals(void);
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void InitLevelGlobals(void);
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extern int lastUpdate;
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extern int lastUpdate;
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extern char SaveGameDescr[10][80];
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extern short Bunny_Count;
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extern short Bunny_Count;
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extern bool NewGame;
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extern bool NewGame;
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extern int GodMode;
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extern int GodMode;
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@ -2572,8 +2572,8 @@ void DoSineWaveFloor(void)
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{
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{
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SINE_WAVE_FLOOR *swf;
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SINE_WAVE_FLOOR *swf;
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int newz;
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int newz;
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short wave;
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int wave;
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char flags;
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int flags;
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for (wave = 0; wave < MAX_SINE_WAVE; wave++)
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for (wave = 0; wave < MAX_SINE_WAVE; wave++)
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{
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{
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@ -2830,14 +2830,6 @@ short AnimSetVelAdj(short anim_ndx, short vel_adj)
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}
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}
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void initlava(void)
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{
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}
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void movelava(char *dapic)
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{
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}
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void DoPanning(void)
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void DoPanning(void)
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{
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{
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@ -75,8 +75,6 @@ void ShootableSwitch(DSWActor*);
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bool TestKillSectorObject(SECTOR_OBJECTp sop);
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bool TestKillSectorObject(SECTOR_OBJECTp sop);
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void WeaponExplodeSectorInRange(DSWActor*);
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void WeaponExplodeSectorInRange(DSWActor*);
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void initlava(void);
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void movelava(char *dapic);
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END_SW_NS
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END_SW_NS
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@ -4807,7 +4807,7 @@ getzrangepoint(int x, int y, int z, short sectnum,
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int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
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int j, k, l, dax, day, daz, xspan, yspan, xoff, yoff;
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int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum;
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int x1, y1, x2, y2, x3, y3, x4, y4, cosang, sinang, tilenum;
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short cstat;
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short cstat;
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char clipyou;
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uint8_t clipyou;
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if (sectnum < 0)
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if (sectnum < 0)
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{
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{
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@ -2225,11 +2225,11 @@ void CallbackSOsink(ANIMp ap, void *data)
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SPRITEp sp;
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SPRITEp sp;
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USERp u;
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USERp u;
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SECT_USERp su;
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SECT_USERp su;
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short startwall, endwall, j;
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int startwall, endwall, j;
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short dest_sector = -1;
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int dest_sector = -1;
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short src_sector = -1;
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int src_sector = -1;
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short i, ndx;
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int i, ndx;
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char found = false;
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bool found = false;
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int tgt_depth;
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int tgt_depth;
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sop = (SECTOR_OBJECTp)data;
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sop = (SECTOR_OBJECTp)data;
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@ -143,7 +143,7 @@ int DoWallMove(DSWActor* actor)
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}
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}
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SP_TAG9(sp)--;
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SP_TAG9(sp)--;
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if ((signed char)SP_TAG9(sp) <= 0)
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if ((int8_t)SP_TAG9(sp) <= 0)
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{
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{
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KillActor(actor);
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KillActor(actor);
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}
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}
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@ -3259,7 +3259,7 @@ SpawnShrap(DSWActor* parentActor, DSWActor* secondaryActor, int means, BREAK_INF
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UserShrap:
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UserShrap:
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shrap_delta_size = (signed char)SP_TAG10(parent);
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shrap_delta_size = (int8_t)SP_TAG10(parent);
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shrap_rand_zamt = SP_TAG9(parent);
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shrap_rand_zamt = SP_TAG9(parent);
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// Hey, better limit this in case mappers go crazy, like I did. :)
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// Hey, better limit this in case mappers go crazy, like I did. :)
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// Kills frame rate!
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// Kills frame rate!
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@ -4763,7 +4763,7 @@ DoFireballFlames(DSWActor* actor)
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sp->xrepeat--;
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sp->xrepeat--;
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sp->yrepeat--;
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sp->yrepeat--;
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if (((signed char)sp->xrepeat) == 0)
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if (((int8_t)sp->xrepeat) == 0)
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{
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{
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if (u->attachActor != nullptr)
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if (u->attachActor != nullptr)
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{
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{
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@ -4839,7 +4839,7 @@ DoBreakFlames(DSWActor* actor)
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sp->xrepeat--;
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sp->xrepeat--;
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sp->yrepeat--;
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sp->yrepeat--;
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if (((signed char)sp->xrepeat) == 0)
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if (((int8_t)sp->xrepeat) == 0)
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{
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{
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if (u->attachActor != nullptr)
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if (u->attachActor != nullptr)
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{
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{
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@ -5077,9 +5077,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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if (wu->WeaponNum == WPN_FIST && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex)
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if (wu->WeaponNum == WPN_FIST && STD_RANDOM_RANGE(1000)>500 && pp == Player+myconnectindex)
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{
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{
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char choosesnd = 0;
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int choosesnd = STD_RANDOM_RANGE(6);
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choosesnd=STD_RANDOM_RANGE(6);
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if (choosesnd == 0)
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if (choosesnd == 0)
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PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp);
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PlayerSound(DIGI_KUNGFU, v3df_follow|v3df_dontpan,pp);
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@ -11854,7 +11852,7 @@ DoFireball(DSWActor* actor)
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if (u->ret)
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if (u->ret)
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{
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{
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char hit_burn = 0;
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bool hit_burn = false;
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if (WeaponMoveHit(Weapon))
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if (WeaponMoveHit(Weapon))
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{
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{
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