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- use copyXY method where possible.
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24c845f827
commit
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7 changed files with 7 additions and 7 deletions
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@ -3190,7 +3190,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
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if (actor->sector() != sourceactor->sector())
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ChangeActorSect(actor, sourceactor->sector());
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actor->set_int_xy(sourceactor->int_pos().X, sourceactor->int_pos().Y);
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actor->copyXY(sourceactor);
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int zTop, zBot;
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GetActorExtents(sourceactor, &zTop, &zBot);
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actor->set_int_z(zBot);
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@ -2665,7 +2665,7 @@ void handle_se00(DDukeActor* actor)
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if (actor->temp_data[3] == 0)
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actor->temp_data[3] = ldist(actor, Owner);
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actor->spr.xvel = actor->temp_data[3];
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actor->set_int_xy(Owner->int_pos().X, Owner->int_pos().Y);
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actor->copyXY(Owner);
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actor->spr.ang += (l * q);
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actor->temp_data[2] += (l * q);
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}
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@ -933,7 +933,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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{
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if (actor->spr.ang == 512)
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{
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actor->set_int_xy(act2->int_pos().X, act2->int_pos().Y);
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actor->copyXY(act2);
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}
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found = true;
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actor->SetOwner(act2);
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@ -1355,7 +1355,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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{
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auto pSpark = insertActor(pActor->sector(), 0);
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pSpark->set_int_xy(pActor->int_pos().X, pActor->int_pos().Y);
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pSpark->copyXY(pActor);
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pSpark->spr.cstat = 0;
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pSpark->spr.shade = -127;
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pSpark->spr.pal = 1;
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@ -1258,7 +1258,7 @@ sectdone:
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DExhumedActor* pFloorActor = PlayerList[nPlayer].pPlayerFloorSprite;
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if (nTotalPlayers > 1 && pFloorActor)
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{
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pFloorActor->set_int_xy(pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y);
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pFloorActor->copyXY(pPlayerActor);
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if (pFloorActor->sector() != pPlayerActor->sector())
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{
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@ -1024,7 +1024,7 @@ int DoBunnyQuickJump(DSWActor* actor)
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}
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}
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actor->set_int_xy(hitActor->int_pos().X, hitActor->int_pos().Y);
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actor->copyXY(hitActor);
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actor->spr.ang = hitActor->spr.ang;
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actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
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HelpMissileLateral(actor, 2000);
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@ -445,7 +445,7 @@ int DoBloodSpray(DSWActor* actor)
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actor->spr.xvel = actor->spr.yvel = actor->user.change.X = actor->user.change.Y = 0;
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actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
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actor->set_int_xy(bldActor->int_pos().X, bldActor->int_pos().Y);
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actor->copyXY(bldActor);
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// !FRANK! bit of a hack
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// yvel is the hit_wall
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