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- got rid of some leftovers
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c0cc2b0760
commit
4b2dd2136b
2 changed files with 9 additions and 9 deletions
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@ -513,7 +513,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
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if (pos != nullptr)
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{
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PLAYER* pp = Player + screenpeek;
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FVector3 campos = GetSoundPos(pp->int_ppos());
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FVector3 campos = GetSoundPos(pp->pos);
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DVector3 vPos = {};
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bool pancheck = false;
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@ -1012,7 +1012,7 @@ bool ActorTestSpawn(DSWActor* actor)
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default: c = "?"; break;
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}
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Printf("WARNING: skill-masked %s at %d,%d,%d not being killed because it "
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"activates something\n", c, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z);
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"activates something\n", c, int(actor->spr.pos.X), int(actor->spr.pos.Y), int(actor->spr.pos.Z));
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return true;
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}
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//always spawn girls in addons
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@ -1915,7 +1915,7 @@ void SpriteSetup(void)
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if (TEST_BOOL1(actor))
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actor->vel.X = 0;
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else
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actor->set_int_xvel(actor->spr.lotag);
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actor->vel.X = actor->spr.lotag * maptoworld;
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StartInterpolation(actor->sector(), Interp_Sect_FloorPanX);
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StartInterpolation(actor->sector(), Interp_Sect_FloorPanY);
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@ -1952,8 +1952,8 @@ void SpriteSetup(void)
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if (TEST_BOOL1(actor))
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actor->vel.X = 0;
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else
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actor->set_int_xvel(actor->spr.lotag);
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actor->set_int_ang(SP_TAG6(actor));
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actor->vel.X = actor->spr.lotag * maptoworld;
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actor->spr.angle = DAngle::fromBuild(SP_TAG6(actor));
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// attach to the sector that contains the wall
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ChangeActorSect(actor, hit.hitSector);
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StartInterpolation(hit.hitWall, Interp_Wall_PanX);
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@ -2481,7 +2481,7 @@ void SpriteSetup(void)
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break;
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case DEMO_CAMERA:
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actor->set_int_zvel(100); //attempt horiz control
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actor->vel.Z = 100 / 256.; //attempt horiz control
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change_actor_stat(actor, STAT_DEMO_CAMERA);
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break;
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@ -3593,7 +3593,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
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actorNew->set_int_ang(0);
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actorNew->spr.angle = nullAngle;
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actorNew->spr.extra = 0;
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// vel
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@ -3632,7 +3632,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
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actorNew->set_int_ang(0);
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actorNew->spr.angle = nullAngle;
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actorNew->spr.extra = 0;
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// vel
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@ -3747,7 +3747,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos = { actor->spr.pos.XY(), ActorZOfMiddle(actor) };
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actorNew->set_int_ang(0);
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actorNew->spr.angle = nullAngle;
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actorNew->spr.extra = 0;
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// vel
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