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- deleted all leftover SPRITEp stuff.
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f1c60e4a52
commit
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9 changed files with 6 additions and 23 deletions
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@ -418,7 +418,6 @@ typedef pANIMATOR *pANIMATORp;
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typedef void soANIMATOR (SECTOR_OBJECTp);
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typedef soANIMATOR *soANIMATORp;
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typedef spritetype SPRITE, *SPRITEp;
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typedef sectortype SECTOR, *SECTORp;
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typedef walltype WALL, *WALLp;
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@ -93,7 +93,6 @@ void DiffuseLighting(DSWActor* actor)
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int i;
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short count;
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short shade;
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SPRITEp dsp;
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// diffused lighting
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count = 0;
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@ -1132,7 +1132,6 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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short angle2, delta_ang;
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int dist, zh;
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SPRITEp ep;
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int16_t* shp;
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USERp u = actor->u();
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int ezh, ezhl, ezhm;
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@ -1300,7 +1299,6 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
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{
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extern STATE s_TeleportEffect[];
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int nx, ny;
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SPRITEp ep;
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nx = MOVEx(512, actor->spr.ang);
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ny = MOVEy(512, actor->spr.ang);
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@ -1325,7 +1323,6 @@ void DoSpawnTeleporterEffect(DSWActor* actor)
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void DoSpawnTeleporterEffectPlace(DSWActor* actor)
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{
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extern STATE s_TeleportEffect[];
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SPRITEp ep;
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auto effectActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor) + Z(16),
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@ -1347,7 +1344,6 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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USERp u = ppActor->u();
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short pnum;
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DSWActor* act_warp;
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SPRITEp sp_warp;
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#if 0
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TAG 2 = match
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@ -5843,7 +5839,6 @@ void DoPlayerHeadDebris(PLAYERp pp)
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void DoPlayerDeathCheckKick(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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SPRITEp hp;
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unsigned stat;
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int dist;
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int a,b,c;
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@ -121,7 +121,6 @@ int SetVisHigh(void);
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int SetVisNorm(void);
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void DoWeapon(void);
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void HeadBobStateControl(void);
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int DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, int skip_targets);
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void DoPlayer(void);
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void domovethings(void);
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void InitAllPlayers(void);
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@ -137,7 +136,7 @@ int DoPlayerWadeSuperJump(PLAYERp pp);
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void DoPlayerWarpTeleporter(PLAYERp pp);
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void UpdatePlayerSprite(PLAYERp pp);
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void PlaySOsound(sectortype* sect,short sound_num);
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void DoSpawnTeleporterEffectPlace(SPRITEp sp);
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void DoSpawnTeleporterEffectPlace(DSWActor* sp);
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void FindMainSector(SECTOR_OBJECTp sop);
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END_SW_NS
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@ -71,7 +71,7 @@ void DoPrediction(PLAYERp ppp)
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{
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#if 0
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USERp u;
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SPRITE spr;
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spritetype spr;
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int bakrandomseed;
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// routine called from MoveLoop
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@ -189,8 +189,6 @@ void DoRotatorMatch(PLAYERp pp, short match, bool manual)
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bool TestRotatorMatchActive(short match)
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{
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SPRITEp fsp;
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SWStatIterator it(STAT_ROTATOR);
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while (auto actor = it.Next())
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{
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@ -3795,7 +3795,6 @@ int ActorCoughItem(DSWActor* actor)
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int SpawnItemsMatch(short match)
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{
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DSWActor* spawnedActor = nullptr;
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SPRITEp sip;
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SWStatIterator it(STAT_SPAWN_ITEMS);
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while (auto itActor = it.Next())
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@ -4461,7 +4460,6 @@ void getzrangepoint(int x, int y, int z, sectortype* sect,
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void DoActorZrange(DSWActor* actor)
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{
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SPRITEp wp;
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Collision ceilhit, florhit;
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auto save_cstat = actor->spr.cstat & CSTAT_SPRITE_BLOCK;
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@ -4928,7 +4926,6 @@ int KillGetWeapon(DSWActor* actor)
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int DoSpawnItemTeleporterEffect(DSWActor* actor)
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{
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extern STATE s_TeleportEffect[];
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SPRITEp ep;
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auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - Z(12),
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@ -378,7 +378,6 @@ void QuickScanSetup(short stat, short lotag, short type)
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int ndx;
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TRACK_POINTp tp;
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TRACKp t;
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SPRITEp nsp;
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DSWActor* start_sprite,* end_sprite;
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// make short quick jump tracks
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@ -771,8 +771,6 @@ int SetupZombie(DSWActor* actor)
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void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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{
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SPRITEp np;
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auto ownerActor = GetOwner(weaponActor);
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if (ownerActor == nullptr)
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@ -802,7 +800,6 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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void SpawnZombie2(DSWActor* actor)
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{
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SPRITEp np;
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auto sectu = actor->spr.sector();
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SECTORp sectp = actor->spr.sector();
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