mirror of
https://github.com/DrBeef/Raze.git
synced 2025-01-31 21:20:39 +00:00
- a second large batch of KillSprite calls.
This commit is contained in:
parent
3e1e5fb343
commit
5062dc6aa8
2 changed files with 67 additions and 67 deletions
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@ -396,7 +396,7 @@ DoBloodSpray(DSWActor* actor)
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{
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sp->z = fz;
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SpawnFloorSplash(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -414,7 +414,7 @@ DoBloodSpray(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -435,7 +435,7 @@ DoBloodSpray(DSWActor* actor)
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u->xchange = u->ychange = 0;
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SpawnMidSplash(Weapon);
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QueueWallBlood(Weapon, hsp->ang);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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@ -468,14 +468,14 @@ DoBloodSpray(DSWActor* actor)
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if (wb < 0)
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{
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KillSprite(Weapon);
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KillActor(actor);
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return 0;
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}
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else
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{
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if (FAF_Sector(sprite[wb].sectnum) || FAF_ConnectArea(sprite[wb].sectnum))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return 0;
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}
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@ -535,7 +535,7 @@ DoBloodSpray(DSWActor* actor)
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{
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u->xchange = u->ychange = 0;
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SpawnFloorSplash(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -625,7 +625,7 @@ DoPhosphorus(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -657,7 +657,7 @@ DoPhosphorus(DSWActor* actor)
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DoFlamesDamageTest(Weapon);
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}
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u->xchange = u->ychange = 0;
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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@ -720,7 +720,7 @@ DoPhosphorus(DSWActor* actor)
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{
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u->xchange = u->ychange = 0;
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SpawnFireballExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -757,7 +757,7 @@ DoPhosphorus(DSWActor* actor)
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{
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u->xchange = u->ychange = 0;
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SpawnFireballExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -850,7 +850,7 @@ DoChemBomb(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -882,7 +882,7 @@ DoChemBomb(DSWActor* actor)
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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if (u->WaitTics <= 0)
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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@ -958,7 +958,7 @@ DoChemBomb(DSWActor* actor)
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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if (u->WaitTics <= 0)
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -1007,7 +1007,7 @@ DoChemBomb(DSWActor* actor)
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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if (u->WaitTics <= 0)
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -1108,7 +1108,7 @@ DoCaltrops(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -7950,7 +7950,7 @@ DoStar(DSWActor* actor)
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if (sp->z > u->loz)
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -8044,7 +8044,7 @@ DoStar(DSWActor* actor)
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if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
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{
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SpawnSplash(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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// hit water - will be taken care of in WeaponMoveHit
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//break;
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@ -8136,7 +8136,7 @@ DoStar(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -8172,7 +8172,7 @@ DoCrossBolt(DSWActor* actor)
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}
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}
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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@ -8196,7 +8196,7 @@ DoPlasmaDone(DSWActor* actor)
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if (sp->yrepeat < 6)
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{
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KillSprite(Weapon);
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KillActor(actor);
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return 0;
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}
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@ -8594,7 +8594,7 @@ DoPlasmaFountain(DSWActor* actor)
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// if no owner then die
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if (u->Attach < 0)
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{
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KillSprite(Weapon);
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KillActor(actor);
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return 0;
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}
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else
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@ -8628,7 +8628,7 @@ DoPlasmaFountain(DSWActor* actor)
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//DoDamageTest(Weapon); // fountain not doing the damage an more
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sp->cstat = bak_cstat;
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KillSprite(Weapon);
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KillActor(actor);
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}
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return 0;
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}
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@ -8696,7 +8696,7 @@ DoPlasma(DSWActor* actor)
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{
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if (TEST(u->Flags, SPR_SUICIDE))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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else
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@ -8920,7 +8920,7 @@ DoGrenade(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -8957,7 +8957,7 @@ DoGrenade(DSWActor* actor)
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}
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}
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SpawnGrenadeExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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@ -9029,7 +9029,7 @@ DoGrenade(DSWActor* actor)
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}
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}
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SpawnGrenadeExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9073,7 +9073,7 @@ DoGrenade(DSWActor* actor)
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}
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//WeaponMoveHit(Weapon);
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SpawnGrenadeExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9093,7 +9093,7 @@ DoGrenade(DSWActor* actor)
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if (u->bounce > 10)
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{
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SpawnGrenadeExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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@ -9149,7 +9149,7 @@ DoVulcanBoulder(DSWActor* actor)
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if (vel < 30)
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{
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SpawnLittleExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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@ -9158,7 +9158,7 @@ DoVulcanBoulder(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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{
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@ -9181,7 +9181,7 @@ DoVulcanBoulder(DSWActor* actor)
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{
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// hit an actor
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SpawnLittleExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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@ -9513,7 +9513,7 @@ DoMineStuck(DSWActor* actor)
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{
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PlaySound(DIGI_MINEBEEP, sp, v3df_dontpan);
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SpawnMineExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return false;
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}
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break;
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@ -9577,7 +9577,7 @@ DoMine(DSWActor* actor)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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KillSprite(Weapon);
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KillActor(actor);
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return 0;
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case HIT_SPRITE:
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{
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@ -9638,7 +9638,7 @@ DoMine(DSWActor* actor)
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else
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{
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SpawnMineExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return false;
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}
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}
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@ -9668,7 +9668,7 @@ DoMine(DSWActor* actor)
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if (TEST(wall[hit_wall].extra, WALLFX_DONT_STICK))
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{
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SpawnMineExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return false;
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}
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@ -9691,7 +9691,7 @@ DoMine(DSWActor* actor)
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if (TEST(sector[hit_sect].extra, SECTFX_SECTOR_OBJECT))
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{
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SpawnMineExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return false;
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}
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@ -9763,7 +9763,7 @@ DoBoltThinMan(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnBoltExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9790,7 +9790,7 @@ DoTracer(DSWActor* actor)
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{
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if (WeaponMoveHit(Weapon))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9830,7 +9830,7 @@ DoEMP(DSWActor* actor)
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{
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if (WeaponMoveHit(Weapon))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9889,7 +9889,7 @@ DoEMPBurst(DSWActor* actor)
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{
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//SpawnMineExp(Weapon);
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// Spawn a big radius burst of sparks here and check for final damage amount
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KillSprite(Weapon);
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KillActor(actor);
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return false;
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}
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@ -9915,7 +9915,7 @@ DoTankShell(DSWActor* actor)
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{
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SpawnTankShellExp(Weapon);
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//SetExpQuake(exp);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9938,7 +9938,7 @@ DoTracerStart(DSWActor* actor)
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{
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if (WeaponMoveHit(Weapon))
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{
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -9970,7 +9970,7 @@ DoLaser(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnBoltExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10013,7 +10013,7 @@ DoLaserStart(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnBoltExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10062,7 +10062,7 @@ DoRail(DSWActor* actor)
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{
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SpawnTracerExp(Weapon);
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SpawnShrapX(actor);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10070,7 +10070,7 @@ DoRail(DSWActor* actor)
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{
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SpawnTracerExp(Weapon);
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SpawnShrapX(actor);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10129,7 +10129,7 @@ DoRailStart(DSWActor* actor)
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{
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SpawnTracerExp(Weapon);
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SpawnShrapX(actor);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10186,7 +10186,7 @@ DoRocket(DSWActor* actor)
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else
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SpawnBoltExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10244,7 +10244,7 @@ DoMicroMini(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnMicroExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10361,7 +10361,7 @@ DoMicro(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnMicroExp(Weapon);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10427,13 +10427,13 @@ DoUziBullet(DSWActor* actor)
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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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}
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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else if (u->Dist > 8000)
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{
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KillSprite((short) Weapon);
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KillActor(actor);
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return 0;
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}
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}
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@ -10469,7 +10469,7 @@ DoBoltSeeker(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnBoltExp(Weapon);
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KillSprite((short) Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10540,7 +10540,7 @@ DoElectro(DSWActor* actor)
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}
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//SpawnShrap(Weapon, -1);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10570,7 +10570,7 @@ DoLavaBoulder(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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SpawnShrap(actor, nullptr);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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@ -10602,7 +10602,7 @@ DoSpear(DSWActor* actor)
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if (WeaponMoveHit(Weapon))
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{
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//SpawnShrap(Weapon, -1);
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KillSprite(Weapon);
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KillActor(actor);
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return true;
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}
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}
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|
@ -10815,7 +10815,7 @@ SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
|
|||
{
|
||||
if (TestDontStickSector(np->sectnum))
|
||||
{
|
||||
KillSprite(New);
|
||||
KillActor(actorNew);
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@ -11880,7 +11880,7 @@ DoFireball(DSWActor* actor)
|
|||
if (sp->xrepeat <= 37)
|
||||
{
|
||||
SpawnSmokePuff(actor);
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -11944,7 +11944,7 @@ DoFireball(DSWActor* actor)
|
|||
SpawnFireballExp(Weapon);
|
||||
}
|
||||
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -12092,7 +12092,7 @@ DoNapalm(DSWActor* actor)
|
|||
if (sp->xrepeat <= 30)
|
||||
{
|
||||
SpawnSmokePuff(actor);
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -12178,7 +12178,7 @@ DoNapalm(DSWActor* actor)
|
|||
{
|
||||
if (WeaponMoveHit(Weapon))
|
||||
{
|
||||
KillSprite((short) Weapon);
|
||||
KillActor(actor);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -12250,7 +12250,7 @@ DoBloodWorm(DSWActor* actor)
|
|||
}
|
||||
|
||||
SpawnZombie2(Weapon);
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -12338,7 +12338,7 @@ DoSerpMeteor(DSWActor* actor)
|
|||
{
|
||||
SpawnMeteorExp(Weapon);
|
||||
|
||||
KillSprite((short) Weapon);
|
||||
KillActor(actor);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -12371,7 +12371,7 @@ DoMirvMissile(DSWActor* actor)
|
|||
{
|
||||
SpawnMeteorExp(Weapon);
|
||||
|
||||
KillSprite((short) Weapon);
|
||||
KillActor(actor);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -12479,7 +12479,7 @@ DoMirv(DSWActor* actor)
|
|||
{
|
||||
SpawnMeteorExp(Weapon);
|
||||
//SpawnBasicExp(Weapon);
|
||||
KillSprite((short) Weapon);
|
||||
KillActor(actor);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -12598,7 +12598,7 @@ DoRing(DSWActor* actor)
|
|||
if (sp->xrepeat <= 30)
|
||||
{
|
||||
SpawnSmokePuff(actor);
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -12629,7 +12629,7 @@ DoRing(DSWActor* actor)
|
|||
{
|
||||
if (!User[sp->owner]->PlayerP)
|
||||
User[sp->owner]->Counter--;
|
||||
KillSprite(Weapon);
|
||||
KillActor(actor);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue