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‚char‘ review in Blood - part 1
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parent
53998c9cb7
commit
5422bff683
13 changed files with 22 additions and 32 deletions
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@ -182,7 +182,7 @@ RORHACK:
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}
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// hack the portal planes with the sky flag for rendering. Only Polymost needs this hack.
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void setPortalFlags(char mode)
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void setPortalFlags(int mode)
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{
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for (int i = mirrorcnt - 1; i >= 0; i--)
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{
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@ -2446,15 +2446,12 @@ static void actInitDudes()
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{
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// by NoOne: WTF is this?
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///////////////
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char unk[kDudeMax - kDudeBase];
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memset(unk, 0, sizeof(unk));
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BloodStatIterator it(kStatDude);
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while (auto act = it.Next())
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{
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spritetype* pSprite = &act->s();
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if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", act->GetIndex());
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unk[pSprite->type - kDudeBase] = 1;
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}
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gKillMgr.CountTotalKills();
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@ -6206,7 +6203,7 @@ static void actCheckDudes()
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if (pPlayer->isUnderwater)
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{
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char bActive = packItemActive(pPlayer, 1);
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bool bActive = packItemActive(pPlayer, 1);
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if (bActive || pPlayer->godMode) pPlayer->underwaterTime = 1200;
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else pPlayer->underwaterTime = ClipLow(pPlayer->underwaterTime - 4, 0);
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@ -6722,7 +6719,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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{
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assert(nType >= kMissileBase && nType < kMissileMax);
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char v4 = 0;
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bool impact = false;
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auto pSprite = &actor->s();
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const MissileType* pMissileInfo = &missileInfo[nType - kMissileBase];
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int x = pSprite->x + MulScale(a2, Cos(pSprite->ang + 512), 30);
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@ -6736,7 +6733,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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{
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if (hit == 3 || hit == 0)
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{
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v4 = 1;
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impact = true;
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x = gHitInfo.hitx - MulScale(Cos(pSprite->ang), 16, 30);
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y = gHitInfo.hity - MulScale(Sin(pSprite->ang), 16, 30);
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}
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@ -6768,7 +6765,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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actBuildMissile(spawned, actor);
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if (v4)
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if (impact)
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{
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actImpactMissile(spawned, hit);
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return nullptr;
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@ -134,8 +134,8 @@ struct MissileType
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struct EXPLOSION
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{
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uint8_t repeat;
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char dmg;
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char dmgRng;
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uint8_t dmg;
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uint8_t dmgRng;
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int radius;
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int dmgType;
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int burnTime;
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@ -1265,7 +1265,7 @@ void RecoilDude(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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char v4 = Chance(0x8000);
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uint8_t v4 = Chance(0x8000);
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DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
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if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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{
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@ -57,13 +57,13 @@ struct DUDEEXTRA_STATS
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int thinkTime;
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int birthCounter;
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};
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char active;
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uint8_t active;
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};
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struct DUDEEXTRA
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{
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int time;
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char teslaHit;
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uint8_t teslaHit;
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int prio;
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DUDEEXTRA_STATS stats;
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};
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@ -95,20 +95,15 @@ void StompSeqCallback(int, DBloodActor* actor1)
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, vc, sectmap, nullptr, newSectCheckMethod);
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char v4 = 0;
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int hit = HitScan(actor1, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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DBloodActor* actor2 = nullptr;
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actHitcodeToData(hit, &gHitInfo, &actor2);
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if (hit == 3 && actor2)
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{
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if (actor2->s().statnum == kStatDude)
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v4 = 0;
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}
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vc <<= 4;
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BloodStatIterator it1(kStatDude);
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while (auto actor2 = it1.Next())
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{
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if (actor1 != actor2 || v4)
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if (actor1 != actor2)
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{
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spritetype* pSprite2 = &actor2->s();
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if (actor2->hasX())
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@ -130,7 +130,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
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int nMissile = kThingArmedTNTStick;
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if (gGameOptions.nDifficulty > 2)
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nMissile = kThingArmedTNTBundle;
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char v4 = Chance(0x6000);
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uint8_t v4 = Chance(0x6000);
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sfxPlay3DSound(actor, 455, -1, 0);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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@ -178,15 +178,15 @@ void sub_68230(int, DBloodActor* actor)
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pMissile->x().Impact = 1;
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}
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static char TargetNearExplosion(spritetype* pSprite)
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static bool TargetNearExplosion(spritetype* pSprite)
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{
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BloodSectIterator it(pSprite->sectnum);
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while (auto actor = it.Next())
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{
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if (actor->s().type == kThingArmedTNTStick || actor->s().statnum == kStatExplosion)
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return 1;
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return true;
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}
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return 0;
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return false;
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}
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static void cultThinkSearch(DBloodActor* actor)
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@ -44,7 +44,7 @@ AISTATE spidBite = { kAiStateChase, 6, nSpidBiteClient, 60, NULL, NULL, NULL, &s
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AISTATE spidJump = { kAiStateChase, 8, nSpidJumpClient, 60, NULL, aiMoveForward, NULL, &spidChase };
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AISTATE spidBirth = { kAiStateOther, 0, nSpidBirthClient, 60, NULL, NULL, NULL, &spidIdle };
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static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
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static void spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
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{
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spritetype* pDude = &dudeactor->s();
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if (IsPlayerSprite(pDude))
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@ -55,10 +55,8 @@ static char spidBlindEffect(DBloodActor* dudeactor, int nBlind, int max)
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if (pPlayer->blindEffect < max)
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{
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect + nBlind, max);
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return 1;
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}
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}
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return 0;
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}
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void SpidBiteSeqCallback(int, DBloodActor* actor)
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@ -440,7 +440,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n
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pNSprite->y = pTSprite->y;
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pNSprite->z = pSector->floorz;
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pNSprite->picnum = 624;
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char nShade = (pSector->floorz-pTSprite->z)>>8;
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uint8_t nShade = (pSector->floorz-pTSprite->z)>>8;
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pNSprite->shade = nShade-32;
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pNSprite->pal = 2;
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pNSprite->xrepeat = pNSprite->yrepeat = nShade;
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@ -441,7 +441,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, AISTATE*& w, AISTA
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FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDEEXTRA* def)
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{
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int empty = 0;
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char empty2 = 0;
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uint8_t empty2 = 0;
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if (arc.isReading()) w = {};
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if (arc.BeginObject(keyname))
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@ -37,7 +37,7 @@ void FireInit(void);
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void FireProcess(void);
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void UpdateNetworkMenus(void);
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void InitMirrors(void);
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void setPortalFlags(char mode);
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void setPortalFlags(int mode);
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void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
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void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
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int qanimateoffs(int a1, int a2);
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@ -464,7 +464,7 @@ int packCheckItem(PLAYER *pPlayer, int nPack)
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return pPlayer->packSlots[nPack].curAmount;
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}
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char packItemActive(PLAYER *pPlayer, int nPack)
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bool packItemActive(PLAYER *pPlayer, int nPack)
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{
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return pPlayer->packSlots[nPack].isActive;
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}
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@ -247,7 +247,7 @@ int packItemToPowerup(int nPack);
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int powerupToPackItem(int nPowerUp);
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char packAddItem(PLAYER *pPlayer, unsigned int nPack);
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int packCheckItem(PLAYER *pPlayer, int nPack);
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char packItemActive(PLAYER *pPlayer, int nPack);
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bool packItemActive(PLAYER *pPlayer, int nPack);
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void packUseItem(PLAYER *pPlayer, int nPack);
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void packPrevItem(PLAYER *pPlayer);
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void packNextItem(PLAYER *pPlayer);
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