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- cleanup stuff.
Removed unneeded prototypes, renamed some variables; no logic changes.
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parent
943641d18e
commit
624ad6a2ad
5 changed files with 5 additions and 13 deletions
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@ -227,12 +227,10 @@ inline DExhumedActor* insertActor(sectortype* s, int st)
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}
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DExhumedActor* GrabBody();
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DExhumedActor* GrabBodyGunSprite();
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void CreatePushBlock(sectortype* pSector);
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void FuncCreatureChunk(int a, int, int nRun);
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DExhumedActor* FindPlayer(DExhumedActor* nSprite, int nDistance, bool dontengage = false);
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DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial = false);
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void BuildNear(int x, int y, int walldist, int nSector);
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int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y);
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int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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@ -247,7 +245,6 @@ void SetQuake(DExhumedActor* nSprite, int nVal);
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enum { kMaxMummies = 150 };
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void BuildMummy(DExhumedActor* val, int x, int y, int z, sectortype* pSector, int nAngle);
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void FuncMummy(int nSector, int edx, int nRun);
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// object
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@ -241,7 +241,7 @@ void ResetSwordSeqs()
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WeaponInfo[kWeaponSword].b[3] = 7;
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}
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *nSector)
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *ppSector)
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{
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int hitSect, hitWall, hitSprite;
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int hitX, hitY, hitZ;
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@ -254,7 +254,7 @@ Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *nSec
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vec3_t startPos = { *x, *y, *z };
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hitdata_t hitData;
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hitscan(&startPos, sectnum(*nSector), xVect, yVect, 0, &hitData, CLIPMASK1);
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hitscan(&startPos, sectnum(*ppSector), xVect, yVect, 0, &hitData, CLIPMASK1);
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hitX = hitData.pos.x;
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hitY = hitData.pos.y;
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hitZ = hitData.pos.z;
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@ -282,7 +282,7 @@ Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *nSec
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*x = hitX;
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*y = hitY;
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*z = hitZ;
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*nSector = §or[hitSect];
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*ppSector = §or[hitSect];
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if (hitSprite > -1) {
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c.setSprite(&exhumedActors[hitSprite]);
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@ -30,8 +30,6 @@ int GrabPlayer();
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void InitPlayerInventory(int nPlayer);
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void RestartPlayer(int nPlayer);
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void FuncPlayer(int, int nSector, int nSprite, int nRun);
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enum
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{
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kMaxPlayers = 8,
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@ -745,9 +745,6 @@ void AIQueenHead::Tick(RunListEvent* ev)
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auto pActor = QueenHead.pActor;
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auto pSprite = &pActor->s();
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int nSector = pSprite->sectnum;
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assert(validSectorIndex(nSector));
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int nAction = QueenHead.nAction;
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int nHd;
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int var_14 = 0;
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@ -271,13 +271,13 @@ DExhumedActor* FindSnakeEnemy(int nSnake)
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auto pSprite = &pActor->s();
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int nAngle = pSprite->ang;
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int nSector =pSprite->sectnum;
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auto pSector =pSprite->sector();
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int esi = 2048;
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DExhumedActor* pEnemy = nullptr;
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ExhumedSectIterator it(nSector);
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ExhumedSectIterator it(pSector);
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while (auto pAct2 = it.Next())
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{
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auto pSpr2 = &pAct2->s();
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