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- don't use auto when making local copies of TObjPtr.
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4 changed files with 4 additions and 4 deletions
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@ -358,7 +358,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, pp->pos.X, pp->pos.Y, dist, a, b, c);
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auto plActor = pp->actor;
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DSWActor* plActor = pp->actor;
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if (dist < near_dist && FAFcansee(actor->spr.pos.X, actor->spr.pos.Y, look_height, actor->spr.sector(), plActor->spr.pos.X, plActor->spr.pos.Y, ActorUpperZ(plActor), plActor->spr.sector()))
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{
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near_dist = dist;
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@ -1495,7 +1495,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
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unsigned int stat;
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int dist, tx, ty, tmin;
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short damage;
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auto actor = pp->actor;
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DSWActor* actor = pp->actor;
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USERp hu;
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PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
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@ -6050,7 +6050,7 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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auto plActor = pp->actor;
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DSWActor* plActor = pp->actor;
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SPRITEp psp = &plActor->s();
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int look_height;
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@ -5420,7 +5420,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
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{
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auto actor = pp->actor;
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DSWActor* actor = pp->actor;
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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