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- lots of search & replace, plus a few fixes on ActorSpawn.
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4 changed files with 179 additions and 207 deletions
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@ -1917,7 +1917,7 @@ int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildi
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int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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DSWActor* DoPickTarget(DSWActor*, uint32_t max_delta_ang, int skip_targets);
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void change_actor_stat(DSWActor* actor, int stat);
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void change_actor_stat(DSWActor* actor, int stat, bool quick = false);
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void SetOwner(DSWActor*, DSWActor*, bool flag = true);
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void SetOwner(int a, int b); // we still need this...
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void ClearOwner(DSWActor* ownr);
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@ -798,7 +798,7 @@ short DoSpawnActorTrigger(short match)
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if (sp->hitag == match)
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{
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if (ActorSpawn(sp))
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if (ActorSpawn(actor))
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{
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DoSpawnTeleporterEffectPlace(actor);
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PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none);
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File diff suppressed because it is too large
Load diff
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@ -53,7 +53,7 @@ void DoActorZrange(DSWActor*);
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void PreMapCombineFloors(void);
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void SpriteSetupPost(void);
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int ActorCoughItem(short SpriteNum);
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bool ActorSpawn(SPRITEp sp);
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bool ActorSpawn(DSWActor*);
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int SpawnItemsMatch(short match);
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void PicAnimOff(short picnum);
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int MissileWaterAdjust(short SpriteNum);
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