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https://github.com/DrBeef/Raze.git
synced 2025-02-01 05:20:43 +00:00
- renamed PLAYERstruct.
This commit is contained in:
parent
392397c2b0
commit
69b5d502e2
3 changed files with 121 additions and 122 deletions
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@ -370,12 +370,11 @@ typedef STATE* STATEp;
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struct PANEL_STATE;
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struct PLAYERstruct;
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typedef struct PLAYERstruct PLAYER, *PLAYERp;
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struct PLAYER;
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typedef PLAYER *PLAYERp;
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struct PERSONALITY;
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struct ATTRIBUTE;
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struct SECTOR_OBJECT;
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struct PANEL_SPRITE;
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struct ANIM;
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@ -580,7 +579,7 @@ struct REMOTE_CONTROL
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SECTOR_OBJECT* sop_control;
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};
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struct PLAYERstruct
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struct PLAYER
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{
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// variable that fit in the sprite or user structure
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vec3_t pos, opos, oldpos;
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@ -7068,141 +7068,141 @@ saveable_module saveable_player =
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SIZ(saveable_player_data)
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};
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, sop_remote)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, jump_count)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, jump_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, down_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, up_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, z_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oz_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, climb_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, hiz)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, loz)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ceiling_dist)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, floor_dist)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_dist)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, six)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siy)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siz)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, siang)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, yvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oxvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oyvect)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, friction)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_yvect)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_ang)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, slide_dec)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, drive_avel)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, view_outside_dang)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, circle_camera_ang)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, camera_check_time_delay)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, cursector)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, lastcursector)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, hvel)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, tilt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, tilt_dest)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_amt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_horizoff)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, recoil_ohorizoff)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposx)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposy)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, oldposz)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Revolve.X)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Revolve.Y)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, RevolveDeltaAng)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, pnum)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, LadderSector)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, lx)
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//DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ly)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, JumpDuration)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WadeDepth)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_amt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bcnt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, bob_z)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, obob_z)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, playerreadyflag)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Flags)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Flags2)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, HasKey)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, SwordAng)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnGotOnceFlags)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFlags)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnAmmo)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnNum)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketHeat)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRocketNuke)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFlameType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnFirstType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WeaponType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FirePause)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryNum)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryBarTics)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryTics)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryPercent)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryAmount)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InventoryActive)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DiveTics)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DiveDamageTics)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, DeathType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Kills)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, SecretsFound)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Armor)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, MaxHealth)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, UziShellLeftAlt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, UziShellRightAlt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, TeamColor)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FadeTics)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FadeAmt)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NightVision)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, StartColor)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, IsAI)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, fta)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, ftq)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NumFootPrints)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnUziType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunAuto)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnShotgunLastShell)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnRailType)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Bloody)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, InitingNuke)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, TestNukeInit)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, NukeInitialized)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, FistAng)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnKungFuMove)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, HitBy)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Reverb)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, Heads)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, PlayerVersion)
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DEFINE_FIELD_X(SWPlayer, PLAYERstruct, WpnReloadState)
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DEFINE_FIELD_X(SWPlayer, PLAYER, sop_remote)
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DEFINE_FIELD_X(SWPlayer, PLAYER, jump_count)
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DEFINE_FIELD_X(SWPlayer, PLAYER, jump_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, down_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, up_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, z_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, oz_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, climb_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYER, hiz)
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DEFINE_FIELD_X(SWPlayer, PLAYER, loz)
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DEFINE_FIELD_X(SWPlayer, PLAYER, ceiling_dist)
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DEFINE_FIELD_X(SWPlayer, PLAYER, floor_dist)
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DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_dist)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, six)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, siy)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, siz)
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DEFINE_FIELD_X(SWPlayer, PLAYER, siang)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, yvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oxvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oyvect)
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DEFINE_FIELD_X(SWPlayer, PLAYER, friction)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, slide_xvect)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, slide_yvect)
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DEFINE_FIELD_X(SWPlayer, PLAYER, slide_ang)
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DEFINE_FIELD_X(SWPlayer, PLAYER, slide_dec)
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DEFINE_FIELD_X(SWPlayer, PLAYER, drive_avel)
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DEFINE_FIELD_X(SWPlayer, PLAYER, view_outside_dang)
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DEFINE_FIELD_X(SWPlayer, PLAYER, circle_camera_ang)
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DEFINE_FIELD_X(SWPlayer, PLAYER, camera_check_time_delay)
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DEFINE_FIELD_X(SWPlayer, PLAYER, cursector)
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DEFINE_FIELD_X(SWPlayer, PLAYER, lastcursector)
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DEFINE_FIELD_X(SWPlayer, PLAYER, hvel)
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DEFINE_FIELD_X(SWPlayer, PLAYER, tilt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, tilt_dest)
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DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_amt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_speed)
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DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_horizoff)
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DEFINE_FIELD_X(SWPlayer, PLAYER, recoil_ohorizoff)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oldposx)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oldposy)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, oldposz)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, Revolve.X)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, Revolve.Y)
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DEFINE_FIELD_X(SWPlayer, PLAYER, RevolveDeltaAng)
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DEFINE_FIELD_X(SWPlayer, PLAYER, pnum)
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DEFINE_FIELD_X(SWPlayer, PLAYER, LadderSector)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, lx)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, ly)
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DEFINE_FIELD_X(SWPlayer, PLAYER, JumpDuration)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WadeDepth)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_amt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bcnt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_z)
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DEFINE_FIELD_X(SWPlayer, PLAYER, obob_z)
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DEFINE_FIELD_X(SWPlayer, PLAYER, playerreadyflag)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Flags)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Flags2)
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DEFINE_FIELD_X(SWPlayer, PLAYER, HasKey)
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DEFINE_FIELD_X(SWPlayer, PLAYER, SwordAng)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnGotOnceFlags)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFlags)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnAmmo)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnNum)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketHeat)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRocketNuke)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFlameType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnFirstType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WeaponType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, FirePause)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryNum)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryBarTics)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryTics)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryPercent)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryAmount)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InventoryActive)
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DEFINE_FIELD_X(SWPlayer, PLAYER, DiveTics)
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DEFINE_FIELD_X(SWPlayer, PLAYER, DiveDamageTics)
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DEFINE_FIELD_X(SWPlayer, PLAYER, DeathType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Kills)
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DEFINE_FIELD_X(SWPlayer, PLAYER, SecretsFound)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Armor)
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DEFINE_FIELD_X(SWPlayer, PLAYER, MaxHealth)
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DEFINE_FIELD_X(SWPlayer, PLAYER, UziShellLeftAlt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, UziShellRightAlt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, TeamColor)
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DEFINE_FIELD_X(SWPlayer, PLAYER, FadeTics)
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DEFINE_FIELD_X(SWPlayer, PLAYER, FadeAmt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, NightVision)
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DEFINE_FIELD_X(SWPlayer, PLAYER, StartColor)
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DEFINE_FIELD_X(SWPlayer, PLAYER, IsAI)
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DEFINE_FIELD_X(SWPlayer, PLAYER, fta)
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DEFINE_FIELD_X(SWPlayer, PLAYER, ftq)
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DEFINE_FIELD_X(SWPlayer, PLAYER, NumFootPrints)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnUziType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunAuto)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnShotgunLastShell)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnRailType)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Bloody)
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DEFINE_FIELD_X(SWPlayer, PLAYER, InitingNuke)
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DEFINE_FIELD_X(SWPlayer, PLAYER, TestNukeInit)
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DEFINE_FIELD_X(SWPlayer, PLAYER, NukeInitialized)
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DEFINE_FIELD_X(SWPlayer, PLAYER, FistAng)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnKungFuMove)
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DEFINE_FIELD_X(SWPlayer, PLAYER, HitBy)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Reverb)
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DEFINE_FIELD_X(SWPlayer, PLAYER, Heads)
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DEFINE_FIELD_X(SWPlayer, PLAYER, PlayerVersion)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WpnReloadState)
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DEFINE_ACTION_FUNCTION(_SWPlayer, WeaponNum)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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ACTION_RETURN_INT(self->actor->user.WeaponNum);
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}
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DEFINE_ACTION_FUNCTION(_SWPlayer, Health)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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ACTION_RETURN_INT(self->actor->user.Health);
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}
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DEFINE_ACTION_FUNCTION(_SWPlayer, MaxUserHealth)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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ACTION_RETURN_INT(self->actor->user.MaxHealth);
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}
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DEFINE_ACTION_FUNCTION(_SWPlayer, GetBuildAngle)
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{
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PARAM_SELF_STRUCT_PROLOGUE(PLAYERstruct);
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PARAM_SELF_STRUCT_PROLOGUE(PLAYER);
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ACTION_RETURN_INT(self->angle.ang.asbuild());
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}
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@ -430,7 +430,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERp& w, PLAYER
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, PLAYERstruct* def)
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER* def)
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{
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if (arc.BeginObject(keyname))
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{
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