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- InitPlayerSprite
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1 changed files with 5 additions and 5 deletions
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@ -2356,7 +2356,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet;
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void InitPlayerSprite(PLAYERp pp)
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{
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short sp_num;
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SPRITE *sp;
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USERp u;
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int pnum = int(pp - Player);
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@ -2364,20 +2363,21 @@ void InitPlayerSprite(PLAYERp pp)
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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sp_num = pp->PlayerSprite = SpawnSprite(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursectnum, pp->posx,
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auto actor = SpawnActor(STAT_PLAYER0 + pnum, NINJA_RUN_R0, nullptr, pp->cursectnum, pp->posx,
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pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
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pp->SpriteP = sp = &sprite[sp_num];
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pp->PlayerSprite = actor->GetSpriteIndex();
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pp->SpriteP = sp = &actor->s();
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pp->pnum = pnum;
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SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(sp->extra, SPRX_PLAYER_OR_ENEMY);
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RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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u = User[sp_num].Data();
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u = actor->u();
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// Grouping items that need to be reset after a LoadLevel
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ChangeSpriteState(sp_num, s_NinjaRun[0]);
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ChangeState(actor, s_NinjaRun[0]);
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u->Rot = sg_NinjaRun;
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u->ActorActionSet = &PlayerNinjaActionSet;
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