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- deleted GetUpAngle
The only caller of this function did not even use its result so it all went to waste
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3 changed files with 1 additions and 25 deletions
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@ -233,7 +233,6 @@ 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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int GetWallNormal(walltype* nWall);
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int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
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void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel);
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Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
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void SetQuake(DExhumedActor* nSprite, int nVal);
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@ -344,10 +344,7 @@ void AILavaDude::Tick(RunListEvent* ev)
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{
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if ((nFlag & 0x80) && pTarget)
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{
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int nHeight = GetActorHeight(pActor);
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GetUpAngle(pActor, -64000, pTarget, (-(nHeight >> 1)));
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BuildBullet(pActor, 10, -1, pActor->spr.angle, pTarget, 1);
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BuildBullet(pActor, 10, -1, pActor->spr.angle, pTarget, 1);
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}
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else if (var_1C)
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{
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@ -735,26 +735,6 @@ void CheckSectorFloor(sectortype* pSector, int z, int *x, int *y)
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}
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}
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int GetUpAngle(DExhumedActor* pActor1, int nVal, DExhumedActor* pActor2, int ecx)
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{
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int x = pActor2->int_pos().X - pActor1->int_pos().X;
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int y = pActor2->int_pos().Y - pActor1->int_pos().Y;
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int ebx = (pActor2->int_pos().Z + ecx) - (pActor1->int_pos().Z + nVal);
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int edx = (pActor2->int_pos().Z + ecx) - (pActor1->int_pos().Z + nVal);
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ebx >>= 4;
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edx >>= 8;
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ebx = -ebx;
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ebx -= edx;
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int nSqrt = lsqrt(x * x + y * y);
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return getangle(nSqrt, ebx);
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}
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void InitPushBlocks()
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{
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nPushBlocks = 0;
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