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https://github.com/DrBeef/Raze.git
synced 2025-01-31 13:10:39 +00:00
- 34 more uses of SetScale.
This commit is contained in:
parent
e60fafec52
commit
71d61b26df
12 changed files with 36 additions and 54 deletions
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@ -536,13 +536,13 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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auto owneractor = static_cast<DBloodActor*>(pTSprite->ownerActor);
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if (owneractor->spr.detail > gDetail)
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{
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pTSprite->xrepeat = 0;
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pTSprite->SetScale(0, 0);
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continue;
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}
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int nTile = pTSprite->picnum;
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if (nTile < 0 || nTile >= kMaxTiles)
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{
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pTSprite->xrepeat = 0;
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pTSprite->SetScale(0, 0);
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continue;
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}
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// skip picnum 0 on face sprites. picnum 0 is a simple wall texture in Blood,
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@ -550,7 +550,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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// Since the wall texture is perfectly fine for wall and floor sprites, these will be allowed to pass.
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if (nTile == 0 && (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
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{
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pTSprite->xrepeat = 0;
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pTSprite->SetScale(0, 0);
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continue;
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}
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@ -810,7 +810,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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if (pTSprite->statnum == kStatFlare) {
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if (owneractor->GetTarget() == pPlayer->actor)
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{
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pTSprite->xrepeat = 0;
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pTSprite->SetScale(0, 0);
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break;
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}
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}
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@ -841,7 +841,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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auto target = owneractor->GetTarget();
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if (target && target->IsPlayerActor())
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{
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pTSprite->xrepeat = 0;
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pTSprite->SetScale(0, 0);
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break;
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}
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}
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@ -560,7 +560,7 @@ void sleeveStopBouncing(DBloodActor* actor)
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}
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actor->spr.type = FX_51;
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actor->spr.xrepeat = actor->spr.yrepeat = 10;
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actor->spr.SetScale(0.15625, 0.15625);
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}
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@ -1082,7 +1082,7 @@ CLEAR_THE_BOLT2:
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actor->temp_data[2]--;
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return;
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}
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if ((actor->spr.xrepeat | actor->spr.yrepeat) == 0)
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if ((actor->spr.xrepeat == 0 && actor->spr.yrepeat) == 0)
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{
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actor->spr.xrepeat = actor->temp_data[0];
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actor->spr.yrepeat = actor->temp_data[1];
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@ -220,7 +220,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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t->xrepeat = 0;
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t->SetScale(0, 0);
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else
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{
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t->angle = (viewVec - t->pos.XY()).Angle();
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@ -212,7 +212,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[OwnerAc->PlayerIndex()].over_shoulder_on == 0)
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t->xrepeat = 0;
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t->SetScale(0, 0);
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else
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{
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t->angle = (viewVec - t->pos.XY()).Angle();
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@ -2235,8 +2235,7 @@ int ParseState::parse(void)
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g_ac->spr.shade = -12;
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g_ac->clipdist = 16;
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g_ac->spr.xrepeat = 42;
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g_ac->spr.yrepeat = 36;
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g_ac->spr.SetScale(0.65625, 0.5625);
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g_ac->SetOwner(g_ac);
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g_ac->spr.xoffset = 0;
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g_ac->spr.pal = ps[g_p].palookup;
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@ -210,8 +210,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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spawned->setsector(actor->sector());
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spawned->spr.cstat = CSTAT_SPRITE_YCENTER;
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spawned->spr.angle = sang;
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spawned->spr.xrepeat = 2;
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spawned->spr.yrepeat = 2;
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spawned->spr.SetScale(0.03125, 0.03125);
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spawned->clipdist = 10;
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spawned->spr.yint = p;
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spawned->SetOwner(actor);
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@ -221,8 +220,7 @@ static void shootflamethrowerflame(DDukeActor* actor, int p, DVector3 spos, DAng
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if (actor->spr.picnum == BOSS5)
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{
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spawned->spr.pos += sang.ToVector() * (128. / 7);
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spawned->spr.xrepeat = 10;
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spawned->spr.yrepeat = 10;
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spawned->spr.SetScale(0.15625, 0.15625);
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}
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}
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}
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@ -449,7 +447,7 @@ static void shootweapon(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int
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{
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jib->spr.pos.Z += 4;
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jib->vel.X = 1;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->spr.SetScale(0.375, 0.375);
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jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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@ -790,7 +788,7 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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spawned->spr.pos += spawnofs;
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spawned->spr.angle += aoffs;
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spawned->spr.xrepeat = 42;
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spawned->spr.SetScale(0.65625, 0.65625);
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spawned->spr.yrepeat = 42;
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}
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else if (actor->spr.picnum == BOSS2)
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@ -807,13 +805,11 @@ static void shootrpg(DDukeActor *actor, int p, DVector3 pos, DAngle ang, int atw
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spawned->spr.pos += spawnofs;
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spawned->spr.angle += aoffs;
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spawned->spr.xrepeat = 24;
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spawned->spr.yrepeat = 24;
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spawned->spr.SetScale(0.375, 0.375);
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}
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else if (atwith != FREEZEBLAST)
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{
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spawned->spr.xrepeat = 30;
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spawned->spr.yrepeat = 30;
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spawned->spr.SetScale(0.46875, 0.46875);
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spawned->spr.extra >>= 2;
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}
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}
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@ -987,7 +983,7 @@ static void shootgrowspark(DDukeActor* actor, int p, DVector3 pos, DAngle ang)
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spark->spr.pal = 2;
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spark->spr.cstat |= CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_TRANSLUCENT;
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spark->spr.xrepeat = spark->spr.yrepeat = 1;
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spark->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE);
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if (hit.hitWall == nullptr && hit.actor() == nullptr && hit.hitSector != nullptr)
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{
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@ -312,8 +312,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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{
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if (hit.hitSector->ceilingstat & CSTAT_SECTOR_SKY)
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{
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spark->spr.xrepeat = 0;
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spark->spr.yrepeat = 0;
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spark->spr.SetScale(0, 0);
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return;
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}
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else
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@ -336,7 +335,7 @@ static void shootweapon(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int
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{
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jib->spr.pos.Z += 4;
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jib->vel.X = 1;
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jib->spr.xrepeat = jib->spr.yrepeat = 24;
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jib->spr.SetScale(0.375, 0.375);
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jib->spr.angle += DAngle22_5 / 2 - randomAngle(22.5);
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}
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}
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@ -581,8 +580,7 @@ static void shootstuff(DDukeActor* actor, int p, DVector3 pos, DAngle ang, int a
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if (atwith == FIRELASER)
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{
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spawned->spr.xrepeat = 8;
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spawned->spr.yrepeat = 8;
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spawned->spr.SetScale(0.125, 0.125);
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}
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scount--;
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@ -2355,7 +2353,7 @@ static void underwater(int snum, ESyncBits actions, double floorz, double ceilin
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if (j)
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{
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j->spr.pos += (p->angle.ang.ToVector() + DVector2(12 - (global_random & 8), 12 - (global_random & 8))) * 16;
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j->spr.xrepeat = 3;
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j->spr.SetScale(0.046875, 0.03125);
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j->spr.yrepeat = 2;
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j->spr.pos.Z = p->pos.Z + 8;
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j->spr.cstat = CSTAT_SPRITE_TRANS_FLIP | CSTAT_SPRITE_TRANSLUCENT;
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@ -615,8 +615,8 @@ void resetpspritevars(int g)
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{
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act->SetOwner(act);
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act->spr.shade = 0;
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act->spr.xrepeat = isRR() ? 24 : 42;
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act->spr.yrepeat = isRR() ? 17 : 36;
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if (isRR()) act->spr.SetScale(0.375, 0.265625);
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else act->spr.SetScale(0.65625, 0.5625);
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act->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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act->spr.xoffset = 0;
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act->clipdist = 16;
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@ -286,8 +286,7 @@ void spawntransporter(DDukeActor *actj, DDukeActor* act, bool beam)
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if (actj == nullptr) return;
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if (beam)
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{
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act->spr.xrepeat = 31;
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act->spr.yrepeat = 1;
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act->spr.SetScale(0.484375, REPEAT_SCALE);
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act->spr.pos.Z = actj->sector()->floorz - gs.playerheight;
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}
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else
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@ -67,8 +67,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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}
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else
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{
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act->spr.xrepeat = 80;
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act->spr.yrepeat = 80;
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act->spr.SetScale(1.25, 1.25);
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act->clipdist = 41;
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}
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}
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@ -228,8 +227,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case LASERLINE:
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act->spr.yrepeat = 6;
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act->spr.xrepeat = 32;
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act->spr.SetScale(0.5, 0.09375);
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if (gs.lasermode == 1)
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_TRANSLUCENT;
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@ -237,8 +235,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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act->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
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else
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{
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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}
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if (actj) act->spr.angle = actj->temp_angle + DAngle90;
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}
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else
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{
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act->spr.xrepeat = act->spr.yrepeat = 1;
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act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE);
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ChangeActorStat(act, STAT_MISC);
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}
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break;
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@ -298,7 +295,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case FECES:
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if (actj)
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act->spr.xrepeat = act->spr.yrepeat = 1;
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act->spr.SetScale(REPEAT_SCALE, REPEAT_SCALE);
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ChangeActorStat(act, STAT_MISC);
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break;
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@ -55,8 +55,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case RRTILE2028:
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act->spr.cstat = 0;
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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act->clipdist = 0;
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act->spr.extra = 0;
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ChangeActorStat(act, STAT_BOWLING);
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@ -92,20 +91,17 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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case RRTILE7424:
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if (!isRRRA()) goto default_case;
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act->spr.extra = 0;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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ChangeActorStat(act, 11);
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break;
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case RRTILE7936:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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fogactive = 1;
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break;
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case RRTILE6144:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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ps[screenpeek].sea_sick_stat = 1;
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break;
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case RRTILE8448:
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break;
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case RRTILE8192:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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ufospawnsminion = 1;
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break;
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case RRTILE8193:
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if (!isRRRA()) goto default_case;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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pistonsound = 1;
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break;
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case RRTILE8165:
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case RRTILE293:
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act->spr.cstat = 0;
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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act->spr.xrepeat = 0;
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act->spr.yrepeat = 0;
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act->spr.SetScale(0, 0);
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act->clipdist = 0;
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act->spr.lotag = 0;
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ChangeActorStat(act, 106);
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