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- SW: removed unused SpawnUnderSplash function.
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1 changed files with 2 additions and 39 deletions
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@ -10688,8 +10688,8 @@ SpawnBasicExp(int16_t Weapon)
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void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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{
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{
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SPRITEp sp = &sprite[SpriteNum], ep;
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SPRITEp sp = &sprite[SpriteNum], ep = nullptr;
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USERp u = User[SpriteNum].Data(), eu;
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USERp u = User[SpriteNum].Data(), eu = nullptr;
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if (TEST(u->Flags, SPR_UNDERWATER))
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if (TEST(u->Flags, SPR_UNDERWATER))
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return;
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return;
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@ -19747,42 +19747,6 @@ SpawnSplashXY(int hit_x, int hit_y, int hit_z, short sectnum)
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return 0;
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return 0;
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}
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}
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int
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SpawnUnderSplash(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data(), wu;
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SPRITEp sp = User[SpriteNum]->SpriteP, wp;
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short w;
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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SECTORp sectp = §or[sp->sectnum];
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return 0;
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if (Prediction)
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return 0;
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if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_NONE))
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return 0;
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DoActorZrange(SpriteNum);
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MissileWaterAdjust(SpriteNum);
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w = SpawnSprite(STAT_MISSILE, SPLASH, s_Splash, sp->sectnum, sp->x, sp->y, u->hiz, sp->ang, 0);
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wp = &sprite[w];
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wu = User[w].Data();
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if (sectu && TEST(sectp->extra, SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
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wu->spal = wp->pal = PALETTE_RED_LIGHTING;
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wp->xrepeat = 72;
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wp->yrepeat = 90;
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wp->shade = sector[sp->sectnum].floorshade - 10;
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SET(wp->cstat, CSTAT_SPRITE_YFLIP);
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return 0;
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}
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bool
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bool
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MissileHitDiveArea(short SpriteNum)
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MissileHitDiveArea(short SpriteNum)
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{
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{
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@ -19821,7 +19785,6 @@ MissileHitDiveArea(short SpriteNum)
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SET(u->Flags, SPR_UNDERWATER);
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SET(u->Flags, SPR_UNDERWATER);
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SpawnSplash(short(sp - sprite));
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SpawnSplash(short(sp - sprite));
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SpriteWarpToUnderwater(sp);
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SpriteWarpToUnderwater(sp);
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//SpawnUnderSplash(sp - sprite);
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SetCollision(u, 0);
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SetCollision(u, 0);
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PlaySound(DIGI_PROJECTILEWATERHIT, sp, v3df_none);
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PlaySound(DIGI_PROJECTILEWATERHIT, sp, v3df_none);
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return true;
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return true;
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