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- deleted u variables in player.cpp
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parent
3e21dd40a7
commit
936febd505
2 changed files with 5 additions and 38 deletions
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@ -145,8 +145,6 @@ ANIMATOR GenerateDrips;
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/////////////////////////////////////////////////////
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void JS_SpriteSetup(void)
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{
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USERp u;
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SWStatIterator it(STAT_DEFAULT);
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while (auto itActor = it.Next())
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{
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@ -185,13 +183,12 @@ void JS_SpriteSetup(void)
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}
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else if (tag == TAG_DRIPGEN)
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{
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u = SpawnUser(itActor, 0, nullptr);
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SpawnUser(itActor, 0, nullptr);
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ASSERT(u != nullptr);
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u->RotNum = 0;
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u->WaitTics = itActor->spr.lotag * 120;
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itActor->user.RotNum = 0;
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itActor->user.WaitTics = itActor->spr.lotag * 120;
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u->ActorActionFunc = GenerateDrips;
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itActor->user.ActorActionFunc = GenerateDrips;
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change_actor_stat(itActor, STAT_NO_STATE);
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SET(itActor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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@ -2776,7 +2776,6 @@ void DoPlayerMoveTurret(PLAYERp pp)
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void DoPlayerBeginJump(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING);
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@ -2807,7 +2806,6 @@ void DoPlayerBeginJump(PLAYERp pp)
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void DoPlayerBeginForceJump(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_JUMPING);
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RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
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@ -2953,7 +2951,6 @@ void DoPlayerForceJump(PLAYERp pp)
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void DoPlayerBeginFall(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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SET(pp->Flags, PF_FALLING);
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RESET(pp->Flags, PF_JUMPING);
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@ -3095,7 +3092,6 @@ void DoPlayerFall(PLAYERp pp)
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else if (pp->jump_speed >= 4000)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
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plActor->user.Health = 0;
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}
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@ -3164,7 +3160,6 @@ void DoPlayerBeginClimb(PLAYERp pp)
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void DoPlayerClimb(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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int climb_amt;
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int i;
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int climbvel;
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@ -3436,7 +3431,6 @@ bool PlayerFlyKey(void)
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void DoPlayerBeginCrawl(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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RESET(pp->Flags, PF_FALLING | PF_JUMPING);
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SET(pp->Flags, PF_CRAWLING);
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@ -3478,7 +3472,6 @@ const int PLAYER_STANDING_ROOM = Z(68);
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void DoPlayerCrawl(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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if (SectorIsUnderwaterArea(pp->cursector))
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{
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@ -4025,7 +4018,7 @@ int GetOverlapSector2(int x, int y, sectortype** over, sectortype** under)
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void DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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auto sectu = pp->cursector;
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DSWActor* under_act = nullptr, * over_act = nullptr;
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bool Found = false;
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@ -4096,7 +4089,6 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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void DoPlayerWarpToSurface(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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auto sectu = pp->cursector;
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DSWActor* under_act = nullptr, * over_act = nullptr;
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@ -4191,7 +4183,6 @@ void DoPlayerDivePalette(PLAYERp pp)
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void DoPlayerBeginDive(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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if (Prediction)
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return;
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@ -4239,7 +4230,6 @@ void DoPlayerBeginDive(PLAYERp pp)
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void DoPlayerBeginDiveNoWarp(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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if (Prediction)
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return;
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@ -4383,7 +4373,6 @@ void DoPlayerDiveMeter(PLAYERp pp)
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void DoPlayerDive(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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auto sectu = pp->cursector;
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// whenever your view is not in a water area
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@ -4562,7 +4551,6 @@ void DoPlayerDive(PLAYERp pp)
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int DoPlayerTestPlaxDeath(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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// landed on a paralax floor
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if (pp->lo_sectp && TEST(pp->lo_sectp->floorstat, CSTAT_SECTOR_SKY))
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@ -4593,7 +4581,6 @@ void DoPlayerCurrent(PLAYERp pp)
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if (!TEST(pp->Flags, PF_DEAD))
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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@ -4613,7 +4600,6 @@ void DoPlayerCurrent(PLAYERp pp)
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if (!TEST(pp->Flags, PF_DEAD))
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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@ -4628,7 +4614,6 @@ void DoPlayerCurrent(PLAYERp pp)
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void DoPlayerFireOutWater(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4645,7 +4630,6 @@ void DoPlayerFireOutWater(PLAYERp pp)
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void DoPlayerFireOutDeath(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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if (Prediction)
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return;
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@ -4660,7 +4644,6 @@ void DoPlayerFireOutDeath(PLAYERp pp)
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void DoPlayerBeginWade(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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// landed on a paralax floor?
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if (DoPlayerTestPlaxDeath(pp))
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@ -4693,7 +4676,6 @@ void DoPlayerBeginWade(PLAYERp pp)
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void DoPlayerWade(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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DoPlayerFireOutWater(pp);
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@ -4833,7 +4815,6 @@ void DoPlayerWade(PLAYERp pp)
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void DoPlayerBeginOperateVehicle(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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@ -4853,7 +4834,6 @@ void DoPlayerBeginOperateVehicle(PLAYERp pp)
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void DoPlayerBeginOperateTurret(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_RUN_CEILING_DIST;
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@ -5461,7 +5441,6 @@ void DoPlayerBeginDie(PLAYERp pp)
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int choosesnd = 0;
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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static void (*PlayerDeathFunc[MAX_PLAYER_DEATHS]) (PLAYERp) =
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{
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@ -5700,7 +5679,6 @@ int DoPlayerDeathTilt(PLAYERp pp, short target, short speed)
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void DoPlayerDeathZrange(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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// make sure we don't land on a regular sprite
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DoFindGround(pp->Actor());
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@ -5773,7 +5751,6 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
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void DoPlayerDeathCheckKeys(PLAYERp pp)
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{
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auto plActor = pp->Actor();
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USERp u = plActor->u();
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if (pp->input.actions & SB_OPEN)
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{
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@ -5869,7 +5846,6 @@ void DoPlayerHeadDebris(PLAYERp pp)
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void DoPlayerDeathCheckKick(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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SPRITEp hp;
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unsigned stat;
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int dist;
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@ -5925,7 +5901,6 @@ void DoPlayerDeathCheckKick(PLAYERp pp)
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void DoPlayerDeathMoveHead(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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int dax,day;
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dax = MOVEx(plActor->user.slide_vel, plActor->user.slide_ang);
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@ -6064,7 +6039,6 @@ void DoPlayerDeathDrown(PLAYERp pp)
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void DoPlayerDeathBounce(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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if (Prediction)
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return;
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@ -6094,7 +6068,6 @@ void DoPlayerDeathBounce(PLAYERp pp)
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void DoPlayerDeathCrumble(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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if (Prediction)
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return;
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@ -6147,7 +6120,6 @@ void DoPlayerDeathCrumble(PLAYERp pp)
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void DoPlayerDeathExplode(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = plActor->u();
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if (Prediction)
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return;
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@ -6201,7 +6173,6 @@ void DoPlayerDeathExplode(PLAYERp pp)
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void DoPlayerBeginRun(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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// Crawl if in small aread automatically
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if (DoPlayerTestCrawl(pp))
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@ -6236,7 +6207,6 @@ void DoPlayerBeginRun(PLAYERp pp)
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void DoPlayerRun(PLAYERp pp)
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{
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DSWActor* plActor = pp->actor;
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USERp u = pp->Actor()->u();
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if (SectorIsUnderwaterArea(pp->cursector))
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{
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