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https://github.com/DrBeef/Raze.git
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- most remaining sectnum references.
This commit is contained in:
parent
2027c6ebaf
commit
b1b7608cf7
8 changed files with 31 additions and 33 deletions
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@ -223,7 +223,7 @@ void clipwall()
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}
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int BelowNear(DExhumedActor* pActor, int x, int y, int walldist, int _nSector)
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int BelowNear(DExhumedActor* pActor, int x, int y, int walldist)
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{
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auto pSprite = &pActor->s();
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auto pSector = pSprite->sector();
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@ -461,7 +461,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
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if (pSprite->statnum == 100)
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{
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nRet.exbits |= BelowNear(pActor, pSprite->x, pSprite->y, clipdist + (clipdist / 2), pSprite->sectnum);
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nRet.exbits |= BelowNear(pActor, pSprite->x, pSprite->y, clipdist + (clipdist / 2));
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}
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return nRet;
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@ -699,7 +699,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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int x = pSprite->x;
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int y = pSprite->y;
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int nSector =pSprite->sectnum;
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auto pSector =pSprite->sector();
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int z = pSprite->z - GetActorHeight(pActor);
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@ -724,7 +724,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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{
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int v10 = abs(pPlayerSprite->y - y);
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if (v10 < nDistance && cansee(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->z - 7680, pPlayerSprite->sectnum, x, y, z, nSector))
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if (v10 < nDistance && cansee(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->z - 7680, pPlayerSprite->sector(), x, y, z, pSector))
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{
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break;
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}
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@ -1383,7 +1383,7 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
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pSprite->y = pSrcSpr->y;
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pSprite->z = pSrcSpr->z;
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ChangeActorSect(actor, pSrcSpr->sectnum);
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ChangeActorSect(actor, pSrcSpr->sector());
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pSprite->cstat = 0x80;
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pSprite->shade = -12;
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@ -111,8 +111,8 @@ void CheckMummyRevive(DExhumedActor* pActor)
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if (x <= 20 && y <= 20)
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{
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if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sectnum,
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pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sectnum))
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if (cansee(pSprite->x, pSprite->y, pSprite->z - 8192, pSprite->sector(),
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pSprite2->x, pSprite2->y, pSprite2->z - 8192, pSprite2->sector()))
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{
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pSprite2->cstat = 0;
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pOther->nAction = 6;
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@ -1643,7 +1643,6 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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int nSector =pSprite->sectnum;
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auto pSector = pSprite->sector();
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for(auto& wal : wallsofsector(pSector))
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@ -1838,7 +1837,7 @@ DExhumedActor* BuildObject(DExhumedActor* pActor, int nOjectType, int nHitag)
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pActor->nFrame = RandomSize(4) % (SeqSize[pActor->nIndex] - 1);
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}
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auto pActor2 = insertActor(spr->sectnum, 0);
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auto pActor2 = insertActor(spr->sector(), 0);
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auto pSprite2 = &pActor2->s();
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pActor->pTarget = pActor2;
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pActor->nIndex2 = -1;
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@ -1990,7 +1989,7 @@ void AIObject::Tick(RunListEvent* ev)
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pSprite->y = pTargSpr->y;
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pSprite->z = pTargSpr->z;
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ChangeActorSect(pActor, pTargSpr->sectnum);
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ChangeActorSect(pActor, pTargSpr->sector());
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return;
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}
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}
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@ -240,7 +240,7 @@ void RestartPlayer(int nPlayer)
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ChangeActorSect(pActor, plr->sPlayerSave.pSector);
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ChangeActorStat(pActor, 100);
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auto pDActor = insertActor(nSpr->sectnum, 100);
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auto pDActor = insertActor(nSpr->sector(), 100);
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plr->pDoppleSprite = pDActor;
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if (nTotalPlayers > 1)
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@ -256,11 +256,11 @@ void RestartPlayer(int nPlayer)
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nSpr->x = nstspr->x;
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nSpr->y = nstspr->y;
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nSpr->z = nstspr->z;
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ChangeActorSect(pActor, nstspr->sectnum);
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ChangeActorSect(pActor, nstspr->sector());
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plr->angle.ang = buildang(nstspr->ang&kAngleMask);
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nSpr->ang = plr->angle.ang.asbuild();
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floorsprt = insertActor(nSpr->sectnum, 0);
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floorsprt = insertActor(nSpr->sector(), 0);
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auto fspr = &floorsprt->s();
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fspr->x = nSpr->x;
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@ -875,7 +875,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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int spr_x = pPlayerSprite->x;
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int spr_y = pPlayerSprite->y;
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int spr_z = pPlayerSprite->z;
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int spr_sectnum = pPlayerSprite->sectnum;
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auto spr_sect = pPlayerSprite->sector();
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// TODO
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// nSectFlag & kSectUnderwater;
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@ -897,18 +897,18 @@ void AIPlayer::Tick(RunListEvent* ev)
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{
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nMove = movesprite(pPlayerActor, x, y, z, 5120, -5120, CLIPMASK0);
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int var_54 = pPlayerSprite->sectnum;
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auto pPlayerSect = pPlayerSprite->sector();
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pushmove(&pPlayerSprite->pos, &var_54, pPlayerSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
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if (var_54 != pPlayerSprite->sectnum) {
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ChangeActorSect(pPlayerActor, var_54);
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pushmove(&pPlayerSprite->pos, &pPlayerSect, pPlayerSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
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if (pPlayerSect != pPlayerSprite->sector()) {
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ChangeActorSect(pPlayerActor, pPlayerSect);
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}
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}
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// loc_1A6E4
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if (inside(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->sectnum) != 1)
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if (inside(pPlayerSprite->x, pPlayerSprite->y, pPlayerSprite->sector()) != 1)
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{
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ChangeActorSect(pPlayerActor, spr_sectnum);
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ChangeActorSect(pPlayerActor, spr_sect);
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pPlayerSprite->x = spr_x;
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pPlayerSprite->y = spr_y;
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@ -1058,7 +1058,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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pPlayerSprite->y = spr_y;
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pPlayerSprite->z = spr_z;
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ChangeActorSect(pPlayerActor, spr_sectnum);
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ChangeActorSect(pPlayerActor, spr_sect);
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}
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movesprite(pPlayerActor, xvel, yvel, z, 5120, -5120, CLIPMASK0);
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@ -77,7 +77,7 @@ void BuildRa(int nPlayer)
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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auto pActor = insertActor(pPlayerSprite->sectnum, 203);
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auto pActor = insertActor(pPlayerSprite->sector(), 203);
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auto pSprite = &pActor->s();
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pSprite->cstat = 0x8000;
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@ -133,8 +133,8 @@ void MoveRaToEnemy(int nPlayer)
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}
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else
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{
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if (pSprite->sectnum != pTargSprite->sectnum) {
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ChangeActorSect(pActor, pTargSprite->sectnum);
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if (pSprite->sector() != pTargSprite->sector()) {
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ChangeActorSect(pActor, pTargSprite->sector());
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}
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}
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}
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@ -160,8 +160,8 @@ void MoveRaToEnemy(int nPlayer)
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pSprite->y = pTargSprite->y;
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pSprite->z = pTargSprite->z - GetActorHeight(pTarget);
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if (pSprite->sectnum != pTargSprite->sectnum) {
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ChangeActorSect(pActor, pTargSprite->sectnum);
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if (pSprite->sector() != pTargSprite->sector()) {
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ChangeActorSect(pActor, pTargSprite->sector());
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}
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}
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@ -1695,11 +1695,11 @@ int runlist_CheckRadialDamage(DExhumedActor* pActor)
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cansee(pRadialSpr->x,
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pRadialSpr->y,
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pRadialSpr->z - 512,
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pRadialSpr->sectnum,
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pRadialSpr->sector(),
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pSprite->x,
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pSprite->y,
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pSprite->z - 8192,
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pSprite->sectnum))
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pSprite->sector()))
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{
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edi = (nRadialDamage * (nDamageRadius - nDist)) / nDamageRadius;
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@ -101,7 +101,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* nSector, i
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void BuildSoul(DExhumedActor* pSet)
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{
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auto pSetSprite = &pSet->s();
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auto pActor = insertActor(pSetSprite->sectnum, 0);
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auto pActor = insertActor(pSetSprite->sector(), 0);
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auto pSprite = &pActor->s();
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pSprite->cstat = 0x8000;
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@ -120,7 +120,6 @@ void BuildSoul(DExhumedActor* pSet)
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pSprite->x = pSetSprite->x;
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pSprite->y = pSetSprite->y;
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int nSector =pSprite->sectnum;
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pSprite->z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor);
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//pSprite->hitag = nSet;
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@ -95,7 +95,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
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bestTarget = nullptr;
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int nSector =pPlayerSprite->sectnum;
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auto pSector =pPlayerSprite->sector();
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int nAngle = (2048 - pPlayerSprite->ang) & kAngleMask;
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@ -109,7 +109,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
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auto pActor = &exhumedActors[nSprite];
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spritetype *pSprite = &pActor->s();
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if (pTSprite->sectnum >= 0)
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if (pTSprite->sector() != nullptr)
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{
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sectortype *pSector = pTSprite->sector();
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int nSectShade = (pSector->ceilingstat & 1) ? pSector->ceilingshade : pSector->floorshade;
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@ -176,7 +176,7 @@ static void analyzesprites(spritetype* tsprite, int& spritesortcnt, int x, int y
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nCreepyTimer = kCreepyCount;
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if (!cansee(x, y, z, nSector, pTarget->x, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sectnum))
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if (!cansee(x, y, z, pSector, pTarget->x, pTarget->y, pTarget->z - GetActorHeight(bestTarget), pTarget->sector()))
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{
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bestTarget = nullptr;
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}
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