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Fix eventloadactor breakage by removing some obnoxious and unncessary safety checks I added without paying attention
git-svn-id: https://svn.eduke32.com/eduke32@190 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 22 deletions
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@ -38,9 +38,6 @@ void DoUserDef(char bSet, long lLabelID, long lVar2, short sActor, short sPlayer
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{
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long lValue;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if(sPlayer != myconnectindex) return;
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@ -662,9 +659,6 @@ void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sA
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{
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long lValue,proj;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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if(lVar1 == g_iThisActorID )
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// if they've asked for 'this', then use 'this'...
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proj=sActor;
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@ -673,6 +667,9 @@ void DoThisProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sA
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if(proj < 0 || proj >= MAXSPRITES)
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return;
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switch(lLabelID)
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{
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case PROJ_WORKSLIKE:
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@ -883,9 +880,6 @@ void DoPlayer(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh
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long lValue;
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long lTemp;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if(lVar1 == g_iThisActorID )
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@ -1906,9 +1900,6 @@ void DoInput(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho
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int iPlayer;
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long lValue;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if(lVar1 == g_iThisActorID )
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@ -1976,9 +1967,6 @@ void DoWall(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, shor
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int iWall;
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long lValue;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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iWall=GetGameVarID((int)lVar1, sActor, sPlayer);
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@ -2117,9 +2105,6 @@ void DoSector(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sh
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int iSector;
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long lValue;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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if(lVar1 == g_iThisActorID )
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// if they've asked for 'this', then use 'this'...
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iSector=sprite[g_i].sectnum;
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@ -2299,9 +2284,6 @@ void DoActor(char bSet, long lVar1, long lLabelID, long lVar2, short sActor, sho
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long lValue;
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long lTemp;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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if(lVar1 == g_iThisActorID )
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@ -2658,7 +2640,7 @@ void DoProjectile(char bSet, long lVar1, long lLabelID, long lVar2, short sActor
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// proj=GetGameVarID((int)lVar1, sActor, sPlayer);
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proj=lVar1;
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if(sActor < 0 || sActor >= MAXSPRITES || sPlayer < 0 || sPlayer >= MAXPLAYERS)
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if(proj < 0 || proj >= MAXTILES)
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return;
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lValue=GetGameVarID((int)lVar2, sActor, sPlayer);
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