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- merged SpawnActor wrapper.
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2 changed files with 4 additions and 8 deletions
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@ -917,17 +917,17 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state)
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return u;
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}
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DSWActor* SpawnActor(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int init_ang, int vel)
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DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int init_ang, int vel)
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{
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SPRITEp sp;
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USERp u;
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if (sectnum < 0)
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if (sect == nullptr)
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return nullptr;
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ASSERT(!Prediction);
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auto spawnedActor = InsertActor(sectnum, stat);
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auto spawnedActor = InsertActor(sect, stat);
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sp = &spawnedActor->s();
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@ -31,11 +31,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void KillActor(DSWActor* actor);
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DSWActor* SpawnActor(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
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DSWActor* SpawnActor(short stat, short id, STATEp state, sectortype* sect, int x, int y, int z, int ang, int vel)
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{
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return SpawnActor(stat, id, state, sectnum(sect), x, y, z, ang, vel);
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}
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DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int ang, int vel);
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void SpriteSetup(void);
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int move_actor(DSWActor* actor, int xchange, int ychange, int zchange);
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