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- eliminate GetActorHeight
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55d01509fa
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2 changed files with 3 additions and 8 deletions
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@ -214,11 +214,7 @@ DExhumedActor* UpdateEnemy(DExhumedActor** ppEnemy);
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Collision MoveCreature(DExhumedActor* nSprite);
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Collision MoveCreatureWithCaution(DExhumedActor* actor);
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DVector3 WheresMyMouth(int nPlayer, sectortype** sectnum);
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int GetActorHeight(DExhumedActor* nSprite);
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double GetActorHeightF(DExhumedActor* nSprite)
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{
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return GetActorHeight(nSprite) * zinttoworld;
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}
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double GetActorHeightF(DExhumedActor* nSprite);
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DExhumedActor* insertActor(sectortype* s, int st);
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DExhumedActor* GrabBody();
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DExhumedActor* GrabBodyGunSprite();
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@ -382,9 +382,9 @@ Collision movespritez(DExhumedActor* pActor, double z, double height, int clipdi
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return nRet;
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}
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int GetActorHeight(DExhumedActor* actor)
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double GetActorHeightF(DExhumedActor* actor)
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{
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return tileHeight(actor->spr.picnum) * actor->spr.yrepeat * 4;
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return tileHeight(actor->spr.picnum) * actor->spr.yrepeat * REPEAT_SCALE;
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}
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DExhumedActor* insertActor(sectortype* s, int st)
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@ -914,7 +914,6 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int threshol
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else
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{
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double nHeight = GetActorHeightF(pActor2) / 2;
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int nHeight1 = GetActorHeight(pActor2) / 2;
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auto vect = pActor2->spr.pos.XY() - pActor->spr.pos.XY();
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DAngle nMyAngle = VecToAngle(vect);
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double nSqrt = vect.Length();
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