mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-24 10:01:57 +00:00
- removed the Actor() access method from Exhumed's player as well.
This commit is contained in:
parent
bf3f580d52
commit
de3e66016c
14 changed files with 40 additions and 41 deletions
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@ -53,7 +53,7 @@ void ThrowGrenade(int nPlayer, int, int, int ecx, int push1)
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return;
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DExhumedActor* pActor = PlayerList[nPlayer].pPlayerGrenade;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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int nAngle = pPlayerActor->spr.ang;
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@ -102,7 +102,7 @@ void BuildGrenade(int nPlayer)
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{
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auto pActor = insertActor(PlayerList[nPlayer].pPlayerViewSect, 201);
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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pActor->spr.pos.X = pPlayerActor->spr.pos.X;
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pActor->spr.pos.Y = pPlayerActor->spr.pos.Y;
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@ -174,7 +174,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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if (pActor->nTurn < 0)
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{
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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int nAngle = pPlayerActor->spr.ang;
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pActor->spr.pos.Z = pPlayerActor->spr.pos.Z;
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@ -243,7 +243,7 @@ void ResetSwordSeqs()
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Collision CheckCloseRange(int nPlayer, int *x, int *y, int *z, sectortype* *ppSector)
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{
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auto pActor = PlayerList[nPlayer].Actor();
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auto pActor = PlayerList[nPlayer].pActor;
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int ang = pActor->spr.ang;
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int xVect = bcos(ang);
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@ -318,7 +318,7 @@ void MoveWeapons(int nPlayer)
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if (!PlayerList[nPlayer].bIsFiring || (nSectFlag & kSectUnderwater))
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nTemperature[nPlayer] = 0;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon < -1)
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@ -377,7 +377,7 @@ void MoveWeapons(int nPlayer)
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if (!WeaponCanFire(nPlayer))
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{
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if (!dword_96E22) {
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D3PlayFX(StaticSound[4], PlayerList[nPlayer].Actor());
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D3PlayFX(StaticSound[4], PlayerList[nPlayer].pActor);
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}
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}
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else
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@ -951,7 +951,7 @@ void DrawWeapons(double smooth)
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}
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if (nWeapon < 0) {
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nShade = PlayerList[nLocalPlayer].Actor()->spr.shade;
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nShade = PlayerList[nLocalPlayer].pActor->spr.shade;
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}
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(smooth);
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@ -176,7 +176,7 @@ static bool UseEye(int nPlayer)
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if (PlayerList[nPlayer].nInvisible >= 0)
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PlayerList[nPlayer].nInvisible = 900;
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auto pActor = PlayerList[nPlayer].Actor();
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auto pActor = PlayerList[nPlayer].pActor;
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pActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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@ -199,7 +199,7 @@ static bool UseMask(int nPlayer)
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if (nPlayer == nLocalPlayer)
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{
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor());
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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@ -223,7 +223,7 @@ bool UseHeart(int nPlayer)
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor());
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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@ -239,7 +239,7 @@ bool UseScarab(int nPlayer)
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor());
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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@ -252,7 +252,7 @@ static bool UseHand(int nPlayer)
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if (nPlayer == nLocalPlayer)
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{
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ItemFlash();
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].Actor());
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D3PlayFX(StaticSound[kSound31], PlayerList[nPlayer].pActor);
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}
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return true;
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}
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@ -48,7 +48,7 @@ void DrawMap(double const smoothratio)
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{
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if (!nFreeze && automapMode != am_off)
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{
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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int x = pPlayerActor->spr.interpolatedx(smoothratio);
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int y = pPlayerActor->spr.interpolatedy(smoothratio);
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@ -73,7 +73,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto pPlayerActor = PlayerList[i].Actor();
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auto pPlayerActor = PlayerList[i].pActor;
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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@ -352,7 +352,7 @@ Collision movespritez(DExhumedActor* pActor, int z, int height, int, int clipdis
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if (pSect2->Flag & kSectUnderwater)
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{
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if (pActor == PlayerList[nLocalPlayer].Actor()) {
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if (pActor == PlayerList[nLocalPlayer].pActor) {
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D3PlayFX(StaticSound[kSound2], pActor);
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}
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@ -712,7 +712,7 @@ DExhumedActor* FindPlayer(DExhumedActor* pActor, int nDistance, bool dontengage)
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if (i >= nTotalPlayers)
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return nullptr;
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pPlayerActor = PlayerList[i].Actor();
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pPlayerActor = PlayerList[i].pActor;
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if ((pPlayerActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (!(pPlayerActor->spr.cstat & CSTAT_SPRITE_INVISIBLE)))
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{
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@ -1076,7 +1076,7 @@ void MoveSector(sectortype* pSector, int nAngle, int *nXVel, int *nYVel)
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Can cause local player sounds to play off-centre.
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TODO: Might need to be done elsewhere too?
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*/
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auto pActor = PlayerList[nLocalPlayer].Actor();
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auto pActor = PlayerList[nLocalPlayer].pActor;
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initx = pActor->spr.pos.X;
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inity = pActor->spr.pos.Y;
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initz = pActor->spr.pos.Z;
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@ -1093,7 +1093,7 @@ void SetQuake(DExhumedActor* pActor, int nVal)
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for (int i = 0; i < nTotalPlayers; i++)
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{
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auto pPlayerActor = PlayerList[i].Actor();
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auto pPlayerActor = PlayerList[i].pActor;
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uint32_t xDiff = abs((int32_t)((pPlayerActor->spr.pos.X - x) >> 8));
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@ -1236,7 +1236,7 @@ int GetWallNormal(walltype* pWall)
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void WheresMyMouth(int nPlayer, vec3_t* pos, sectortype **sectnum)
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{
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auto pActor = PlayerList[nPlayer].Actor();
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auto pActor = PlayerList[nPlayer].pActor;
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int height = GetActorHeight(pActor) >> 1;
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*sectnum = pActor->spr.sector();
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@ -37,7 +37,7 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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{
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Player *nPlayer = &PlayerList[nLocalPlayer];
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nPlayer->Actor()->spr.opos = nPlayer->Actor()->spr.pos = { x, y, z };
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nPlayer->pActor->spr.opos = nPlayer->pActor->spr.pos = { x, y, z };
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if (ang != INT_MIN)
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{
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@ -217,7 +217,7 @@ int GetPlayerFromActor(DExhumedActor* pActor)
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void RestartPlayer(int nPlayer)
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{
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auto plr = &PlayerList[nPlayer];
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auto pActor = plr->Actor();
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auto pActor = plr->pActor;
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DExhumedActor* pDopSprite = plr->pDoppleSprite;
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DExhumedActor* floorsprt;
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@ -431,7 +431,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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{
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FreeRa(nPlayer);
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auto pActor = PlayerList[nPlayer].Actor();
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auto pActor = PlayerList[nPlayer].pActor;
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PlayerList[nPlayer].nHealth = 0;
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int nLotag = pActor->spr.sector()->lotag;
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@ -601,7 +601,7 @@ static void pickupMessage(int no)
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void UpdatePlayerSpriteAngle(Player* pPlayer)
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{
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inita = pPlayer->angle.ang.asbuild();
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if (pPlayer->Actor()) pPlayer->Actor()->spr.ang = inita;
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if (pPlayer->pActor) pPlayer->pActor->spr.ang = inita;
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}
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void AIPlayer::Draw(RunListEvent* ev)
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@ -618,7 +618,7 @@ void AIPlayer::RadialDamage(RunListEvent* ev)
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int nPlayer = RunData[ev->nRun].nObjIndex;
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assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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if (PlayerList[nPlayer].nHealth <= 0)
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{
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@ -633,7 +633,7 @@ void AIPlayer::Damage(RunListEvent* ev)
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{
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int nDamage = ev->nDamage;
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int nPlayer = RunData[ev->nRun].nObjIndex;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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int nAction = PlayerList[nPlayer].nAction;
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DExhumedActor* pDopple = PlayerList[nPlayer].pDoppleSprite;
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@ -743,7 +743,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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int nPlayer = RunData[ev->nRun].nObjIndex;
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assert(nPlayer >= 0 && nPlayer < kMaxPlayers);
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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DExhumedActor* pDopple = PlayerList[nPlayer].pDoppleSprite;
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@ -2477,7 +2477,7 @@ sectdone:
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// will invalidate nPlayerSprite
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RestartPlayer(nPlayer);
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pPlayerActor = PlayerList[nPlayer].Actor();
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pPlayerActor = PlayerList[nPlayer].pActor;
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pDopple = PlayerList[nPlayer].pDoppleSprite;
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}
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else
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@ -2756,7 +2756,7 @@ DEFINE_ACTION_FUNCTION(_ExhumedPlayer, IsUnderwater)
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DEFINE_ACTION_FUNCTION(_ExhumedPlayer, GetAngle)
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{
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PARAM_SELF_STRUCT_PROLOGUE(Player);
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ACTION_RETURN_INT(self->Actor()->spr.ang);
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ACTION_RETURN_INT(self->pActor->spr.ang);
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}
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@ -54,8 +54,7 @@ struct PlayerSave
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struct Player
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{
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DExhumedActor* Actor() { return pActor; }
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TObjPtr<DExhumedActor*> pActor;
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DExhumedActor* pActor;
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int16_t nHealth;
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int16_t nLives;
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int16_t nDouble;
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@ -85,7 +85,7 @@ void FreeRa(int nPlayer)
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void BuildRa(int nPlayer)
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{
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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auto pActor = insertActor(pPlayerActor->spr.sector(), 203);
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@ -160,7 +160,7 @@ void MoveRaToEnemy(int nPlayer)
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}
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pTarget = PlayerList[nPlayer].Actor();
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pTarget = PlayerList[nPlayer].pActor;
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}
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pActor->spr.pos.X = pTarget->spr.pos.X;
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@ -261,7 +261,7 @@ void AIRa::Tick(RunListEvent* ev)
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{
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if (PlayerList[nPlayer].nAmmo[kWeaponRing] > 0)
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{
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runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].Actor(), BulletInfo[kWeaponRing].nDamage);
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runlist_DamageEnemy(Ra[nPlayer].pTarget, PlayerList[Ra[nPlayer].nPlayer].pActor, BulletInfo[kWeaponRing].nDamage);
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AddAmmo(nPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(pActor, 100);
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}
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@ -1728,7 +1728,7 @@ void runlist_DamageEnemy(DExhumedActor* pActor, DExhumedActor* pActor2, int nDam
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if (PlayerList[nPlayer].nTauntTimer <= 0)
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{
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// Do a taunt
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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auto pSector = pPlayerActor->spr.sector();
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if (!(pSector->Flag & kSectUnderwater))
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@ -129,7 +129,7 @@ void BuildSnake(int nPlayer, int zVal)
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zVal -= 1280;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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auto pViewSect = PlayerList[nPlayer].pPlayerViewSect;
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int nPic = seq_GetSeqPicnum(kSeqSnakBody, 0, 0);
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@ -258,7 +258,7 @@ void BuildSnake(int nPlayer, int zVal)
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DExhumedActor* FindSnakeEnemy(int nSnake)
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{
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int nPlayer = SnakeList[nSnake].nSnakePlayer;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerActor = PlayerList[nPlayer].pActor;
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DExhumedActor* pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
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if (!pActor) return nullptr;
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@ -640,7 +640,7 @@ void PlayFX2(int nSound, DExhumedActor* pActor, int sectf, EChanFlags chanflags,
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}
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// Nuke: added nSprite >= 0 check
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if (pActor != PlayerList[nLocalPlayer].Actor() && pActor != nullptr && (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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if (pActor != PlayerList[nLocalPlayer].pActor && pActor != nullptr && (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
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nCreepyTimer = kCreepyCount;
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}
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@ -684,7 +684,7 @@ void CheckAmbience(sectortype* sect)
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{
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if (sect == pSector2)
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{
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amb = GetSoundPos(&PlayerList[0].Actor()->spr.pos);
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amb = GetSoundPos(&PlayerList[0].pActor->spr.pos);
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}
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else
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{
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@ -442,7 +442,7 @@ void AISWPressSector::Use(RunListEvent* ev)
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{
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if (SwitchData[nSwitch].nKeyMask)
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{
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auto& pos = PlayerList[nPlayer].Actor()->spr.pos;
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auto& pos = PlayerList[nPlayer].pActor->spr.pos;
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PlayFXAtXYZ(StaticSound[nSwitchSound], pos.X, pos.Y, 0, CHANF_LISTENERZ);
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StatusMessage(300, "YOU NEED THE KEY FOR THIS DOOR");
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@ -83,7 +83,7 @@ static void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int x, int
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}
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}
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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int var_38 = 20;
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int var_2C = 30000;
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@ -206,7 +206,7 @@ void DrawView(double smoothRatio, bool sceneonly)
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DoInterpolations(smoothRatio / 65536.);
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pm_smoothratio = (int)smoothRatio;
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auto pPlayerActor = PlayerList[nLocalPlayer].Actor();
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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auto nPlayerOldCstat = pPlayerActor->spr.cstat;
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auto pDop = PlayerList[nLocalPlayer].pDoppleSprite;
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auto nDoppleOldCstat = pDop->spr.cstat;
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