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- the remaining iterators in sectors_r.cpp
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6a8dc8217f
commit
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1 changed files with 35 additions and 39 deletions
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@ -1914,13 +1914,13 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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fi.hitradius(targ, 10, 0, 0, 1, 1);
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if (s->lotag != 0)
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{
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short j;
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for (j = 0; j < MAXSPRITES; j++)
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DukeSpriteIterator it;
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == RRTILE8679 && sprite[j].pal == 4)
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if (act->s.picnum == RRTILE8679 && act->s.pal == 4)
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{
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if (sprite[j].lotag == s->lotag)
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sprite[j].picnum = RRTILE8680;
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if (act->s.lotag == s->lotag)
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act->s.picnum = RRTILE8680;
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}
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}
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}
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@ -1937,14 +1937,14 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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case RRTILE8099:
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if (s->lotag == 5)
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{
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short j;
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s->lotag = 0;
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s->picnum = RRTILE5087;
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S_PlayActorSound(340, targ);
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for (j = 0; j < MAXSPRITES; j++)
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DukeSpriteIterator it;
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == RRTILE8094)
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sprite[j].picnum = RRTILE5088;
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if (act->s.picnum == RRTILE8094)
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act->s.picnum = RRTILE5088;
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}
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}
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break;
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@ -1954,13 +1954,13 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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s->picnum = RRTILE2451;
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if (s->lotag != 0)
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{
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short j;
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for (j = 0; j < MAXSPRITES; j++)
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DukeSpriteIterator it;
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == RRTILE2431 && sprite[j].pal == 4)
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if (act->s.picnum == RRTILE2431 && act->s.pal == 4)
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{
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if (s->lotag == sprite[j].lotag)
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sprite[j].picnum = RRTILE2451;
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if (s->lotag == act->s.lotag)
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act->s.picnum = RRTILE2451;
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}
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}
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}
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@ -1981,17 +1981,17 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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S_PlayActorSound(SQUISHED, targ);
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if (s->lotag != 0)
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{
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short j;
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for (j = 0; j < MAXSPRITES; j++)
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DukeSpriteIterator it;
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == RRTILE2451 && sprite[j].pal == 4)
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if (act->s.picnum == RRTILE2451 && act->s.pal == 4)
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{
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if (s->lotag == sprite[j].lotag)
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if (s->lotag == act->s.lotag)
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{
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fi.guts(targ, RRTILE2460, 12, myconnectindex);
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fi.guts(targ, RRTILE2465, 3, myconnectindex);
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sprite[j].xrepeat = 0;
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sprite[j].yrepeat = 0;
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act->s.xrepeat = 0;
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act->s.yrepeat = 0;
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s->xrepeat = 0;
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s->yrepeat = 0;
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}
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@ -2283,11 +2283,6 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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s->picnum = BROKEFIREHYDRENT;
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spawn(targ, TOILETWATER);
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// for(k=0;k<5;k++)
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// {
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// j = EGS(s->sectnum,s->x,s->y,s->z-(krand()%(48<<8)),SCRAP3+(krand()&3),-8,48,48,krand()&2047,(krand()&63)+64,-(krand()&4095)-(s->zvel>>2),i,5);
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// sprite[j].pal = 2;
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// }
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S_PlayActorSound(GLASS_HEAVYBREAK, targ);
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break;
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@ -2370,10 +2365,10 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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spawned->s.ang += 32 - (krand() & 63);
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}
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j = pspr->owner;
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auto Owner = proj->GetOwner();
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if (j >= 0 && sprite[j].picnum == APLAYER && s->picnum != DRONE)
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if (ps[sprite[j].yvel].curr_weapon == SHOTGUN_WEAPON)
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if (Owner && Owner->s.picnum == APLAYER && s->picnum != DRONE)
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if (ps[Owner->PlayerIndex()].curr_weapon == SHOTGUN_WEAPON)
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{
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fi.shoot(targ, BLOODSPLAT3);
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fi.shoot(targ, BLOODSPLAT1);
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@ -2413,14 +2408,14 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
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setpal(&ps[p]);
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StatIterator it(STAT_EFFECTOR);
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while ((j = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
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if (act->s.picnum == CAMERA1) act->s.yvel = 0;
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}
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}
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if (sprite[targ->owner].picnum != APLAYER)
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auto Owner = targ->GetHitOwner();
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if (!Owner || Owner->s.picnum != APLAYER)
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if (ud.player_skill >= 3)
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pspr->extra += (pspr->extra >> 1);
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}
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@ -2736,10 +2731,10 @@ void checksectors_r(int snum)
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if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag))
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{
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short unk = 0;
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SectIterator it(neartagsector);
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while ((i = it.NextIndex()) >= 0)
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DukeSectIterator it(neartagsector);
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while (auto act = it.Next())
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{
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if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH)
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if (act->s.picnum == ACTIVATOR || act->s.picnum == MASTERSWITCH)
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return;
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}
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if (haskey(neartagsector, snum))
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@ -2757,10 +2752,11 @@ void checksectors_r(int snum)
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{
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if (isanunderoperator(sector[p->GetActor()->s.sectnum].lotag))
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{
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SectIterator it(p->GetActor()->s.sectnum);
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while ((i = it.NextIndex()) >= 0)
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DukeSectIterator it(p->GetActor()->s.sectnum);
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while (auto act = it.Next())
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{
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if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return;
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if (act->s.picnum == ACTIVATOR || act->s.picnum == MASTERSWITCH)
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return;
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}
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if (haskey(neartagsector, snum))
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operatesectors(p->GetActor()->s.sectnum, p->GetActor());
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