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https://github.com/DrBeef/Raze.git
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- cleanup.
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parent
7012a77685
commit
e94785e571
3 changed files with 32 additions and 35 deletions
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@ -336,7 +336,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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{
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pp = &Player[pnum];
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if (sp->owner == pp->PlayerSprite)
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if (GetOwner(actor) == pp->Actor())
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continue;
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u->targetActor = pp->Actor();
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@ -354,7 +354,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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// Zombies don't target their masters!
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if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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{
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if (sp->owner == pp->PlayerSprite)
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if (GetOwner(actor) == pp->Actor())
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continue;
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if (!PlayerTakeDamage(pp, actor))
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@ -384,7 +384,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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// Zombies don't target their masters!
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if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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{
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if (sp->owner == pp->PlayerSprite)
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if (GetOwner(actor) == pp->Actor())
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continue;
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if (!PlayerTakeDamage(pp, actor))
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@ -769,7 +769,7 @@ int DoActorDecide(DSWActor* actor)
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if (actor_action == InitActorAttack && u->ID == ZOMBIE_RUN_R0 && u->targetActor->u()->PlayerP)
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{
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// Don't let zombies shoot at master
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if (sp->owner == u->targetActor->GetSpriteIndex())
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if (GetOwner(actor) == u->targetActor)
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return 0;
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// if this player cannot take damage from this zombie(weapon) return out
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@ -1252,7 +1252,7 @@ int InitActorAttack(DSWActor* actor)
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if (u->ID == ZOMBIE_RUN_R0 && u->targetActor->hasU() && u->targetActor->u()->PlayerP)
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{
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// Don't let zombies shoot at master
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if (sp->owner == u->targetActor->GetSpriteIndex())
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if (GetOwner(actor) == u->targetActor)
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return 0;
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// if this player cannot take damage from this zombie(weapon) return out
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@ -1372,8 +1372,9 @@ int PlayerInitChemBomb(PLAYERp pp)
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// pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
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// MONO_PRINT(ds);
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oclipdist = pp->SpriteP->clipdist;
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pp->SpriteP->clipdist = 0;
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auto psp = &pp->Actor()->s();
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oclipdist = psp->clipdist;
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psp->clipdist = 0;
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wp->clipdist = 0;
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// wp->ang = NORM_ANGLE(wp->ang - 512);
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@ -1382,7 +1383,7 @@ int PlayerInitChemBomb(PLAYERp pp)
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MissileSetPos(actorNew->GetSpriteIndex(), DoChemBomb, 1000);
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pp->SpriteP->clipdist = uint8_t(oclipdist);
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psp->clipdist = uint8_t(oclipdist);
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wp->clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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@ -1792,13 +1793,14 @@ int PlayerInitCaltrops(PLAYERp pp)
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wp->zvel = -pp->horizon.horiz.asq16() >> 9;
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oclipdist = pp->SpriteP->clipdist;
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pp->SpriteP->clipdist = 0;
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auto psp = &pp->Actor()->s();
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oclipdist = psp->clipdist;
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psp->clipdist = 0;
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wp->clipdist = 0;
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MissileSetPos(spawnedActor->GetSpriteIndex(), DoCaltrops, 1000);
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pp->SpriteP->clipdist = uint8_t(oclipdist);
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psp->clipdist = uint8_t(oclipdist);
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wp->clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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@ -2096,7 +2098,7 @@ int DoCarryFlag(DSWActor* actor)
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USERp fu = fown->u();
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// if no owner then die
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// if no Owner then die
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if (u->attachActor != nullptr)
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{
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SPRITEp ap = &u->attachActor->s();
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@ -2256,7 +2258,7 @@ int DoCarryFlagNoDet(DSWActor* actor)
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if (u->flagOwnerActor != nullptr)
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fu->WaitTics = 30 * 120; // Keep setting respawn tics so it won't respawn
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// if no owner then die
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// if no Owner then die
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if (u->attachActor != nullptr)
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{
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SPRITEp ap = &u->attachActor->s();
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@ -5750,7 +5750,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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// ZOMBIE special case for single play
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if (wu->ID == ZOMBIE_RUN_R0)
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{
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// if weapons owner the player
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// if weapons Owner the player
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if (wp->owner == pp->PlayerSprite)
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return false;
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}
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@ -5768,7 +5768,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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if (wu->PlayerP == pp)
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return true;
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// if the weapons owner is YOURSELF take damage
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// if the weapons Owner is YOURSELF take damage
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if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP && User[wp->owner]->PlayerP == pp)
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return true;
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@ -5776,7 +5776,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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if (wu->PlayerP)
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return false;
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// if the weapons owner is a player
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// if the weapons Owner is a player
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if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP)
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return false;
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}
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@ -5790,7 +5790,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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if (wu->PlayerP == pp)
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return true;
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// if the weapons owner is YOURSELF take damage
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// if the weapons Owner is YOURSELF take damage
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if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP && User[wp->owner]->PlayerP == pp)
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return true;
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@ -5801,7 +5801,7 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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return false;
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}
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// if the weapons owner is a player
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// if the weapons Owner is a player
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if (wp->owner >= 0 && User[wp->owner].Data() && User[wp->owner]->PlayerP)
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{
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// if both on the same team then no damage
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@ -9317,10 +9317,6 @@ DoMineRangeTest(short Weapon, short range)
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sp = &sprite[i];
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u = User[i].Data();
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// don't detect the owner or the owners bottom half
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//if (wp->owner == i || (u->PlayerP && (wp->owner == u->PlayerP->PlayerSprite)))
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// continue;
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DISTANCE(sp->x, sp->y, wp->x, wp->y, dist, tx, ty, tmin);
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if (dist > range)
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continue;
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@ -10416,7 +10412,6 @@ DoUziBullet(DSWActor* actor)
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wp->shade = -40;
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wp->xrepeat = UZI_SPARK_REPEAT;
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wp->yrepeat = UZI_SPARK_REPEAT;
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//wp->owner = sp->owner;
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SetOwner(sp->owner, j);
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wp->ang = sp->ang;
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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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@ -10830,7 +10825,7 @@ int SpawnBreakFlames(DSWActor* actor)
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np->yrepeat = 16;
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nu->Counter = 48; // max flame size
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//SetOwner(sp->owner, New);
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np->shade = -40;
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if (u)
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np->pal = nu->spal = u->spal;
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@ -10879,7 +10874,7 @@ SpawnBreakStaticFlames(int16_t SpriteNum)
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np->yrepeat = 32;
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//nu->Counter = 48; // max flame size
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//SetOwner(sp->owner, New);
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np->shade = -40;
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np->pal = nu->spal = u->spal;
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//SET(np->cstat, CSTAT_SPRITE_YCENTER);
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@ -16444,7 +16439,7 @@ InitEnemyStar(DSWActor* actor)
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->yrepeat = 16;
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wp->xrepeat = 16;
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@ -16535,7 +16530,7 @@ InitEnemyCrossbow(DSWActor* actor)
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->xrepeat = 16;
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wp->yrepeat = 26;
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@ -16634,7 +16629,7 @@ InitSkelSpell(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->xrepeat -= 20;
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wp->yrepeat -= 20;
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@ -16689,7 +16684,7 @@ InitCoolgFire(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->hitag = LUMINOUS;
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wp->yrepeat = 18;
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@ -16765,7 +16760,7 @@ InitCoolgDrip(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(actor, &swActors[w]);
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wp->yrepeat = wp->xrepeat = 20;
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wp->shade = -5;
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@ -16813,7 +16808,7 @@ GenerateDrips(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->yrepeat = wp->xrepeat = 20;
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wp->shade = -10;
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@ -16897,7 +16892,7 @@ InitFireballTrap(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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wp->hitag = LUMINOUS; //Always full brightness
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SetOwner(SpriteNum, w);
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wp->xrepeat -= 20;
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@ -16937,7 +16932,7 @@ InitBoltTrap(DSWActor* actor)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->yrepeat = 32;
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wp->xrepeat = 32;
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@ -16977,7 +16972,7 @@ InitSpearTrap(short SpriteNum)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->xrepeat = 16;
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wp->yrepeat = 26;
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@ -19317,7 +19312,7 @@ InitEnemyFireball(DSWActor* actor)
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wp->xrepeat = 20;
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wp->yrepeat = 20;
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wp->shade = -40;
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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wp->zvel = 0;
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wp->clipdist = 16>>2;
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