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- internal cleanup of some spawn functions.
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96ebfe808c
commit
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1 changed files with 18 additions and 32 deletions
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@ -19740,9 +19740,9 @@ DSWActor* SpawnBubble(DSWActor* actor)
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if (Prediction)
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return nullptr;
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auto bActor = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0);
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bp = &bActor->s();
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bu = bActor->u();
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auto actorNew = SpawnActor(STAT_MISSILE, BUBBLE, s_Bubble, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0);
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bp = &actorNew->s();
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bu = actorNew->u();
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bp->xrepeat = 8 + (RANDOM_P2(8 << 8) >> 8);
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bp->yrepeat = bp->xrepeat;
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@ -19758,15 +19758,13 @@ DSWActor* SpawnBubble(DSWActor* actor)
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SET(bu->Flags, SPR_UNDERWATER);
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bp->shade = -60; // Make em brighter
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return bActor;
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return actorNew;
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}
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int
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DoVehicleSmoke(DSWActor* actor)
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int DoVehicleSmoke(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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sp->z -= sp->zvel;
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@ -19777,35 +19775,27 @@ DoVehicleSmoke(DSWActor* actor)
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return false;
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}
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int
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DoWaterSmoke(DSWActor* actor)
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int DoWaterSmoke(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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sp->z -= sp->zvel;
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return false;
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}
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int
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SpawnVehicleSmoke(DSWActor* actor)
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int SpawnVehicleSmoke(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum],np;
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SPRITEp sp = &actor->s(),np;
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USERp nu;
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short New;
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if (MoveSkip2 != 0)
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return false;
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New = SpawnSprite(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_VehicleSmoke, sp->sectnum,
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sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0);
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np = &sprite[New];
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nu = User[New].Data();
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np = &actorNew->s();
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nu = actorNew->u();
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nu->WaitTics = 1*120;
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np->shade = -40;
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@ -19828,20 +19818,17 @@ SpawnVehicleSmoke(DSWActor* actor)
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return false;
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}
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int
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SpawnSmokePuff(DSWActor* actor)
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int SpawnSmokePuff(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum],np;
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SPRITEp sp = &actor->s(),np;
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USERp nu;
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short New;
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New = SpawnSprite(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_WaterSmoke, sp->sectnum,
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sp->x, sp->y, sp->z - RANDOM_P2(Z(8)), sp->ang, 0);
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np = &sprite[New];
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nu = User[New].Data();
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np = &actorNew->s();
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nu = actorNew->u();
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nu->WaitTics = 1*120;
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np->shade = -40;
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@ -19937,7 +19924,6 @@ int DoBubble(DSWActor* actor)
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void SpriteQueueDelete(DSWActor* actor)
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{
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size_t i;
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int SpriteNum = actor->GetSpriteIndex();
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for (i = 0; i < MAX_STAR_QUEUE; i++)
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if (StarQueue[i] == actor)
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