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- FAFcansee refactoring, part 3.
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1 changed files with 6 additions and 6 deletions
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@ -7289,7 +7289,7 @@ int DoExpDamageTest(DSWActor* actor)
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if ((unsigned)dist > actor->user.Radius)
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continue;
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if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector()))
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if (!FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), actor->spr.pos, actor->sector()))
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continue;
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if ((itActor->spr.extra & SPRX_BREAKABLE))
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@ -11849,7 +11849,7 @@ int InitSwordAttack(PLAYER* pp)
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{
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if (SpriteOverlapZ(pp->actor, itActor, Z(20)))
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{
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if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
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if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
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DoDamage(itActor, pp->actor);
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}
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}
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@ -12025,7 +12025,7 @@ int InitFistAttack(PLAYER* pp)
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{
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if (SpriteOverlapZ(pp->actor, itActor, Z(20)) || face == 190)
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{
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if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
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if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector()))
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DoDamage(itActor, plActor);
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if (face == 190)
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{
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@ -12303,7 +12303,7 @@ int InitSumoStompAttack(DSWActor* actor)
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if (dist < CloseRangeDist(itActor, actor, reach))
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{
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if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
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if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
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DoDamage(itActor, actor);
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}
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}
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@ -12329,7 +12329,7 @@ int InitMiniSumoClap(DSWActor* actor)
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{
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if (SpriteOverlapZ(actor, targetActor, Z(20)))
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{
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if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
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if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
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{
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PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan);
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DoDamage(targetActor, actor);
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@ -12338,7 +12338,7 @@ int InitMiniSumoClap(DSWActor* actor)
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}
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else if (dist < CloseRangeDist(targetActor, actor, reach))
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{
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if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
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if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector()))
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{
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PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
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SpawnFireballFlames(actor, targetActor);
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