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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
Braces around ACTION_RETURN used in an if are no longer optional
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b2ccd0bd28
commit
b8a16600ac
1 changed files with 55 additions and 17 deletions
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@ -892,8 +892,10 @@ int DoJumpIfInventory(AActor *owner, AActor *self, AActor *stateowner, FState *c
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if (itemamount > 0)
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{
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if (item->Amount >= itemamount)
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{
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ACTION_RETURN_STATE(label);
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}
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}
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else if (item->Amount >= item->MaxAmount)
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{
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ACTION_RETURN_STATE(label);
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@ -2306,10 +2308,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon == NULL)
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{
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ACTION_RETURN_BOOL(true);
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}
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if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
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{
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ACTION_RETURN_BOOL(true);
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}
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}
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AActor *mo = Spawn( missile, self->Vec3Angle(distance, self->angle, -self->floorclip + self->GetBobOffset() + zheight), ALLOW_REPLACE);
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@ -2343,13 +2349,15 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
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{
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ACTION_RETURN_BOOL(false);
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}
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if (chance > 0 && pr_spawnitemex() < chance)
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{
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ACTION_RETURN_BOOL(true);
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}
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// Don't spawn monsters if this actor has been massacred
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if (self->DamageType == NAME_Massacre && (GetDefaultByType(missile)->flags3 & MF3_ISMONSTER))
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{
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ACTION_RETURN_BOOL(true);
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}
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fixedvec2 pos;
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@ -2425,18 +2433,23 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
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PARAM_BOOL_OPT (useammo) { useammo = true; }
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if (missile == NULL)
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{
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ACTION_RETURN_BOOL(true);
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}
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if (ACTION_CALL_FROM_WEAPON())
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{
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// Used from a weapon, so use some ammo
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon == NULL)
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{
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ACTION_RETURN_BOOL(true);
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}
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if (useammo && !weapon->DepleteAmmo(weapon->bAltFire))
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{
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ACTION_RETURN_BOOL(true);
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}
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}
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AActor *bo;
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@ -3655,8 +3668,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
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if (range && !(flags & CLOFF_CHECKPARTIAL))
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{
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if (distance > range)
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{
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ACTION_RETURN_STATE(NULL);
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}
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}
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{
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angle_t ang;
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@ -3828,8 +3843,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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}
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if (target == NULL)
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ACTION_RETURN_STATE(NULL); // [KS] Let's not call P_CheckSight unnecessarily in this case.
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{ // [KS] Let's not call P_CheckSight unnecessarily in this case.
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ACTION_RETURN_STATE(NULL);
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}
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if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0))
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{
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ACTION_RETURN_STATE(NULL);
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@ -3842,7 +3858,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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// Does the player aim at something that can be shot?
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P_AimLineAttack(self, self->angle, MISSILERANGE, &target, (flags & JLOSF_NOAUTOAIM) ? ANGLE_1/2 : 0);
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if (!target) ACTION_RETURN_STATE(NULL);
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if (!target)
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{
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ACTION_RETURN_STATE(NULL);
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}
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switch (flags & (JLOSF_TARGETLOS|JLOSF_FLIPFOV))
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{
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@ -3865,22 +3884,26 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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// [FDARI] If target is not a combatant, don't jump
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if ( (flags & JLOSF_COMBATANTONLY) && (!target->player) && !(target->flags3 & MF3_ISMONSTER))
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{
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ACTION_RETURN_STATE(NULL);
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}
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// [FDARI] If actors share team, don't jump
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if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target))
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{
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ACTION_RETURN_STATE(NULL);
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}
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fixed_t distance = self->AproxDistance3D(target);
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if (dist_max && (distance > dist_max))
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (dist_close && (distance < dist_close))
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{
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if (flags & JLOSF_CLOSENOJUMP)
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0;
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@ -3892,7 +3915,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
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else { viewport = self; }
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if (doCheckSight && !P_CheckSight (viewport, target, SF_IGNOREVISIBILITY))
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (flags & JLOSF_FLIPFOV)
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{
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@ -3970,8 +3995,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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if (dist_close && (distance < dist_close))
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{
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if (flags & JLOSF_CLOSENOJUMP)
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (flags & JLOSF_CLOSENOFOV)
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fov = 0;
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@ -3989,8 +4015,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
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}
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}
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if (doCheckSight && !P_CheckSight (target, self, SF_IGNOREVISIBILITY))
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{
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ACTION_RETURN_STATE(NULL);
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}
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ACTION_RETURN_STATE(jump);
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}
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@ -4005,8 +4032,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
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PARAM_ACTION_PROLOGUE;
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if ( self->player == NULL || self->player->ReadyWeapon == NULL )
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{
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ACTION_RETURN_STATE(NULL);
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}
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PARAM_INT (count);
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PARAM_STATE (jump);
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PARAM_BOOL_OPT (dontincrement) { dontincrement = false; }
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@ -4284,8 +4312,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
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A_FaceTarget(self);
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if (pr_monsterrefire() < prob)
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (self->target == NULL
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|| P_HitFriend (self)
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|| self->target->health <= 0
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@ -5458,7 +5487,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj != NULL && jump && mobj->GetSpecies() == species)
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{
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ACTION_RETURN_STATE(jump);
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}
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ACTION_RETURN_STATE(NULL);
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}
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@ -6400,14 +6431,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
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if (!jump)
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{
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if (!(flags & (CPXF_SETTARGET | CPXF_SETMASTER | CPXF_SETTRACER)))
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{
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ACTION_RETURN_STATE(NULL);
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}
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}
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AActor *ref = COPY_AAPTR(self, ptr);
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// We need these to check out.
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if (!ref || !classname || distance <= 0)
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{
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ACTION_RETURN_STATE(NULL);
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}
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int counter = 0;
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bool result = false;
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fixed_t closer = distance, farther = 0, current = distance;
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@ -6556,7 +6590,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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//Nothing to block it so skip the rest.
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bool checker = (flags & CBF_DROPOFF) ? P_CheckMove(mobj, mobj->X(), mobj->Y()) : P_TestMobjLocation(mobj);
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if (checker) ACTION_RETURN_STATE(NULL);
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if (checker)
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{
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ACTION_RETURN_STATE(NULL);
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}
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if (mobj->BlockingMobj)
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{
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@ -6573,8 +6610,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
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//this point. I.e. A_CheckBlock("",CBF_SETTRACER) is like having CBF_NOLINES.
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//It gets the mobj blocking, if any, and doesn't jump at all.
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if (!block)
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{
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ACTION_RETURN_STATE(NULL);
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}
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//[MC] Easiest way to tell if an actor is blocking it, use the pointers.
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if (mobj->BlockingMobj || (!(flags & CBF_NOLINES) && mobj->BlockingLine != NULL))
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{
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