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https://github.com/ZDoom/raze-gles.git
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- array cleanup in spawn.cpp.
This commit is contained in:
parent
d237471b79
commit
03da2011b6
1 changed files with 57 additions and 58 deletions
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@ -49,22 +49,19 @@ BEGIN_DUKE_NS
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short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss)
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short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss)
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{
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{
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int i;
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spritetype* s;
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if (isRRRA() && s_ow < 0)
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if (isRRRA() && s_ow < 0)
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return 0;
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return 0;
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i = insertsprite(whatsect, s_ss);
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int const i = insertsprite(whatsect, s_ss);
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if (i < 0)
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if (i < 0)
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I_Error(" Too many sprites spawned.");
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I_Error(" Too many sprites spawned.");
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hittype[i].bposx = s_x;
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auto act = &hittype[i];
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hittype[i].bposy = s_y;
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auto s = &act->s;
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hittype[i].bposz = s_z;
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act->bposx = s_x;
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act->bposy = s_y;
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s = &sprite[i];
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act->bposz = s_z;
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s->x = s_x;
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s->x = s_x;
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s->y = s_y;
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s->y = s_y;
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@ -87,28 +84,28 @@ short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s
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s->pal = 0;
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s->pal = 0;
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s->lotag = 0;
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s->lotag = 0;
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hittype[i].picnum = sprite[s_ow].picnum;
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act->picnum = sprite[s_ow].picnum;
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hittype[i].lastvx = 0;
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act->lastvx = 0;
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hittype[i].lastvy = 0;
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act->lastvy = 0;
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hittype[i].timetosleep = 0;
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act->timetosleep = 0;
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hittype[i].actorstayput = -1;
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act->actorstayput = -1;
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hittype[i].extra = -1;
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act->extra = -1;
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hittype[i].owner = s_ow;
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act->owner = s_ow;
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hittype[i].cgg = 0;
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act->cgg = 0;
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hittype[i].movflag = 0;
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act->movflag = 0;
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hittype[i].tempang = 0;
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act->tempang = 0;
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hittype[i].dispicnum = 0;
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act->dispicnum = 0;
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hittype[i].floorz = hittype[s_ow].floorz;
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act->floorz = hittype[s_ow].floorz;
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hittype[i].ceilingz = hittype[s_ow].ceilingz;
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act->ceilingz = hittype[s_ow].ceilingz;
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memset(hittype[i].temp_data, 0, sizeof(hittype[i].temp_data));
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memset(act->temp_data, 0, sizeof(act->temp_data));
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if (actorinfo[s_pn].scriptaddress)
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if (actorinfo[s_pn].scriptaddress)
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{
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{
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auto sa = &ScriptCode[actorinfo[s_pn].scriptaddress];
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auto sa = &ScriptCode[actorinfo[s_pn].scriptaddress];
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s->extra = sa[0];
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s->extra = sa[0];
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hittype[i].temp_data[4] = sa[1];
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act->temp_data[4] = sa[1];
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hittype[i].temp_data[1] = sa[2];
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act->temp_data[1] = sa[2];
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s->hitag = sa[3];
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s->hitag = sa[3];
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}
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}
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else
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else
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@ -149,28 +146,29 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
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else
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else
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{
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{
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i = pn;
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i = pn;
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sp = &sprite[i];
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auto act = &hittype[i];
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t = hittype[i].temp_data;
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sp = &act->s;
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t = act->temp_data;
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hittype[i].picnum = sp->picnum;
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act->picnum = sp->picnum;
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hittype[i].timetosleep = 0;
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act->timetosleep = 0;
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hittype[i].extra = -1;
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act->extra = -1;
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hittype[i].bposx = sp->x;
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act->bposx = sp->x;
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hittype[i].bposy = sp->y;
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act->bposy = sp->y;
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hittype[i].bposz = sp->z;
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act->bposz = sp->z;
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sp->owner = hittype[i].owner = i;
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sp->owner = act->owner = i;
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hittype[i].cgg = 0;
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act->cgg = 0;
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hittype[i].movflag = 0;
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act->movflag = 0;
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hittype[i].tempang = 0;
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act->tempang = 0;
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hittype[i].dispicnum = 0;
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act->dispicnum = 0;
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hittype[i].floorz = sector[sp->sectnum].floorz;
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act->floorz = sector[sp->sectnum].floorz;
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hittype[i].ceilingz = sector[sp->sectnum].ceilingz;
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act->ceilingz = sector[sp->sectnum].ceilingz;
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hittype[i].lastvx = 0;
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act->lastvx = 0;
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hittype[i].lastvy = 0;
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act->lastvy = 0;
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hittype[i].actorstayput = -1;
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act->actorstayput = -1;
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t[0] = t[1] = t[2] = t[3] = t[4] = t[5] = 0;
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t[0] = t[1] = t[2] = t[3] = t[4] = t[5] = 0;
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@ -180,18 +178,18 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
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if (sp->shade == 127) return i;
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if (sp->shade == 127) return i;
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if (wallswitchcheck(i) && (sp->cstat & 16))
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if (wallswitchcheck(i) && (sp->cstat & 16))
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{
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{
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if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sprite[i].pal)
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if (sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2 && sp->pal)
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{
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{
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if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
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if ((ud.multimode < 2) || (ud.multimode > 1 && ud.coop == 1))
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{
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{
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sprite[i].xrepeat = sprite[i].yrepeat = 0;
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sp->xrepeat = sp->yrepeat = 0;
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sprite[i].cstat = sp->lotag = sp->hitag = 0;
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sp->cstat = sp->lotag = sp->hitag = 0;
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return i;
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return i;
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}
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}
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}
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}
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sp->cstat |= 257;
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sp->cstat |= 257;
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if (sprite[i].pal && sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2)
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if (sp->pal && sp->picnum != TILE_ACCESSSWITCH && sp->picnum != TILE_ACCESSSWITCH2)
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sprite[i].pal = 0;
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sp->pal = 0;
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return i;
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return i;
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}
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}
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@ -230,9 +228,9 @@ int initspriteforspawn(int j, int pn, const std::initializer_list<int> &excludes
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void spawninitdefault(int j, int i)
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void spawninitdefault(int j, int i)
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{
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{
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auto sp = &sprite[i];
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auto act = &hittype[i];
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auto sp = &act->s;
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auto sect = sp->sectnum;
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auto sect = sp->sectnum;
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auto t = hittype[i].temp_data;
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if (actorinfo[sp->picnum].scriptaddress)
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if (actorinfo[sp->picnum].scriptaddress)
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{
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{
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@ -260,7 +258,7 @@ void spawninitdefault(int j, int i)
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makeitfall(i);
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makeitfall(i);
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if (actorflag(i, SFLAG_BADGUYSTAYPUT))
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if (actorflag(i, SFLAG_BADGUYSTAYPUT))
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hittype[i].actorstayput = sp->sectnum;
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act->actorstayput = sp->sectnum;
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if (!isRR() || actorflag(i, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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if (!isRR() || actorflag(i, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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ps[myconnectindex].max_actors_killed++;
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ps[myconnectindex].max_actors_killed++;
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@ -269,7 +267,7 @@ void spawninitdefault(int j, int i)
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if (j >= 0)
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if (j >= 0)
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{
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{
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if (sprite[j].picnum == RESPAWN)
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if (sprite[j].picnum == RESPAWN)
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hittype[i].tempang = sprite[i].pal = sprite[j].pal;
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act->tempang = sp->pal = sprite[j].pal;
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changespritestat(i, STAT_ACTOR);
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changespritestat(i, STAT_ACTOR);
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}
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}
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else changespritestat(i, STAT_ZOMBIEACTOR);
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else changespritestat(i, STAT_ZOMBIEACTOR);
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@ -281,7 +279,7 @@ void spawninitdefault(int j, int i)
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changespritestat(i, STAT_ACTOR);
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changespritestat(i, STAT_ACTOR);
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}
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}
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hittype[i].timetosleep = 0;
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act->timetosleep = 0;
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if (j >= 0)
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if (j >= 0)
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sp->ang = sprite[j].ang;
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sp->ang = sprite[j].ang;
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@ -428,14 +426,15 @@ void initshell(int j, int i, bool isshell)
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{
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{
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auto sp = &sprite[i];
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auto sp = &sprite[i];
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int sect = sp->sectnum;
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int sect = sp->sectnum;
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auto spj = &sprite[j];
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auto t = hittype[i].temp_data;
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auto t = hittype[i].temp_data;
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if (j >= 0)
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if (j >= 0)
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{
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{
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short snum, a;
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short snum, a;
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if (sprite[j].picnum == TILE_APLAYER)
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if (spj->picnum == TILE_APLAYER)
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{
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{
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snum = sprite[j].yvel;
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snum = spj->yvel;
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a = ps[snum].angle.ang.asbuild() - (krand() & 63) + 8; //Fine tune
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a = ps[snum].angle.ang.asbuild() - (krand() & 63) + 8; //Fine tune
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t[0] = krand() & 1;
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t[0] = krand() & 1;
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@ -445,11 +444,11 @@ void initshell(int j, int i, bool isshell)
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else
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else
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{
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{
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a = sp->ang;
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a = sp->ang;
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sp->z = sprite[j].z - PHEIGHT + (3 << 8);
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sp->z = spj->z - PHEIGHT + (3 << 8);
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}
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}
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sp->x = sprite[j].x + (sintable[(a + 512) & 2047] >> 7);
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sp->x = spj->x + (sintable[(a + 512) & 2047] >> 7);
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sp->y = sprite[j].y + (sintable[a & 2047] >> 7);
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sp->y = spj->y + (sintable[a & 2047] >> 7);
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sp->shade = -8;
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sp->shade = -8;
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