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https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- actInit cleanup, new iterators returning DBloodActor.
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parent
c92aaaee20
commit
045e487859
2 changed files with 100 additions and 40 deletions
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@ -2420,48 +2420,57 @@ const int DudeDifficulty[5] = {
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512, 384, 256, 208, 160
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};
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void actInit(bool bSaveLoad) {
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void actInit(bool bSaveLoad)
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{
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap) {
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if (!gModernMap)
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{
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//Printf("> This map *does not* provides modern features.\n");
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nnExtResetGlobals();
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} else {
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//Printf("> This map provides modern features.\n");
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nnExtInitModernStuff(bSaveLoad);
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}
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else
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{
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//Printf("> This map provides modern features.\n");
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nnExtInitModernStuff(bSaveLoad);
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}
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#endif
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int nSprite;
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StatIterator it(kStatItem);
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while ((nSprite = it.NextIndex()) >= 0)
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BloodStatIterator it(kStatItem);
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while (auto act = it.Next())
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{
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switch (sprite[nSprite].type) {
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switch (act->s().type)
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{
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case kItemWeaponVoodooDoll:
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sprite[nSprite].type = kAmmoItemVoodooDoll;
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act->s().type = kAmmoItemVoodooDoll;
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break;
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}
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}
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it.Reset(kStatTraps);
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while ((nSprite = it.NextIndex()) >= 0)
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while (auto act = it.Next())
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{
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spritetype *pSprite = &sprite[nSprite];
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switch (pSprite->type) {
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spritetype *pSprite = &act->s();
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auto x = &act->x();
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switch (pSprite->type)
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{
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case kTrapExploder:
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pSprite->cstat &= ~1; pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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pSprite->cstat &= ~1;
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pSprite->cstat |= CSTAT_SPRITE_INVISIBLE;
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if (pSprite->extra <= 0 || pSprite->extra >= kMaxXSprites) continue;
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xsprite[pSprite->extra].waitTime = ClipLow(xsprite[pSprite->extra].waitTime, 1);
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xsprite[pSprite->extra].state = 0;
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x->waitTime = ClipLow(x->waitTime, 1);
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x->state = 0;
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break;
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}
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}
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it.Reset(kStatThing);
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while ((nSprite = it.NextIndex()) >= 0)
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while (auto act = it.Next())
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{
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if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
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spritetype* pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
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if (!act->hasX()) continue;
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spritetype* pSprite = &act->s();
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XSPRITE* pXSprite = &act->x();
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int nType = pSprite->type - kThingBase;
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pXSprite->health = thingInfo[nType].startHealth << 4;
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@ -2475,7 +2484,7 @@ void actInit(bool bSaveLoad) {
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pSprite->flags = thingInfo[nType].flags;
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if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling;
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xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
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act->xvel() = act->yvel() = act->zvel() = 0;
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switch (pSprite->type) {
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case kThingArmedProxBomb:
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@ -2487,7 +2496,8 @@ void actInit(bool bSaveLoad) {
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break;
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case kThingBloodChunks: {
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SEQINST *pInst = GetInstance(3, pSprite->extra);
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if (pInst) {
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if (pInst)
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{
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auto seq = getSequence(pInst->nSeqID);
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if (!seq) break;
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seqSpawn(pInst->nSeqID, 3, pSprite->extra);
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@ -2500,29 +2510,32 @@ void actInit(bool bSaveLoad) {
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}
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}
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if (gGameOptions.nMonsterSettings == 0) {
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if (gGameOptions.nMonsterSettings == 0)
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{
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gKillMgr.SetCount(0);
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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BloodStatIterator it(kStatDude);
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while (auto act = it.Next())
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{
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spritetype *pSprite = &sprite[nSprite];
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if (pSprite->extra > 0 && pSprite->extra < kMaxXSprites && xsprite[pSprite->extra].key > 0) // Drop Key
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actDropObject(pSprite, kItemKeyBase + (xsprite[pSprite->extra].key - 1));
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spritetype *pSprite = &act->s();
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if (act->hasX() && act->x().key > 0) // Drop Key
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actDropObject(pSprite, kItemKeyBase + (act->x().key - 1));
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DeleteSprite(nSprite);
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}
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} else {
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}
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else
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{
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// by NoOne: WTF is this?
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///////////////
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char unk[kDudeMax-kDudeBase];
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memset(unk, 0, sizeof(unk));
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int nSprite;
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StatIterator it(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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BloodStatIterator it(kStatDude);
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while (auto act = it.Next())
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{
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spritetype *pSprite = &sprite[nSprite];
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spritetype *pSprite = &act->s();
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if (pSprite->type < kDudeBase || pSprite->type >= kDudeMax)
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", nSprite);
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I_Error("Non-enemy sprite (%d) in the enemy sprite list.\n", pSprite->index);
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unk[pSprite->type - kDudeBase] = 1;
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}
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@ -2534,22 +2547,27 @@ void actInit(bool bSaveLoad) {
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dudeInfo[i].at70[j] = mulscale8(DudeDifficulty[gGameOptions.nDifficulty], dudeInfo[i].startDamage[j]);
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it.Reset(kStatDude);
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while ((nSprite = it.NextIndex()) >= 0)
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while (auto act = it.Next())
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{
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if (sprite[nSprite].extra <= 0 || sprite[nSprite].extra >= kMaxXSprites) continue;
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spritetype *pSprite = &sprite[nSprite]; XSPRITE *pXSprite = &xsprite[pSprite->extra];
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if (!act->hasX()) continue;
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spritetype *pSprite = &act->s();
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XSPRITE *pXSprite = &act->x();
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int nType = pSprite->type - kDudeBase; int seqStartId = dudeInfo[nType].seqStartID;
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if (!IsPlayerSprite(pSprite)) {
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int nType = pSprite->type - kDudeBase;
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int seqStartId = dudeInfo[nType].seqStartID;
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if (!IsPlayerSprite(pSprite))
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{
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#ifdef NOONE_EXTENSIONS
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switch (pSprite->type) {
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switch (pSprite->type)
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{
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
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seqStartId = genDudeSeqStartId(pXSprite); // Custom Dude stores it's SEQ in data2
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seqStartId = genDudeSeqStartId(pXSprite); // Custom Dude stores its SEQ in data2
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pXSprite->sysData1 = pXSprite->data3; // move sndStartId to sysData1, because data3 used by the game;
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pXSprite->data3 = 0;
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break;
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case kDudePodMother: // FakeDude type (no seq, custom flags, clipdist and cstat)
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if (gModernMap) break;
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fallthrough__;
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@ -2563,8 +2581,8 @@ void actInit(bool bSaveLoad) {
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pSprite->cstat |= 4096 + CSTAT_SPRITE_BLOCK_HITSCAN + CSTAT_SPRITE_BLOCK;
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#endif
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xvel[nSprite] = yvel[nSprite] = zvel[nSprite] = 0;
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act->xvel() = act->yvel() = act->zvel() = 0;
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#ifdef NOONE_EXTENSIONS
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// add a way to set custom hp for every enemy - should work only if map just started and not loaded.
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if (!gModernMap || pXSprite->sysData2 <= 0) pXSprite->health = dudeInfo[nType].startHealth << 4;
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@ -48,4 +48,46 @@ extern DBloodActor bloodActors[kMaxSprites];
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inline DBloodActor* DBloodActor::base() { return bloodActors; }
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// Iterator wrappers that return an actor pointer, not an index.
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class BloodStatIterator : public StatIterator
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{
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public:
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BloodStatIterator(int stat) : StatIterator(stat)
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{
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}
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DBloodActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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DBloodActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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};
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class BloodSectIterator : public SectIterator
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{
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public:
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BloodSectIterator(int stat) : SectIterator(stat)
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{
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}
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DBloodActor* Next()
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{
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int n = NextIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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DBloodActor* Peek()
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{
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int n = PeekIndex();
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return n >= 0 ? &bloodActors[n] : nullptr;
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}
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};
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END_BLD_NS
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