mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- some quick renames.
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parent
0b80ad8fb1
commit
0c95aee8f5
2 changed files with 70 additions and 65 deletions
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@ -306,7 +306,7 @@ void AddMovingSector(int nSector, int edx, int ebx, int ecx);
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int BuildWallSprite(int nSector);
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void ProcessTrailSprite(int nSprite, int nLotag, int nHitag);
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void AddSectorBob(int nSector, int nHitag, int bx);
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int BuildObject(short nSprite, int nOjectType, int nHitag);
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int BuildObject(int const nSprite, int nOjectType, int nHitag);
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int BuildArrow(int nSprite, int nVal);
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int BuildFireBall(int nSprite, int a, int b);
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void BuildDrip(int nSprite);
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@ -1348,33 +1348,34 @@ int BuildSpark(int nSprite, int nVal)
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if (var_14 < 0) {
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return -1;
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}
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auto spr = &sprite[nSprite];
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assert(var_14 < kMaxSprites);
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sprite[var_14].x = sprite[nSprite].x;
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sprite[var_14].y = sprite[nSprite].y;
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sprite[var_14].cstat = 0;
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sprite[var_14].shade = -127;
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sprite[var_14].pal = 1;
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sprite[var_14].xoffset = 0;
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sprite[var_14].yoffset = 0;
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sprite[var_14].xrepeat = 50;
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sprite[var_14].yrepeat = 50;
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spr->x = sprite[nSprite].x;
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spr->y = sprite[nSprite].y;
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spr->cstat = 0;
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spr->shade = -127;
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spr->pal = 1;
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spr->xoffset = 0;
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spr->yoffset = 0;
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spr->xrepeat = 50;
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spr->yrepeat = 50;
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if (nVal >= 2)
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{
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sprite[var_14].picnum = kEnergy2;
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spr->picnum = kEnergy2;
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nSmokeSparks++;
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if (nVal == 3)
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{
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sprite[var_14].xrepeat = 120;
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sprite[var_14].yrepeat = 120;
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spr->xrepeat = 120;
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spr->yrepeat = 120;
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}
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else
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{
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sprite[var_14].xrepeat = sprite[nSprite].xrepeat + 15;
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sprite[var_14].yrepeat = sprite[nSprite].xrepeat + 15;
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spr->xrepeat = sprite[nSprite].xrepeat + 15;
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spr->yrepeat = sprite[nSprite].xrepeat + 15;
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}
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}
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else
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@ -1383,29 +1384,29 @@ int BuildSpark(int nSprite, int nVal)
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if (nVal)
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{
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sprite[var_14].xvel = Cos(nAngle) >> 5;
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sprite[var_14].yvel = Sin(nAngle) >> 5;
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spr->xvel = Cos(nAngle) >> 5;
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spr->yvel = Sin(nAngle) >> 5;
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}
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else
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{
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sprite[var_14].xvel = Cos(nAngle) >> 6;
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sprite[var_14].yvel = Sin(nAngle) >> 6;
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spr->xvel = Cos(nAngle) >> 6;
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spr->yvel = Sin(nAngle) >> 6;
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}
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sprite[var_14].zvel = -(RandomSize(4) << 7);
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sprite[var_14].picnum = kTile985 + nVal;
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spr->zvel = -(RandomSize(4) << 7);
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spr->picnum = kTile985 + nVal;
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}
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sprite[var_14].z = sprite[nSprite].z;
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sprite[var_14].lotag = runlist_HeadRun() + 1;
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sprite[var_14].clipdist = 1;
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sprite[var_14].hitag = 0;
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spr->z = sprite[nSprite].z;
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spr->lotag = runlist_HeadRun() + 1;
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spr->clipdist = 1;
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spr->hitag = 0;
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// GrabTimeSlot(3);
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sprite[var_14].extra = -1;
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sprite[var_14].owner = runlist_AddRunRec(sprite[var_14].lotag - 1, var_14 | 0x260000);
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sprite[var_14].hitag = runlist_AddRunRec(NewRun, var_14 | 0x260000);
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spr->extra = -1;
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spr->owner = runlist_AddRunRec(spr->lotag - 1, var_14 | 0x260000);
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spr->hitag = runlist_AddRunRec(NewRun, var_14 | 0x260000);
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return var_14;
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}
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@ -1579,34 +1580,36 @@ int BuildEnergyBlock(short nSector)
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int xAvg = x / nWalls;
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int yAvg = y / nWalls;
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int nSprite = insertsprite(nSector, 406);
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int const nSprite = insertsprite(nSector, 406);
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auto spr = &sprite[nSprite];
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short nextsector = wall[startwall].nextsector;
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sprite[nSprite].x = xAvg;
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sprite[nSprite].y = yAvg;
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spr->x = xAvg;
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spr->y = yAvg;
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sector[nSector].extra = nSprite;
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// GrabTimeSlot(3);
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sprite[nSprite].z = sector[nextsector].floorz;
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spr->z = sector[nextsector].floorz;
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// CHECKME - name of this variable?
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int nRepeat = (sprite[nSprite].z - sector[nSector].floorz) >> 8;
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int nRepeat = (spr->z - sector[nSector].floorz) >> 8;
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if (nRepeat > 255) {
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nRepeat = 255;
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}
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sprite[nSprite].xrepeat = nRepeat;
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sprite[nSprite].cstat = 0x8000;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].extra = -1;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nSprite | 0x250000);
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spr->xrepeat = nRepeat;
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spr->cstat = 0x8000;
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spr->xvel = 0;
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spr->yvel = 0;
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spr->zvel = 0;
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spr->extra = -1;
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spr->lotag = runlist_HeadRun() + 1;
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spr->hitag = 0;
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spr->owner = runlist_AddRunRec(spr->lotag - 1, nSprite | 0x250000);
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nEnergyBlocks++;
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@ -1743,7 +1746,8 @@ void ExplodeEnergyBlock(int nSprite)
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void FuncEnergyBlock(int a, int nDamage, int nRun)
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{
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short nSprite = RunData[nRun].nVal;
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int const nSprite = RunData[nRun].nVal;
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auto spr = &sprite[nSprite];
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int nMessage = a & 0x7F0000;
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@ -1758,7 +1762,7 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
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case 0xA0000:
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{
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short nSector = sprite[nSprite].sectnum;
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short nSector = spr->sectnum;
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if (sector[nSector].extra == -1) {
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return;
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@ -1766,14 +1770,14 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
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int nFloorZ = sector[nSector].floorz;
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sector[nSector].floorz = sprite[nSprite].z;
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sprite[nSprite].z -= 256;
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sector[nSector].floorz = spr->z;
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spr->z -= 256;
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nDamage = runlist_CheckRadialDamage(nSprite);
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// restore previous values
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sector[nSector].floorz = nFloorZ;
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sprite[nSprite].z += 256;
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spr->z += 256;
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if (nDamage <= 0) {
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return;
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@ -1790,9 +1794,9 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
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return;
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}
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if (nDamage < sprite[nSprite].xrepeat)
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if (nDamage < spr->xrepeat)
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{
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sprite[nSprite].xrepeat -= nDamage;
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spr->xrepeat -= nDamage;
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int nSprite2 = insertsprite(lasthitsect, 0);
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@ -1806,7 +1810,7 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
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}
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else
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{
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sprite[nSprite].xrepeat = 0; // using xrepeat to store health
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spr->xrepeat = 0; // using xrepeat to store health
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ExplodeEnergyBlock(nSprite);
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}
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@ -1815,11 +1819,12 @@ void FuncEnergyBlock(int a, int nDamage, int nRun)
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}
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}
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int BuildObject(short nSprite, int nOjectType, int nHitag)
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int BuildObject(int const nSprite, int nOjectType, int nHitag)
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{
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if (ObjectCount >= kMaxObjects) {
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I_Error("Too many objects!\n");
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}
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auto spr = &sprite[nSprite];
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short nObject = ObjectCount;
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ObjectCount++;
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@ -1827,18 +1832,18 @@ int BuildObject(short nSprite, int nOjectType, int nHitag)
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changespritestat(nSprite, ObjectStatnum[nOjectType]);
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// 0x7FFD to ensure set as blocking ('B' and 'H') sprite and also disable translucency and set not invisible
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sprite[nSprite].cstat = (sprite[nSprite].cstat | 0x101) & 0x7FFD;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].extra = -1;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nObject | 0x170000);
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spr->cstat = (spr->cstat | 0x101) & 0x7FFD;
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spr->xvel = 0;
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spr->yvel = 0;
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spr->zvel = 0;
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spr->extra = -1;
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spr->lotag = runlist_HeadRun() + 1;
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spr->hitag = 0;
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spr->owner = runlist_AddRunRec(spr->lotag - 1, nObject | 0x170000);
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// GrabTimeSlot(3);
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if (sprite[nSprite].statnum == kStatDestructibleSprite) {
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if (spr->statnum == kStatDestructibleSprite) {
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ObjectList[nObject].nHealth = 4;
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}
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else {
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@ -1859,20 +1864,20 @@ int BuildObject(short nSprite, int nOjectType, int nHitag)
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ObjectList[nObject].field_0 = RandomSize(4) % (SeqSize[ObjectList[nObject].field_8] - 1);
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}
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int nSprite2 = insertsprite(sprite[nSprite].sectnum, 0);
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int nSprite2 = insertsprite(spr->sectnum, 0);
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ObjectList[nObject].field_10 = nSprite2;
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sprite[nSprite2].cstat = 0x8000;
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sprite[nSprite2].x = sprite[nSprite].x;
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sprite[nSprite2].y = sprite[nSprite].y;
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sprite[nSprite2].z = sprite[nSprite].z;
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sprite[nSprite2].x = spr->x;
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sprite[nSprite2].y = spr->y;
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sprite[nSprite2].z = spr->z;
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}
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else
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{
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ObjectList[nObject].field_0 = 0;
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ObjectList[nObject].field_8 = -1;
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if (sprite[nSprite].statnum == kStatDestructibleSprite) {
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if (spr->statnum == kStatDestructibleSprite) {
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ObjectList[nObject].field_10 = -1;
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}
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else {
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