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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- more char removal - mostly weapon.cpp
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parent
9828b0228e
commit
0cdb7a53ce
2 changed files with 24 additions and 24 deletions
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@ -50,7 +50,7 @@ void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
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int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
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void WeaponProcess(PLAYER *pPlayer);
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void WeaponUpdateState(PLAYER* pPlayer);
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void teslaHit(spritetype *pMissile, int a2);
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@ -144,7 +144,7 @@ enum
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QAV *weaponQAV[kQAVEnd];
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char sub_4B1A4(PLAYER *pPlayer)
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static bool sub_4B1A4(PLAYER *pPlayer)
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{
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switch (pPlayer->curWeapon)
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{
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@ -169,12 +169,12 @@ char sub_4B1A4(PLAYER *pPlayer)
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return 0;
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}
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char BannedUnderwater(int nWeapon)
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static bool BannedUnderwater(int nWeapon)
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{
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return nWeapon == 7 || nWeapon == 6;
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}
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char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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@ -187,7 +187,7 @@ char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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return pPlayer->ammoCount[ammotype] >= count;
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}
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char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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static bool CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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@ -200,7 +200,7 @@ char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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return pPlayer->ammoCount[ammotype] >= count;
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}
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char checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
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static bool checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
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{
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if (gInfiniteAmmo)
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return 1;
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@ -1735,7 +1735,7 @@ void FireBeast(int nTrigger, PLAYER * pPlayer)
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actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, VECTOR_TYPE_9);
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}
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char gWeaponUpgrade[][13] = {
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uint8_t gWeaponUpgrade[][13] = {
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{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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{ 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
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@ -1751,9 +1751,9 @@ char gWeaponUpgrade[][13] = {
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{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
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};
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon)
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int WeaponUpgrade(PLAYER *pPlayer, int newWeapon)
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{
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char weapon = pPlayer->curWeapon;
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int weapon = pPlayer->curWeapon;
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if (!sub_4B1A4(pPlayer) && (cl_weaponswitch&1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (cl_weaponswitch&2)))
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weapon = newWeapon;
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return weapon;
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@ -1762,7 +1762,7 @@ char WeaponUpgrade(PLAYER *pPlayer, char newWeapon)
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int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 };
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int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 };
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char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
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static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir)
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{
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int weapon = pPlayer->curWeapon;
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do
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@ -1795,9 +1795,9 @@ char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
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return weapon;
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}
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char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
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static int WeaponFindLoaded(PLAYER *pPlayer, int *a2)
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{
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char v4 = 1;
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int v4 = 1;
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int v14 = 0;
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if (weaponModes[pPlayer->curWeapon].update > 1)
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{
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@ -1874,7 +1874,7 @@ int processSprayCan(PLAYER *pPlayer)
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return 0;
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}
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char processTNT(PLAYER *pPlayer)
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static bool processTNT(PLAYER *pPlayer)
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{
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switch (pPlayer->weaponState)
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{
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@ -1912,7 +1912,7 @@ char processTNT(PLAYER *pPlayer)
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return 0;
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}
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char processProxy(PLAYER *pPlayer)
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static bool processProxy(PLAYER *pPlayer)
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{
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switch (pPlayer->weaponState)
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{
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@ -1929,7 +1929,7 @@ char processProxy(PLAYER *pPlayer)
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return 0;
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}
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char processRemote(PLAYER *pPlayer)
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static bool processRemote(PLAYER *pPlayer)
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{
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switch (pPlayer->weaponState)
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{
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@ -1945,7 +1945,7 @@ char processRemote(PLAYER *pPlayer)
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return 0;
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}
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char processLeech(PLAYER *pPlayer)
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static bool processLeech(PLAYER *pPlayer)
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{
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switch (pPlayer->weaponState)
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{
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@ -1969,7 +1969,7 @@ char processLeech(PLAYER *pPlayer)
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return 0;
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}
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char processTesla(PLAYER *pPlayer)
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static bool processTesla(PLAYER *pPlayer)
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{
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switch (pPlayer->weaponState)
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{
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@ -2109,7 +2109,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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pPlayer->nextWeapon = 0;
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int t;
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char weapon = WeaponFindNext(pPlayer, &t, 1);
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int weapon = WeaponFindNext(pPlayer, &t, 1);
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pPlayer->weaponMode[weapon] = t;
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if (VanillaMode())
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{
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@ -2131,7 +2131,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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pPlayer->nextWeapon = 0;
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int t;
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char weapon = WeaponFindNext(pPlayer, &t, 0);
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int weapon = WeaponFindNext(pPlayer, &t, 0);
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pPlayer->weaponMode[weapon] = t;
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if (VanillaMode())
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{
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@ -2146,7 +2146,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
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{
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char weapon;
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int weapon;
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switch (pPlayer->curWeapon)
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{
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@ -2189,7 +2189,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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pPlayer->weaponState = 0;
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int t;
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char weapon = WeaponFindLoaded(pPlayer, &t);
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int weapon = WeaponFindLoaded(pPlayer, &t);
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pPlayer->weaponMode[weapon] = t;
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if (pPlayer->curWeapon)
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{
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@ -2263,7 +2263,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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pPlayer->weaponState = 0;
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int t;
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char weapon = WeaponFindLoaded(pPlayer, &t);
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int weapon = WeaponFindLoaded(pPlayer, &t);
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pPlayer->weaponMode[weapon] = t;
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if (pPlayer->curWeapon)
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{
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@ -2597,11 +2597,11 @@ void teslaHit(spritetype *pMissile, int a2)
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int nSector = pMissile->sectnum;
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int nOwner = pMissile->owner;
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GetClosestSpriteSectors(nSector, x, y, nDist, va4);
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char v4 = 1;
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bool v4 = true;
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int v24 = -1;
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actHitcodeToData(a2, &gHitInfo, &v24, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
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if (a2 == 3 && v24 >= 0 && sprite[v24].statnum == kStatDude)
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v4 = 0;
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v4 = false;
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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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