mirror of
https://github.com/ZDoom/raze-gles.git
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- another safety commit.
# Conflicts: # source/games/duke/src/zz_actors.cpp
This commit is contained in:
parent
e1c76e4c26
commit
18d6a8e65d
11 changed files with 39 additions and 48 deletions
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@ -1077,7 +1077,7 @@ inline int32_t setsprite(int16_t spritenum, int x, int y, int z)
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return setsprite(spritenum, &v);
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}
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void setspritepos(int spnum, int x, int y, int z)
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inline void setspritepos(int spnum, int x, int y, int z)
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{
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sprite[spnum].pos = { x,y,z };
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}
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@ -5,7 +5,7 @@ set( PCH_SOURCES
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src/actors_d.cpp
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src/actors_lava.cpp
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src/bowling.cpp
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src/dispatcher.cpp
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src/dispatch.cpp
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src/gamedef.cpp
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src/gameexec.cpp
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src/gamevar.cpp
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@ -4969,13 +4969,12 @@ void alterang(int a, int g_i, int g_p)
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void fall_common(int g_i, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(int, int), void (*falladjustz)(spritetype*))
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{
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int j;
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auto g_sp = &sprite[g_i];
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g_sp->xoffset = 0;
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g_sp->yoffset = 0;
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// if(!gotz)
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{
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long c;
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int c;
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int sphit = fallspecial? fallspecial(g_i, g_p) : 0;
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if (fi.floorspace(g_sp->sectnum))
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@ -297,7 +297,6 @@ inline void check_fta_sounds(int s)
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{
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A_PlayAlertSound(s);
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}
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void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4);
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void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
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void resetlanepics(void);
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@ -14,14 +14,14 @@ cmd(break) // 12
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cmd(shoot) // 13
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cmd(palfrom) // 14
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cmd(sound) // 15
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cmd(fi.fall) // 16
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cmd(fall) // 16
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cmd(state) // 17
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cmd(ends) // 18
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cmd(define) // 19
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//cmdx(comment, "//") // 20
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cmd(ifai) // 21
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cmd(killit) // 22
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cmd(fi.addweapon) // 23
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cmd(addweapon) // 23
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cmd(ai) // 24
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cmd(addphealth) // 25
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cmd(ifdead) // 26
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@ -48,7 +48,7 @@ cmd(ifcount) // 46
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cmd(resetcount) // 47
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cmd(addinventory) // 48
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cmd(ifactornotstayput) // 49
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cmd(fi.hitradius) // 50
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cmd(hitradius) // 50
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cmd(ifp) // 51
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cmd(count) // 52
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cmd(ifactor) // 53
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@ -56,7 +56,7 @@ cmd(music) // 54
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cmd(include) // 55
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cmd(ifstrength) // 56
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cmd(definesound) // 57
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cmd(fi.guts) // 58
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cmd(guts) // 58
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cmd(ifspawnedby) // 59
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cmd(gamestartup) // 60
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cmd(wackplayer) // 61
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@ -20,6 +20,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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@ -143,3 +147,4 @@ void SetDispatcher()
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END_DUKE_NS
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@ -146,11 +146,16 @@ static int ifcanshoottarget(int g_i, int g_p, int g_x)
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return j;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static bool ifcansee(int g_i, int g_p)
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{
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auto g_sp = &sprite[g_i];
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spritetype* s;
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short sect;
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int j;
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// select sprite for monster to target
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@ -500,7 +505,7 @@ char parse(void)
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break;
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case concmd_smackbubba:
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insptr++;
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if (!isRRRA || g_sp->pal != 105)
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if (!isRRRA() || g_sp->pal != 105)
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{
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ps[myconnectindex].gm = MODE_EOL;
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ud.level_number++;
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@ -861,6 +866,7 @@ char parse(void)
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insptr++;
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g_t[2] = 0;
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break;
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#if 0
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case concmd_debris:
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{
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short dnum;
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@ -1555,6 +1561,7 @@ char parse(void)
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parseifelse( j == NUM_SOUNDS );
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break;
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#endif
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default:
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#ifdef WW2
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sprintf(g_szBuf,"Unrecognized PCode of %ld in parse. Killing current sprite.",*insptr);
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@ -1570,6 +1577,7 @@ AddLog(g_szBuf);
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void LoadActor(short i,short p,int x)
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{
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#if 0
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char done;
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g_i = i; // Sprite ID
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@ -1647,11 +1655,12 @@ void LoadActor(short i,short p,int x)
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}
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}
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}
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#endif
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}
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void execute(short i,short p,int x)
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{
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#if 0
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char done;
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g_i = i; // Sprite ID
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@ -1738,8 +1747,8 @@ void execute(short i,short p,int x)
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break;
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}
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}
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#endif
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}
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#endif
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END_DUKE_NS
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@ -24,7 +24,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#define actors_c_
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#include "duke3d.h"
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#include "global.h"
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BEGIN_DUKE_NS
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@ -50,16 +50,6 @@ void G_ClearCameraView(DukePlayer_t *ps)
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sprite[k].yvel = 0;
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}
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void fi.hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4);
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void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3, int dmg4)
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{
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fi.hitradius(spriteNum, blastRadius, dmg1, dmg2, dmg3, dmg4);
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}
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int fi.movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
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int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t clipType)
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{
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@ -280,19 +270,6 @@ int G_WakeUp(spritetype *const pSprite, int const playerNum)
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// sleeping monsters, etc
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static FORCE_INLINE int G_FindExplosionInSector(int const sectNum)
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{
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return fi.ifhitsectors(sectNum);
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}
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int fi.ifhitbyweapon(int s);
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int A_IncurDamage(int const spriteNum)
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{
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return fi.ifhitbyweapon(spriteNum);
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}
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int A_FindLocator(int const tag, int const sectNum)
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{
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for (bssize_t SPRITES_OF(STAT_LOCATOR, spriteNum))
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@ -64,6 +64,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_DUKE_NS
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void SetDispatcher();
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int32_t g_quitDeadline = 0;
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@ -7001,6 +7002,7 @@ int GameInterface::app_main()
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}
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}
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SetDispatcher();
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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playing_rr = 1;
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g_skillCnt = 4;
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@ -829,7 +829,7 @@ GAMEEXEC_STATIC void VM_Execute(native_t loop)
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}
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else
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{
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VM_CONDITIONAL(A_IncurDamage(vm.spriteNum) >= 0);
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VM_CONDITIONAL(fi.ifhitbyweapon(vm.spriteNum) >= 0);
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}
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continue;
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continue;
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case concmd_hitradius:
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A_RadiusDamage(vm.spriteNum, *(insptr + 1), *(insptr + 2), *(insptr + 3), *(insptr + 4), *(insptr + 5));
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fi.hitradius(vm.spriteNum, *(insptr + 1), *(insptr + 2), *(insptr + 3), *(insptr + 4), *(insptr + 5));
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insptr += 6;
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continue;
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@ -110,13 +110,13 @@ static void P_IncurDamage(DukePlayer_t * const pPlayer)
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if (RR)
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{
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int fi.guts = 0;
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int guts = 0;
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if (pPlayer->drink_amt > 31 && pPlayer->drink_amt < 65)
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fi.guts++;
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guts++;
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if (pPlayer->eat > 31 && pPlayer->eat < 65)
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fi.guts++;
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guts++;
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switch (fi.guts)
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switch (guts)
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{
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case 1:
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playerDamage = (int)(playerDamage*0.75);
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@ -680,7 +680,7 @@ growspark_rr:
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if (hitData.wall >= 0 && wall[hitData.wall].picnum != TILE_ACCESSSWITCH && wall[hitData.wall].picnum != TILE_ACCESSSWITCH2)
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{
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fi.checkhitwall(kneeSprite, hitData.wall, &hitData.pos, projecTile);
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fi.checkhitwall(kneeSprite, hitData.wall, hitData.pos.x, hitData.pos.y, hitData.pos.z, projecTile);
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if (playerNum >= 0)
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fi.checkhitswitch(playerNum, hitData.wall, 0);
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}
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SKIPBULLETHOLE:
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HandleHitWall(&hitData);
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fi.checkhitwall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
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fi.checkhitwall(spawnedSprite, hitData.wall, hitData.pos.x, hitData.pos.y, hitData.pos.z, TILE_SHOTSPARK1);
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}
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}
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else
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}
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}
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else if (hitData.wall >= 0)
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fi.checkhitwall(spawnedSprite, hitData.wall, &hitData.pos, TILE_SHOTSPARK1);
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fi.checkhitwall(spawnedSprite, hitData.wall, hitData.pos.x, hitData.pos.y, hitData.pos.z, TILE_SHOTSPARK1);
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}
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if ((krand2() & 255) < (RR ? 10 : 4))
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else if (hitData.sprite >= 0)
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fi.checkhitsprite(hitData.sprite, otherSprite);
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else if (hitData.wall >= 0 && wall[hitData.wall].picnum != TILE_ACCESSSWITCH && wall[hitData.wall].picnum != TILE_ACCESSSWITCH2)
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fi.checkhitwall(otherSprite, hitData.wall, &hitData.pos, projecTile);
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fi.checkhitwall(otherSprite, hitData.wall, hitData.pos.x, hitData.pos.y, hitData.pos.z, projecTile);
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}
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break;
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@ -4707,7 +4707,7 @@ static void DoWallTouchDamage(const DukePlayer_t *pPlayer, int32_t wallNum)
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vec3_t const davect = { pPlayer->pos.x + (sintable[(fix16_to_int(pPlayer->q16ang) + 512) & 2047] >> 9),
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pPlayer->pos.y + (sintable[fix16_to_int(pPlayer->q16ang) & 2047] >> 9), pPlayer->pos.z };
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fi.checkhitwall(pPlayer->i, wallNum, &davect, -1);
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fi.checkhitwall(pPlayer->i, wallNum, davect.x, davect.y, davect.z, -1);
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}
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static void P_CheckTouchDamage(DukePlayer_t *pPlayer, int touchObject)
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