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- Duke: Remove a few redundant sprite backups and change some backups to what's actually needed.
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parent
97159c20c1
commit
18fbc8996b
3 changed files with 11 additions and 35 deletions
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@ -501,8 +501,6 @@ void moveplayers(void)
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continue;
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}
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spri->backuppos();
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spri->cstat = 0;
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if (spri->xrepeat < 42)
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@ -3068,16 +3066,6 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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s->ang += 1024;
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t[4] = 0;
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fi.operateforcefields(actor, s->hitag);
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DukeSectIterator it(s->sectnum);
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while (auto a2 = it.Next())
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{
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if (a2->s.picnum != SECTOREFFECTOR && a2->s.picnum != LOCATORS)
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{
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a2->s.backupvec2();
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}
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}
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}
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}
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}
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@ -3138,11 +3126,6 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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auto spa2 = &a2->s;
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if (spa2->picnum != SECTOREFFECTOR && spa2->picnum != LOCATORS)
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{
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if (numplayers < 2)
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{
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spa2->backupvec2();
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}
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spa2->x += l;
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spa2->y += x;
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@ -4053,7 +4036,7 @@ void handle_se17(DDukeActor* actor)
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spr3->y += spr2->y - s->y;
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spr3->z = sector[spr2->sectnum].floorz - (sc->floorz - spr3->z);
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spr3->backuppos();
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spr3->backupz();
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changespritesect(act3, spr2->sectnum);
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setsprite(act3, spr3->pos);
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@ -4106,7 +4089,6 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && a2->s.statnum != STAT_PROJECTILE)
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{
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a2->s.z += sc->extra;
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a2->s.backupz();
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a2->floorz = sc->floorz;
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}
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}
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@ -4144,7 +4126,6 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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if (a2->s.zvel == 0 && a2->s.statnum != STAT_EFFECTOR && a2->s.statnum != STAT_PROJECTILE)
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{
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a2->s.z -= sc->extra;
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a2->s.backupz();
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a2->floorz = sc->floorz;
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}
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}
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@ -4430,11 +4411,8 @@ void handle_se26(DDukeActor* actor)
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{
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if (a2->s.statnum != 3 && a2->s.statnum != 10)
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{
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a2->s.backupvec2();
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a2->s.x += l;
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a2->s.y += x;
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a2->s.z += s->zvel;
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setsprite(a2, a2->s.pos);
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}
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@ -4566,8 +4544,6 @@ void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, int TRIPBOMB
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{
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if (s2->z > (a2->floorz - (16 << 8)))
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{
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s2->backupvec2();
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s2->x += x >> shift;
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s2->y += l >> shift;
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@ -2238,7 +2238,7 @@ void movetransports_d(void)
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spr2->z -= spr->z - sector[Owner->s.sectnum].floorz;
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spr2->ang = Owner->s.ang;
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spr2->backuppos();
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spr2->backupang();
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if (spr->pal == 0)
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{
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@ -2264,7 +2264,7 @@ void movetransports_d(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = Owner->s.z + 4096;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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}
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@ -2274,7 +2274,7 @@ void movetransports_d(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].ceilingz + ll;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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@ -2284,7 +2284,7 @@ void movetransports_d(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].floorz - ll;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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@ -1846,7 +1846,7 @@ void movetransports_r(void)
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spr2->z -= spr->z - sector[Owner->s.sectnum].floorz;
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spr2->ang = Owner->s.ang;
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spr2->backuppos();
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spr2->backupang();
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auto beam = spawn(act, TRANSPORTERBEAM);
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S_PlayActorSound(TELEPORTER, beam);
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@ -1869,7 +1869,7 @@ void movetransports_r(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = Owner->s.z + 4096;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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}
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@ -1879,7 +1879,7 @@ void movetransports_r(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].ceilingz + ll;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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@ -1889,7 +1889,7 @@ void movetransports_r(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].floorz - ll;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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@ -1901,7 +1901,7 @@ void movetransports_r(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].ceilingz + ll2;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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@ -1915,7 +1915,7 @@ void movetransports_r(void)
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spr2->y += (Owner->s.y - spr->y);
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spr2->z = sector[Owner->s.sectnum].floorz - ll2;
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spr2->backuppos();
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spr2->backupz();
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changespritesect(act2, Owner->s.sectnum);
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