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- removed a few static array references.
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a318129ff3
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2 changed files with 4 additions and 4 deletions
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@ -5500,7 +5500,7 @@ void actExplodeSprite(DBloodActor* actor)
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if (pSprite->statnum == kStatExplosion) return;
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if (pSprite->statnum == kStatExplosion) return;
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sfxKill3DSound(pSprite, -1, -1);
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sfxKill3DSound(pSprite, -1, -1);
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evKill(pSprite->index, 3);
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evKill(actor);
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int nType = kExplosionStandard;
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int nType = kExplosionStandard;
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@ -5849,7 +5849,7 @@ static void actCheckThings()
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{
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{
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case kThingDripWater:
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case kThingDripWater:
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case kThingDripBlood:
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case kThingDripBlood:
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MakeSplash(&bloodActors[pXSprite->reference]);
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MakeSplash(actor);
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break;
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break;
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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case kModernThingThrowableRock:
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case kModernThingThrowableRock:
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@ -5910,7 +5910,7 @@ static void actCheckProjectiles()
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continue;
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continue;
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viewBackupSpriteLoc(actor);
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viewBackupSpriteLoc(actor);
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int hit = MoveMissile(actor);
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int hit = MoveMissile(actor);
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if (hit >= 0) actImpactMissile(&bloodActors[pSprite->index], hit);
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if (hit >= 0) actImpactMissile(actor, hit);
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}
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}
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}
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}
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@ -1020,7 +1020,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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if (((100 * pXSprite->health) / fullHp) <= 75)
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if (((100 * pXSprite->health) / fullHp) <= 75)
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{
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{
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actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation
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actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation
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RecoilDude(&bloodActors[pXSprite->reference]);
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RecoilDude(actor);
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}
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}
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}
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}
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