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- handle_se05, 08, 10.
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2edc7168ca
commit
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4 changed files with 56 additions and 57 deletions
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@ -3423,63 +3423,64 @@ void handle_se04(DDukeActor *actor)
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//
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//---------------------------------------------------------------------------
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void handle_se05(int i, int FIRELASER)
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void handle_se05(DDukeActor* actor, int FIRELASER)
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{
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spritetype* s = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto s = &actor->s;
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int* t = &actor->temp_data[0];
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auto sc = §or[s->sectnum];
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int st = s->lotag;
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int sh = s->hitag;
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int j, l, q, m;
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int j, l, m;
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int x, p = findplayer(s, &x);
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int x, p = findplayer(&actor->s, &x);
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if (x < 8192)
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{
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j = s->ang;
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s->ang = getangle(s->x - ps[p].posx, s->y - ps[p].posy);
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fi.shoot(i, FIRELASER);
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fi.shoot(actor->GetIndex(), FIRELASER);
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s->ang = j;
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}
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if (s->owner == -1) //Start search
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auto Owner = actor->GetOwner();
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if (Owner == nullptr) //Start search
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{
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t[4] = 0;
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l = 0x7fffffff;
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while (1) //Find the shortest dist
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{
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hittype[i].SetOwner(LocateTheLocator((short)t[4], -1)); //t[0] hold sectnum
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auto NewOwner = LocateTheLocator(t[4], -1); //t[0] hold sectnum
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if (NewOwner == nullptr) break;
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if (s->owner == -1) break;
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m = ldist(&sprite[ps[p].i], &sprite[s->owner]);
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m = ldist(ps[p].GetActor(), NewOwner);
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if (l > m)
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{
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q = s->owner;
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Owner = NewOwner;
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l = m;
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}
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t[4]++;
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}
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s->owner = q;
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s->zvel = ksgn(sprite[q].z - s->z) << 4;
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actor->SetOwner(Owner);
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if (!Owner) return; // Undefined case - was not checked.
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s->zvel = ksgn(Owner->s.z - s->z) << 4;
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}
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if (ldist(&sprite[s->owner], s) < 1024)
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if (ldist(Owner, actor) < 1024)
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{
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short ta;
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ta = s->ang;
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s->ang = getangle(ps[p].posx - s->x, ps[p].posy - s->y);
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s->ang = ta;
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s->owner = -1;
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actor->SetOwner(nullptr);
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return;
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}
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else s->xvel = 256;
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x = getangle(sprite[s->owner].x - s->x, sprite[s->owner].y - s->y);
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q = getincangle(s->ang, x) >> 3;
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x = getangle(Owner->s.x - s->x, Owner->s.y - s->y);
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int q = getincangle(s->ang, x) >> 3;
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s->ang += q;
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if (rnd(32))
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@ -3493,7 +3494,7 @@ void handle_se05(int i, int FIRELASER)
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getincangle(t[2] + 512, getangle(ps[p].posx - s->x, ps[p].posy - s->y)) >> 2;
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sc->ceilingshade = 0;
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}
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j = fi.ifhitbyweapon(&hittype[i]);
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j = fi.ifhitbyweapon(actor);
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if (j >= 0)
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{
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t[3]++;
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@ -3507,8 +3508,8 @@ void handle_se05(int i, int FIRELASER)
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s->z += s->zvel;
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sc->ceilingz += s->zvel;
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sector[t[0]].ceilingz += s->zvel;
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ms(i);
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setsprite(i, s->x, s->y, s->z);
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ms(actor);
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setsprite(actor, s->pos);
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}
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//---------------------------------------------------------------------------
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@ -3517,23 +3518,23 @@ void handle_se05(int i, int FIRELASER)
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//
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//---------------------------------------------------------------------------
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void handle_se08(int i, bool checkhitag1)
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void handle_se08(DDukeActor *actor, bool checkhitag1)
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{
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// work only if its moving
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spritetype* s = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto s = &actor->s;
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int* t = &actor->temp_data[0];
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auto sc = §or[s->sectnum];
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int st = s->lotag;
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int sh = s->hitag;
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int x, j = -1;
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if (hittype[i].temp_data[4])
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if (actor->temp_data[4])
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{
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hittype[i].temp_data[4]++;
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if (hittype[i].temp_data[4] > 8)
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actor->temp_data[4]++;
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if (actor->temp_data[4] > 8)
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{
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deletesprite(i);
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deletesprite(actor);
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return;
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}
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j = 1;
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@ -3544,22 +3545,21 @@ void handle_se08(int i, bool checkhitag1)
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{
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short sn;
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if ((sc->lotag & 0x8000) || hittype[i].temp_data[4])
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if ((sc->lotag & 0x8000) || actor->temp_data[4])
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x = -t[3];
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else
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x = t[3];
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if (st == 9) x = -x;
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StatIterator it(STAT_EFFECTOR);
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while ((j = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto ac = it.Next())
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{
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auto sj = &sprite[j];
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if (((sj->lotag) == st) && (sj->hitag) == sh)
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if (((ac->s.lotag) == st) && (ac->s.hitag) == sh)
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{
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sn = sj->sectnum;
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sn = ac->s.sectnum;
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auto sect = §or[sn];
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int m = sj->shade;
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int m = ac->s.shade;
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auto wal = &wall[sect->wallptr];
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@ -3571,8 +3571,8 @@ void handle_se08(int i, bool checkhitag1)
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if (wal->shade < m)
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wal->shade = m;
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else if (wal->shade > hittype[j].temp_data[2])
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wal->shade = hittype[j].temp_data[2];
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else if (wal->shade > ac->temp_data[2])
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wal->shade = ac->temp_data[2];
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if (wal->nextwall >= 0)
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if (wall[wal->nextwall].hitag != 1)
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@ -3585,16 +3585,16 @@ void handle_se08(int i, bool checkhitag1)
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if (sect->floorshade < m)
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sect->floorshade = m;
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else if (sect->floorshade > hittype[j].temp_data[0])
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sect->floorshade = hittype[j].temp_data[0];
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else if (sect->floorshade > ac->temp_data[0])
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sect->floorshade = ac->temp_data[0];
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if (sect->ceilingshade < m)
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sect->ceilingshade = m;
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else if (sect->ceilingshade > hittype[j].temp_data[1])
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sect->ceilingshade = hittype[j].temp_data[1];
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else if (sect->ceilingshade > ac->temp_data[1])
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sect->ceilingshade = ac->temp_data[1];
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if (checkhitag1 && sect->hitag == 1)
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sect->ceilingshade = hittype[j].temp_data[1];
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sect->ceilingshade = ac->temp_data[1];
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}
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}
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@ -3607,10 +3607,10 @@ void handle_se08(int i, bool checkhitag1)
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//
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//---------------------------------------------------------------------------
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void handle_se10(int i, const int* specialtags)
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void handle_se10(DDukeActor* actor, const int* specialtags)
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{
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spritetype* s = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto s = &actor->s;
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int* t = &actor->temp_data[0];
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auto sc = §or[s->sectnum];
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int st = s->lotag;
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int sh = s->hitag;
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@ -3622,7 +3622,7 @@ void handle_se10(int i, const int* specialtags)
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if ((sc->lotag & 0xff) != 27)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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if (sc->lotag != 30 && sc->lotag != 31 && sc->lotag != 0)
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if (s->sectnum == sprite[ps[p].i].sectnum)
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if (s->sectnum == ps[p].GetActor()->s.sectnum)
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j = 0;
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if (j == 1)
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return;
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}
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}
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fi.activatebysector(s->sectnum, i);
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fi.activatebysector(s->sectnum, actor->GetIndex());
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t[0] = 0;
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}
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else t[0]++;
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@ -3613,18 +3613,18 @@ void moveeffectors_d(void) //STATNUM 3
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//BOSS
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case SE_5_BOSS:
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handle_se05(i, FIRELASER);
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handle_se05(&hittype[i], FIRELASER);
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break;
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case SE_8_UP_OPEN_DOOR_LIGHTS:
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case SE_9_DOWN_OPEN_DOOR_LIGHTS:
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handle_se08(i, false);
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handle_se08(&hittype[i], false);
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break;
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case SE_10_DOOR_AUTO_CLOSE:
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{
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static const int tags[] = { 20, 21, 22, 26, 0};
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handle_se10(i, tags);
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handle_se10(&hittype[i], tags);
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break;
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}
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case SE_11_SWINGING_DOOR:
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@ -1519,7 +1519,6 @@ static void weaponcommon_r(int i)
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}
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if ((s->picnum == RPG || (isRRRA() && s->picnum == RPG2)) && sector[s->sectnum].lotag == 2 && s->xrepeat >= 10 && rnd(184))
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fi.spawn(i, WATERBUBBLE);
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}
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//---------------------------------------------------------------------------
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//BOSS
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case SE_5_BOSS:
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handle_se05(i, FIRELASER);
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handle_se05(&hittype[i], FIRELASER);
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break;
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case SE_8_UP_OPEN_DOOR_LIGHTS:
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case SE_9_DOWN_OPEN_DOOR_LIGHTS:
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handle_se08(i, true);
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handle_se08(&hittype[i], true);
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break;
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case SE_10_DOOR_AUTO_CLOSE:
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handle_se10(i, nullptr);
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handle_se10(&hittype[i], nullptr);
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break;
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case SE_11_SWINGING_DOOR:
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handle_se11(i);
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@ -70,9 +70,9 @@ void handle_se30(DDukeActor* i, int JIBS6);
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void handle_se02(DDukeActor* i);
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void handle_se03(DDukeActor* i);
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void handle_se04(DDukeActor* i);
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void handle_se05(int i, int FIRELASER);
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void handle_se08(int i, bool checkhitag1);
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void handle_se10(int i, const int *);
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void handle_se05(DDukeActor* i, int FIRELASER);
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void handle_se08(DDukeActor* i, bool checkhitag1);
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void handle_se10(DDukeActor* i, const int *);
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void handle_se11(int i);
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void handle_se12(int i, int planeonly = 0);
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void handle_se13(int i);
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