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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Clean up spawning / actor initialization code.
git-svn-id: https://svn.eduke32.com/eduke32@3322 1a8010ca-5511-0410-912e-c29ae57300e0
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0dd78fb029
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2 changed files with 74 additions and 68 deletions
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@ -3950,6 +3950,46 @@ static void G_DumpDebugInfo(void)
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g_player[myconnectindex].ps->cursectnum);
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}
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// if <set_movflag_uncond> is true, set the moveflag unconditionally,
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// else only if it equals 0.
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static int32_t G_InitActor(int32_t i, int32_t tilenum, int32_t set_movflag_uncond)
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{
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if (g_tile[tilenum].execPtr)
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{
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SH = *(g_tile[tilenum].execPtr);
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T5 = *(g_tile[tilenum].execPtr+1);
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T2 = *(g_tile[tilenum].execPtr+2);
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#ifdef LUNATIC
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set_action_members(i);
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set_move_members(i);
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#endif
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if (set_movflag_uncond || SHT == 0)
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SHT = *(g_tile[tilenum].execPtr+3);
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return 1;
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}
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#ifdef LUNATIC
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else if (El_HaveActor(tilenum))
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{
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// ^^^ C-CON takes precedence for now.
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const el_actor_t *a = &g_elActors[tilenum];
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SH = a->strength;
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T5 = a->act.id;
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T2 = a->mov.id;
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Bmemcpy(&actor[i].ac, &a->act.ac, sizeof(struct action));
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Bmemcpy(&actor[i].mv, &a->mov.mv, sizeof(struct move));
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if (set_movflag_uncond || SHT == 0)
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SHT = a->movflags;
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return 1;
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}
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#endif
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return 0;
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}
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int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int32_t s_pn,int32_t s_s,
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int32_t s_xr,int32_t s_yr,int32_t s_a,int32_t s_ve,int32_t s_zv,int32_t s_ow,int32_t s_ss)
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{
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@ -3968,8 +4008,6 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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i = insertsprite(whatsect,s_ss);
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}
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s = &sprite[i];
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memset(&spr_temp, 0, sizeof(spritetype));
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spr_temp.x = s_x;
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spr_temp.y = s_y;
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@ -3989,10 +4027,12 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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{
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G_DumpDebugInfo();
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OSD_Printf_nowarn("Failed spawning pic %d spr from pic %d spr %d at x:%d,y:%d,z:%d,sect:%d\n",
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s_pn,TrackerCast(sprite[s_ow].picnum),s_ow,s_x,s_y,s_z,whatsect);
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s_pn,TrackerCast(s_ow < 0 ? -1 : sprite[s_ow].picnum),s_ow,s_x,s_y,s_z,whatsect);
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G_GameExit("Too many sprites spawned.");
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}
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s = &sprite[i];
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Bmemcpy(s, &spr_temp, sizeof(spritetype));
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Bmemset(&actor[i], 0, sizeof(actor_t));
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Bmemcpy(&actor[i].bpos.x, s, sizeof(vec3_t)); // update bposx/y/z
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@ -4009,31 +4049,7 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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// sprpos[i].ang = sprpos[i].oldang = sprite[i].ang;
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if (g_tile[s_pn].execPtr)
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{
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s->extra = *g_tile[s_pn].execPtr;
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T5 = *(g_tile[s_pn].execPtr+1);
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T2 = *(g_tile[s_pn].execPtr+2);
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#ifdef LUNATIC
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set_action_members(i);
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set_move_members(i);
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#endif
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s->hitag = *(g_tile[s_pn].execPtr+3);
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}
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#ifdef LUNATIC
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else if (El_HaveActor(s_pn))
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{
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// ^^^ C-CON takes precedence for now.
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const el_actor_t *a = &g_elActors[s_pn];
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s->extra = a->strength;
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s->hitag = a->movflags;
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T5 = a->act.id;
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T2 = a->mov.id;
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Bmemcpy(&actor[i].ac, &a->act.ac, sizeof(struct action));
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Bmemcpy(&actor[i].mv, &a->mov.mv, sizeof(struct move));
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}
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#endif
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G_InitActor(i, s_pn, 1);
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if (show2dsector[SECT>>3]&(1<<(SECT&7))) show2dsprite[i>>3] |= (1<<(i&7));
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else show2dsprite[i>>3] &= ~(1<<(i&7));
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@ -4045,7 +4061,6 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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if (G_HaveEvent(EVENT_EGS))
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{
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extern int32_t block_deletesprite;
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int32_t pl=A_FindPlayer(s, &p);
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block_deletesprite++;
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@ -4053,7 +4068,7 @@ int32_t A_InsertSprite(int32_t whatsect,int32_t s_x,int32_t s_y,int32_t s_z,int3
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block_deletesprite--;
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}
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return(i);
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return i;
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}
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#ifdef YAX_ENABLE
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@ -4086,20 +4101,25 @@ static void Yax_SetBunchInterpolation(int32_t sectnum, int32_t cf)
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# define Yax_SetBunchInterpolation(sectnum, cf)
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#endif
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// A_Spawn has two forms with arguments having different meaning:
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//
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// 1. j>=0: Spawn from parent sprite <j> with picnum <pn>
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// 2. j<0: Spawn from already *existing* sprite <pn>
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int32_t A_Spawn(int32_t j, int32_t pn)
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{
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int32_t i, s, startwall, endwall, sect, clostest=0;
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int32_t x, y, d, p;
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int32_t i, s, startwall, endwall, sect;
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spritetype *sp;
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if (j >= 0)
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{
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i = A_InsertSprite(sprite[j].sectnum,sprite[j].x,sprite[j].y,sprite[j].z
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,pn,0,0,0,0,0,0,j,0);
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// spawn from parent sprite <j>
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i = A_InsertSprite(sprite[j].sectnum,sprite[j].x,sprite[j].y,sprite[j].z,
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pn,0,0,0,0,0,0,j,0);
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actor[i].picnum = sprite[j].picnum;
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}
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else
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{
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// spawn from already existing sprite <pn>
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i = pn;
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Bmemset(&actor[i], 0, sizeof(actor_t));
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@ -4150,21 +4170,11 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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s = PN;
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if (CS&1) CS |= 256;
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if (CS&1)
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CS |= 256;
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if (g_tile[s].execPtr)
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{
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SH = *(g_tile[s].execPtr);
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T5 = *(g_tile[s].execPtr+1);
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T2 = *(g_tile[s].execPtr+2);
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#ifdef LUNATIC
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set_action_members(i);
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set_move_members(i);
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#endif
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if (*(g_tile[s].execPtr+3) && SHT == 0)
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SHT = *(g_tile[s].execPtr+3);
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}
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else T2 = T5 = 0;
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if (!G_InitActor(i, s, 0))
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T2 = T5 = 0;
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}
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sp = &sprite[i];
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@ -4880,9 +4890,9 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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if (j >= 0)
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{
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x = getflorzofslope(sp->sectnum,sp->x,sp->y);
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if (sp->z > x-(12<<8))
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sp->z = x-(12<<8);
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int32_t z = getflorzofslope(sp->sectnum,sp->x,sp->y);
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if (sp->z > z-(12<<8))
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sp->z = z-(12<<8);
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}
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changespritestat(i, STAT_MISC);
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@ -5583,7 +5593,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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endwall = startwall+sector[sect].wallnum;
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for (j=startwall; j<endwall; j++)
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{
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x = wall[j].nextsector;
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int32_t x = wall[j].nextsector;
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if (x >= 0)
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if (!(sector[x].ceilingstat&1))
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{
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@ -5643,14 +5653,13 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case SE_20_STRETCH_BRIDGE:
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{
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int32_t q;
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int32_t x, y, d, q = INT32_MAX;
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int32_t clostest=0;
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startwall = sector[sect].wallptr;
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endwall = startwall+sector[sect].wallnum;
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//find the two most clostest wall x's and y's
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q = INT32_MAX;
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for (s=startwall; s<endwall; s++)
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{
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x = wall[s].x;
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@ -5831,12 +5840,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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OSD_Printf_nowarn(OSD_ERROR "Found lonely Sector Effector (lotag 0) at (%d,%d)\n",
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TrackerCast(sp->x),TrackerCast(sp->y));
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changespritestat(i, STAT_ACTOR);
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if (G_HaveEvent(EVENT_SPAWN))
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{
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int32_t pl=A_FindPlayer(&sprite[i],&p);
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VM_OnEvent(EVENT_SPAWN,i, pl, p, 0);
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}
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return i;
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goto SPAWN_END;
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}
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sp->owner = j;
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}
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@ -6064,6 +6068,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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SPAWN_END:
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if (G_HaveEvent(EVENT_SPAWN))
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{
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int32_t p;
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int32_t pl=A_FindPlayer(&sprite[i],&p);
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VM_OnEvent(EVENT_SPAWN,i, pl, p, 0);
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}
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@ -984,12 +984,12 @@ static inline void G_SetupBackdrop(int16_t sky)
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// tweak moving sectors with these SE lotags
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#define FIXSPR_SELOTAGP(k) ((k==0) || (k==6) || (k==14))
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// setup sprites in moving sectors that are to be fixed wrt a certain pivot
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// Set up sprites in moving sectors that are to be fixed wrt a certain pivot
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// position and should not diverge from it due to roundoff error in the future.
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// has to be after the spawning stuff.
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static void premap_setup_fixed_sprites(void)
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// Has to be after the spawning stuff.
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static void G_SetupRotfixedSprites(void)
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{
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int32_t i, j, pivot;
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int32_t i;
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for (i=headspritestat[STAT_EFFECTOR]; i>=0; i=nextspritestat[i])
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{
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#ifdef YAX_ENABLE
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int32_t firstrun = 1;
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#endif
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j = headspritesect[sprite[i].sectnum];
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int32_t j = headspritesect[sprite[i].sectnum];
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while (j>=0)
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{
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// TRIPBOMB uses t_data[7] for its own purposes. Wouldn't be
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@ -1007,7 +1007,8 @@ static void premap_setup_fixed_sprites(void)
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((sprite[j].statnum==STAT_ACTOR || sprite[j].statnum==STAT_ZOMBIEACTOR) &&
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A_CheckSpriteTileFlags(sprite[j].picnum, SPRITE_ROTFIXED)))
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{
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pivot = i;
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int32_t pivot = i;
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if (sprite[i].lotag==0)
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pivot = sprite[i].owner;
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if (j!=i && j!=pivot && pivot>=0 && pivot<MAXSPRITES)
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A_Spawn(-1,i);
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}
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premap_setup_fixed_sprites();
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G_SetupRotfixedSprites();
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for (i=headspritestat[STAT_DEFAULT]; i>=0; i=nextspritestat[i])
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{
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