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- 6 simple loops in sectors_r.cpp.
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1 changed files with 43 additions and 37 deletions
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@ -1076,27 +1076,26 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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{
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int sect;
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int unk = 0;
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int jj;
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int startwall, endwall;
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sect = wall[wal->nextwall].nextsector;
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SectIterator it(sect);
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while ((jj = it.NextIndex()) >= 0)
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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s = &sprite[jj];
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s = &act->s;
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if (s->lotag == 6)
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{
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//for (j = 0; j < 16; j++) RANDOMSCRAP(s, -1); This never spawned anything due to the -1.
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hittype[jj].spriteextra++;
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if (hittype[jj].spriteextra == 25)
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act->spriteextra++;
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if (act->spriteextra == 25)
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{
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startwall = sector[s->sectnum].wallptr;
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endwall = startwall + sector[s->sectnum].wallnum;
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for (i = startwall; i < endwall; i++)
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sector[wall[i].nextsector].lotag = 0;
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sector[s->sectnum].lotag = 0;
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S_StopSound(sprite[jj].lotag);
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S_PlayActorSound(400, jj);
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deletesprite(jj);
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S_StopSound(act->s.lotag);
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S_PlayActorSound(400, act);
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deletesprite(act);
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}
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}
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}
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@ -1352,14 +1351,14 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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darkestwall = wal->shade;
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j = krand() & 1;
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act = it.Next())
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{
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if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
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if (act->s.hitag == wall[dawallnum].lotag && act->s.lotag == 3)
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{
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hittype[i].temp_data[2] = j;
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hittype[i].temp_data[3] = darkestwall;
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hittype[i].temp_data[4] = 1;
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act->temp_data[2] = j;
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act->temp_data[3] = darkestwall;
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act->temp_data[4] = 1;
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}
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}
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break;
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@ -1431,7 +1430,7 @@ void checkplayerhurt_r(struct player_struct* p, const Collision &coll)
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bool checkhitceiling_r(int sn)
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{
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short i, j;
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short j;
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switch (sector[sn].ceilingpicnum)
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{
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@ -1491,16 +1490,17 @@ bool checkhitceiling_r(int sn)
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if (!sector[sn].hitag)
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{
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SectIterator it(sn);
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while ((i = it.NextIndex()) >= 0)
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DukeSectIterator it(sn);
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while (auto act1 = it.Next())
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{
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if (sprite[i].picnum == SECTOREFFECTOR && (sprite[i].lotag == 12 || (isRRRA() && (sprite[i].lotag == 47 || sprite[i].lotag == 48))))
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auto spr1 = &act1->s;
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if (spr1->picnum == SECTOREFFECTOR && (spr1->lotag == 12 || (isRRRA() && (spr1->lotag == 47 || spr1->lotag == 48))))
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{
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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 act2 = it.Next())
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{
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if (sprite[j].hitag == sprite[i].hitag)
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hittype[j].temp_data[3] = 1;
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if (act2->s.hitag == spr1->hitag)
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act2->temp_data[3] = 1;
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}
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break;
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}
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@ -1508,13 +1508,14 @@ bool checkhitceiling_r(int sn)
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}
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j = krand() & 1;
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act1 = it.Next())
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{
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if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
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auto spr1 = &act1->s;
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if (spr1->hitag == (sector[sn].hitag) && spr1->lotag == 3)
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{
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hittype[i].temp_data[2] = j;
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hittype[i].temp_data[4] = 1;
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act1->temp_data[2] = j;
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act1->temp_data[4] = 1;
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}
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}
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@ -2250,12 +2251,18 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
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deletesprite(targ);
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break;
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case FORCESPHERE:
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{
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s->xrepeat = 0;
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hittype[s->owner].temp_data[0] = 32;
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hittype[s->owner].temp_data[1] = !hittype[s->owner].temp_data[1];
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hittype[s->owner].temp_data[2] ++;
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auto Owner = targ->GetOwner();
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if (Owner)
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{
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Owner->temp_data[0] = 32;
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Owner->temp_data[1] = !Owner->temp_data[1];
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Owner->temp_data[2] ++;
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}
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spawn(targ, EXPLOSION2);
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break;
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}
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case TOILET:
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s->picnum = TOILETBROKE;
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s->cstat |= (krand() & 1) << 2;
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@ -2897,14 +2904,13 @@ void dofurniture(int wl, int sect, int snum)
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void tearitup(int sect)
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{
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int j;
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SectIterator it(sect);
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while ((j = it.NextIndex()) >= 0)
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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if (sprite[j].picnum == DESTRUCTO)
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if (act->s.picnum == DESTRUCTO)
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{
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hittype[j].picnum = SHOTSPARK1;
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hittype[j].extra = 1;
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act->picnum = SHOTSPARK1;
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act->extra = 1;
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}
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}
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}
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