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https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
A few more minor things
git-svn-id: https://svn.eduke32.com/eduke32@510 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
33985f1650
commit
71a18f5f72
1 changed files with 56 additions and 93 deletions
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@ -580,7 +580,7 @@ void insertspriteq(int i)
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void lotsofmoney(spritetype *s, int n)
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{
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short i ,j;
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int i ,j;
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for (i=n;i>0;i--)
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{
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j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),MONEY,-32,8,8,TRAND&2047,0,0,0,5);
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@ -590,7 +590,7 @@ void lotsofmoney(spritetype *s, int n)
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void lotsofmail(spritetype *s, int n)
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{
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short i ,j;
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int i ,j;
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for (i=n;i>0;i--)
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{
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j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),MAIL,-32,8,8,TRAND&2047,0,0,0,5);
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@ -600,7 +600,7 @@ void lotsofmail(spritetype *s, int n)
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void lotsofpaper(spritetype *s, int n)
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{
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short i ,j;
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int i ,j;
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for (i=n;i>0;i--)
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{
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j = EGS(s->sectnum,s->x,s->y,s->z-(TRAND%(47<<8)),PAPER,-32,8,8,TRAND&2047,0,0,0,5);
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@ -611,9 +611,7 @@ void lotsofpaper(spritetype *s, int n)
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void guts(spritetype *s,int gtype, int n, int p)
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{
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long gutz,floorz;
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short i,a,j;
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char sx,sy;
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signed char pal;
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int i,a,j,sx,sy,pal;
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if (badguy(s) && s->xrepeat < 16)
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sx = sy = 8;
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@ -649,8 +647,7 @@ void guts(spritetype *s,int gtype, int n, int p)
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void gutsdir(spritetype *s,int gtype, int n, int p)
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{
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long gutz,floorz;
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short i,a,j;
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char sx,sy;
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int i,a,j,sx,sy;
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if (badguy(s) && s->xrepeat < 16)
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sx = sy = 8;
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@ -674,12 +671,9 @@ void gutsdir(spritetype *s,int gtype, int n, int p)
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void setsectinterpolate(int i)
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{
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long j, k, startwall,endwall;
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int k, j = sector[SECT].wallptr,endwall = j+sector[SECT].wallnum;
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startwall = sector[SECT].wallptr;
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endwall = startwall+sector[SECT].wallnum;
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for (j=startwall;j<endwall;j++)
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for (;j<endwall;j++)
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{
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setinterpolation(&wall[j].x);
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setinterpolation(&wall[j].y);
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@ -697,11 +691,9 @@ void setsectinterpolate(int i)
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void clearsectinterpolate(int i)
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{
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short j,startwall,endwall;
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startwall = sector[SECT].wallptr;
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endwall = startwall+sector[SECT].wallnum;
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for (j=startwall;j<endwall;j++)
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int j = sector[SECT].wallptr,endwall = j+sector[SECT].wallnum;
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for (;j<endwall;j++)
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{
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stopinterpolation(&wall[j].x);
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stopinterpolation(&wall[j].y);
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@ -717,40 +709,33 @@ static void ms(int i)
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{
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//T1,T2 and T3 are used for all the sector moving stuff!!!
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short startwall,endwall,x;
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long tx,ty,j,k;
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spritetype *s;
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s = &sprite[i];
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long tx,ty;
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spritetype *s = &sprite[i];
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long j = T2, k = T3;
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s->x += (s->xvel*(sintable[(s->ang+512)&2047]))>>14;
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s->y += (s->xvel*(sintable[s->ang&2047]))>>14;
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j = T2;
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k = T3;
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startwall = sector[s->sectnum].wallptr;
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endwall = startwall+sector[s->sectnum].wallnum;
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for (x=startwall;x<endwall;x++)
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{
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rotatepoint(
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0,0,
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msx[j],msy[j],
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k&2047,&tx,&ty);
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int x = sector[s->sectnum].wallptr, endwall = x+sector[s->sectnum].wallnum;
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for (;x<endwall;x++)
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{
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rotatepoint(0,0,msx[j],msy[j],k&2047,&tx,&ty);
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dragpoint(x,s->x+tx,s->y+ty);
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dragpoint(x,s->x+tx,s->y+ty);
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j++;
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j++;
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}
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}
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}
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static void movefta(void)
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{
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long x, px, py, sx, sy;
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short i, j, p, psect, ssect, nexti;
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int i = headspritestat[2], j, p, nexti;
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short psect, ssect;
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spritetype *s;
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i = headspritestat[2];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -954,9 +939,9 @@ int ifhitbyweapon(int sn)
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void movecyclers(void)
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{
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short q, j, x, t, s, *c;
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int q, j, x, t, s, cshade;
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short *c;
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walltype *wal;
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char cshade;
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for (q=numcyclers-1;q>=0;q--)
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{
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@ -991,9 +976,8 @@ void movecyclers(void)
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void movedummyplayers(void)
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{
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short i, p, nexti;
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int i = headspritestat[13], p, nexti;
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i = headspritestat[13];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -1033,15 +1017,15 @@ BOLT:
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}
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}
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short otherp;
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int otherp;
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static void moveplayers(void) //Players
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{
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short i , nexti;
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int i = headspritestat[10], nexti;
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long otherx;
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spritetype *s;
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struct player_struct *p;
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i = headspritestat[10];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -1172,11 +1156,10 @@ BOLT:
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static void movefx(void)
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{
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short i, j, nexti, p;
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int i = headspritestat[11], j, nexti, p;
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long x, ht;
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spritetype *s;
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i = headspritestat[11];
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while (i >= 0)
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{
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s = &sprite[i];
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@ -1272,11 +1255,10 @@ BOLT:
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static void movefallers(void)
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{
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short i, nexti, sect, j;
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int i = headspritestat[12], nexti, sect, j;
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spritetype *s;
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long x;
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i = headspritestat[12];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -1370,12 +1352,11 @@ BOLT:
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static void movestandables(void)
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{
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short i, j, k, m, nexti, nextj, p=0, sect;
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int i = headspritestat[6], j, k, nexti, nextj, p=0, sect, switchpicnum;
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long l=0, x, *t;
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spritetype *s;
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int switchpicnum;
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short m;
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i = headspritestat[6];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -2314,20 +2295,18 @@ BOLT:
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}
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}
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static void bounce(short i)
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static void bounce(int i)
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{
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long k, l, daang, dax, day, daz, xvect, yvect, zvect;
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short hitsect;
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long daang, dax, day, daz, xvect, yvect, zvect;
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spritetype *s = &sprite[i];
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int hitsect = s->sectnum;
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long k = sector[hitsect].wallptr;
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long l = wall[k].point2;
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xvect = mulscale10(s->xvel,sintable[(s->ang+512)&2047]);
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yvect = mulscale10(s->xvel,sintable[s->ang&2047]);
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zvect = s->zvel;
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hitsect = s->sectnum;
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k = sector[hitsect].wallptr;
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l = wall[k].point2;
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daang = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y);
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if (s->z < (hittype[i].floorz+hittype[i].ceilingz)>>1)
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static void moveweapons(void)
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{
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short i, j=0, k, f, nexti, p, q;
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int i = headspritestat[4], j=0, k, f, nexti, p, q;
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long dax,day,daz, x, ll;
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unsigned long qq;
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spritetype *s;
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i = headspritestat[4];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -3140,12 +3118,10 @@ BOLT:
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static void movetransports(void)
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{
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char warpspriteto;
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short i, j, k, l, p, sect, sectlotag, nexti, nextj;
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int warpspriteto;
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int i = headspritestat[9], j, k, l, p, sect, sectlotag, nexti, nextj;
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long ll,onfloorz,q;
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i = headspritestat[9]; //Transporters
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while (i >= 0)
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{
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sect = SECT;
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@ -3471,11 +3447,10 @@ BOLT:
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}
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}
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static short LocateTheLocator(short n,short sn)
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static short LocateTheLocator(int n,int sn)
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{
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short i;
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i = headspritestat[7];
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int i = headspritestat[7];
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while (i >= 0)
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{
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if ((sn == -1 || sn == SECT) && n == SLT)
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@ -3488,12 +3463,10 @@ static short LocateTheLocator(short n,short sn)
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static void moveactors(void)
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{
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long x, m, l, *t;
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short a, i, j, nexti, nextj, sect, p;
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int a, j, nexti, nextj, sect, p, switchpicnum, k;
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spritetype *s;
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unsigned short k;
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int switchpicnum;
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i = headspritestat[1];
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int i = headspritestat[1];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -5380,14 +5353,14 @@ BOLT:
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static void moveeffectors(void) //STATNUM 3
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{
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long q=0, l, m, x, st, j, *t;
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short i, k, nexti, nextk, p, sh, nextj;
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int i = headspritestat[3], nexti, nextk, p, sh, nextj;
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short k;
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spritetype *s;
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sectortype *sc;
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walltype *wal;
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fricxv = fricyv = 0;
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i = headspritestat[3];
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while (i >= 0)
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{
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nexti = nextspritestat[i];
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@ -5508,9 +5481,7 @@ static void moveeffectors(void) //STATNUM 3
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ps[p].posz += zchange;
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rotatepoint(sprite[j].x,sprite[j].y,
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ps[p].posx,ps[p].posy,(q*l),
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&m,&x);
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rotatepoint(sprite[j].x,sprite[j].y,ps[p].posx,ps[p].posy,(q*l),&m,&x);
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ps[p].bobposx += m-ps[p].posx;
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ps[p].bobposy += x-ps[p].posy;
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@ -5543,10 +5514,7 @@ static void moveeffectors(void) //STATNUM 3
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sprite[p].z += zchange;
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rotatepoint(sprite[j].x,sprite[j].y,
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sprite[p].x,sprite[p].y,(q*l),
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&sprite[p].x,&sprite[p].y);
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rotatepoint(sprite[j].x,sprite[j].y,sprite[p].x,sprite[p].y,(q*l),&sprite[p].x,&sprite[p].y);
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}
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p = nextspritesect[p];
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}
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@ -5735,9 +5703,7 @@ static void moveeffectors(void) //STATNUM 3
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{
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if (sprite[j].statnum != 10 && sector[sprite[j].sectnum].lotag != 2 && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS)
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{
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rotatepoint(s->x,s->y,
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sprite[j].x,sprite[j].y,q,
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&sprite[j].x,&sprite[j].y);
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rotatepoint(s->x,s->y,sprite[j].x,sprite[j].y,q,&sprite[j].x,&sprite[j].y);
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sprite[j].x+= m;
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sprite[j].y+= x;
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@ -6333,12 +6299,9 @@ static void moveeffectors(void) //STATNUM 3
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if (t[4])
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{
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short startwall,endwall;
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startwall = sc->wallptr;
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endwall = startwall+sc->wallnum;
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for (j=startwall;j<endwall;j++)
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int endwall = sc->wallptr+sc->wallnum;
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for (j=sc->wallptr;j<endwall;j++)
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{
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k = headspritestat[1];
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while (k >= 0)
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