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https://github.com/ZDoom/raze-gles.git
synced 2024-12-24 02:30:46 +00:00
1. Improved access to tsprites. It even didn't have access to the owner member that points at the real sprite.
2. I don't know why the filler member(of the sprite/sector structure) was renamed in CONs but now it can be addressed by his real name as well. git-svn-id: https://svn.eduke32.com/eduke32@999 1a8010ca-5511-0410-912e-c29ae57300e0
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4e50e2e24d
commit
73a9dbc80e
3 changed files with 145 additions and 45 deletions
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@ -495,7 +495,8 @@ const memberlabel_t sectorlabels[]=
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{ "floorxpanning", SECTOR_FLOORXPANNING, 0, 0 },
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{ "floorypanning", SECTOR_FLOORYPANNING, 0, 0 },
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{ "visibility", SECTOR_VISIBILITY, 0, 0 },
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{ "alignto", SECTOR_ALIGNTO, 0, 0 },
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{ "filler", SECTOR_ALIGNTO, 0, 0 },
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{ "alignto", SECTOR_ALIGNTO, 0, 0 }, // aka filler, not used
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{ "lotag", SECTOR_LOTAG, 0, 0 },
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{ "hitag", SECTOR_HITAG, 0, 0 },
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{ "extra", SECTOR_EXTRA, 0, 0 },
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@ -534,7 +535,8 @@ const memberlabel_t actorlabels[]=
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{ "shade", ACTOR_SHADE, 0, 0 },
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{ "pal", ACTOR_PAL, 0, 0 },
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{ "clipdist", ACTOR_CLIPDIST, 0, 0 },
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{ "detail", ACTOR_DETAIL, 0, 0 },
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{ "filler", ACTOR_DETAIL, 0, 0 },
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{ "detail", ACTOR_DETAIL, 0, 0 }, // aka filler, not used
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{ "xrepeat", ACTOR_XREPEAT, 0, 0 },
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{ "yrepeat", ACTOR_YREPEAT, 0, 0 },
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{ "xoffset", ACTOR_XOFFSET, 0, 0 },
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@ -591,19 +593,44 @@ const memberlabel_t tsprlabels[]=
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{
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// tsprite access
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{ "tsprx", ACTOR_TSPRX, 0, 0 },
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{ "tspry", ACTOR_TSPRY, 0, 0 },
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{ "tsprz", ACTOR_TSPRZ, 0, 0 },
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{ "tsprcstat", ACTOR_TSPRCSTAT, 0, 0 },
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{ "tsprpicnum", ACTOR_TSPRPICNUM, 0, 0 },
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{ "tsprshade", ACTOR_TSPRSHADE, 0, 0 },
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{ "tsprpal", ACTOR_TSPRPAL, 0, 0 },
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{ "tsprxrepeat", ACTOR_TSPRXREPEAT, 0, 0 },
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{ "tspryrepeat", ACTOR_TSPRYREPEAT, 0, 0 },
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{ "tsprxoffset", ACTOR_TSPRXOFFSET, 0, 0 },
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{ "tspryoffset", ACTOR_TSPRYOFFSET, 0, 0 },
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{ "tsprsectnum", ACTOR_TSPRSECTNUM, 0, 0 },
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{ "tsprang", ACTOR_TSPRANG, 0, 0 },
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{ "x", ACTOR_X, 0, 0 },
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{ "y", ACTOR_Y, 0, 0 },
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{ "z", ACTOR_Z, 0, 0 },
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{ "cstat", ACTOR_CSTAT, 0, 0 },
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{ "picnum", ACTOR_PICNUM, 0, 0 },
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{ "shade", ACTOR_SHADE, 0, 0 },
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{ "pal", ACTOR_PAL, 0, 0 },
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{ "clipdist", ACTOR_CLIPDIST, 0, 0 },
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{ "filler", ACTOR_DETAIL, 0, 0 },
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{ "detail", ACTOR_DETAIL, 0, 0 }, // aka filler, not used
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{ "xrepeat", ACTOR_XREPEAT, 0, 0 },
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{ "yrepeat", ACTOR_YREPEAT, 0, 0 },
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{ "xoffset", ACTOR_XOFFSET, 0, 0 },
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{ "yoffset", ACTOR_YOFFSET, 0, 0 },
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{ "sectnum", ACTOR_SECTNUM, 0, 0 },
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{ "statnum", ACTOR_STATNUM, 0, 0 },
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{ "ang", ACTOR_ANG, 0, 0 },
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{ "owner", ACTOR_OWNER, 0, 0 },
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{ "xvel", ACTOR_XVEL, 0, 0 },
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{ "yvel", ACTOR_YVEL, 0, 0 },
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{ "zvel", ACTOR_ZVEL, 0, 0 },
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{ "lotag", ACTOR_LOTAG, 0, 0 },
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{ "hitag", ACTOR_HITAG, 0, 0 },
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{ "extra", ACTOR_EXTRA, 0, 0 },
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{ "tsprx", ACTOR_X, 0, 0 },
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{ "tspry", ACTOR_Y, 0, 0 },
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{ "tsprz", ACTOR_Z, 0, 0 },
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{ "tsprcstat", ACTOR_CSTAT, 0, 0 },
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{ "tsprpicnum", ACTOR_PICNUM, 0, 0 },
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{ "tsprshade", ACTOR_SHADE, 0, 0 },
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{ "tsprpal", ACTOR_PAL, 0, 0 },
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{ "tsprxrepeat", ACTOR_XREPEAT, 0, 0 },
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{ "tspryrepeat", ACTOR_YREPEAT, 0, 0 },
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{ "tsprxoffset", ACTOR_XOFFSET, 0, 0 },
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{ "tspryoffset", ACTOR_YOFFSET, 0, 0 },
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{ "tsprsectnum", ACTOR_SECTNUM, 0, 0 },
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{ "tsprang", ACTOR_ANG, 0, 0 },
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{ "", -1, 0, 0 } // END OF LIST
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};
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@ -449,23 +449,6 @@ enum actorlabels
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ACTOR_HTFLAGS,
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};
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enum tsprlabels
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{
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ACTOR_TSPRX,
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ACTOR_TSPRY,
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ACTOR_TSPRZ,
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ACTOR_TSPRCSTAT,
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ACTOR_TSPRPICNUM,
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ACTOR_TSPRSHADE,
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ACTOR_TSPRPAL,
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ACTOR_TSPRXREPEAT,
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ACTOR_TSPRYREPEAT,
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ACTOR_TSPRXOFFSET,
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ACTOR_TSPRYOFFSET,
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ACTOR_TSPRSECTNUM,
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ACTOR_TSPRANG,
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};
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enum inputlabels
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{
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INPUT_AVEL,
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@ -3529,7 +3529,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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switch (lLabelID)
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{
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case ACTOR_TSPRX:
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case ACTOR_X:
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if (iSet)
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{
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spriteext[iActor].tspr->x=lValue;
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@ -3538,7 +3538,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->x,g_i,g_p);
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return;
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case ACTOR_TSPRY:
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case ACTOR_Y:
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if (iSet)
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{
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spriteext[iActor].tspr->y=lValue;
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@ -3547,7 +3547,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->y,g_i,g_p);
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return;
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case ACTOR_TSPRZ:
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case ACTOR_Z:
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if (iSet)
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{
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spriteext[iActor].tspr->z=lValue;
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@ -3556,7 +3556,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->z,g_i,g_p);
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return;
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case ACTOR_TSPRCSTAT:
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case ACTOR_CSTAT:
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if (iSet)
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{
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spriteext[iActor].tspr->cstat=lValue;
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@ -3565,7 +3565,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->cstat,g_i,g_p);
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return;
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case ACTOR_TSPRPICNUM:
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case ACTOR_PICNUM:
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if (iSet)
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{
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spriteext[iActor].tspr->picnum=lValue;
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@ -3574,7 +3574,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->picnum,g_i,g_p);
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return;
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case ACTOR_TSPRSHADE:
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case ACTOR_SHADE:
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if (iSet)
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{
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spriteext[iActor].tspr->shade=lValue;
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@ -3583,7 +3583,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->shade,g_i,g_p);
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return;
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case ACTOR_TSPRPAL:
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case ACTOR_PAL:
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if (iSet)
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{
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spriteext[iActor].tspr->pal=lValue;
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@ -3592,7 +3592,25 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->pal,g_i,g_p);
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return;
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case ACTOR_TSPRXREPEAT:
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case ACTOR_CLIPDIST:
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if (iSet)
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{
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spriteext[iActor].tspr->clipdist=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->clipdist,g_i,g_p);
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return;
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case ACTOR_DETAIL:
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if (iSet)
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{
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spriteext[iActor].tspr->filler=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->filler,g_i,g_p);
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return;
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case ACTOR_XREPEAT:
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if (iSet)
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{
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spriteext[iActor].tspr->xrepeat=lValue;
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@ -3601,7 +3619,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->xrepeat,g_i,g_p);
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return;
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case ACTOR_TSPRYREPEAT:
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case ACTOR_YREPEAT:
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if (iSet)
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{
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spriteext[iActor].tspr->yrepeat=lValue;
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@ -3610,7 +3628,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->yrepeat,g_i,g_p);
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return;
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case ACTOR_TSPRXOFFSET:
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case ACTOR_XOFFSET:
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if (iSet)
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{
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spriteext[iActor].tspr->xoffset=lValue;
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@ -3619,7 +3637,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->xoffset,g_i,g_p);
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return;
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case ACTOR_TSPRYOFFSET:
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case ACTOR_YOFFSET:
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if (iSet)
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{
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spriteext[iActor].tspr->yoffset=lValue;
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@ -3628,7 +3646,7 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->yoffset,g_i,g_p);
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return;
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case ACTOR_TSPRSECTNUM:
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case ACTOR_SECTNUM:
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if (iSet)
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{
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spriteext[iActor].tspr->sectnum=lValue;
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@ -3637,7 +3655,16 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->sectnum,g_i,g_p);
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return;
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case ACTOR_TSPRANG:
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case ACTOR_STATNUM:
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if (iSet)
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{
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spriteext[iActor].tspr->statnum=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->statnum,g_i,g_p);
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return;
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case ACTOR_ANG:
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if (iSet)
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{
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spriteext[iActor].tspr->ang=lValue;
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@ -3646,6 +3673,69 @@ static void DoTsprite(int iSet, int lVar1, int lLabelID, int lVar2)
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SetGameVarID(lVar2, spriteext[iActor].tspr->ang,g_i,g_p);
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return;
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case ACTOR_OWNER:
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if (iSet)
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{
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spriteext[iActor].tspr->owner=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->owner,g_i,g_p);
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return;
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case ACTOR_XVEL:
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if (iSet)
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{
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spriteext[iActor].tspr->xvel=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->xvel,g_i,g_p);
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return;
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case ACTOR_YVEL:
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if (iSet)
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{
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spriteext[iActor].tspr->yvel=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->yvel,g_i,g_p);
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return;
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case ACTOR_ZVEL:
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if (iSet)
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{
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spriteext[iActor].tspr->zvel=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->zvel,g_i,g_p);
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return;
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case ACTOR_LOTAG:
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if (iSet)
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{
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spriteext[iActor].tspr->lotag=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->lotag,g_i,g_p);
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return;
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case ACTOR_HITAG:
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if (iSet)
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{
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spriteext[iActor].tspr->hitag=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->hitag,g_i,g_p);
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return;
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case ACTOR_EXTRA:
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if (iSet)
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{
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spriteext[iActor].tspr->extra=lValue;
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return;
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}
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SetGameVarID(lVar2, spriteext[iActor].tspr->extra,g_i,g_p);
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return;
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default:
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return;
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}
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