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- split up actKillSprite into several smaller functions.
The biggest problem in here was tracking the lifetime of local variables.
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4 changed files with 648 additions and 499 deletions
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@ -217,6 +217,7 @@ void actRadiusDamage(DBloodActor* source, int x, int y, int z, int nSector, int
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spritetype *actDropObject(spritetype *pSprite, int nType);
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spritetype *actDropObject(spritetype *pSprite, int nType);
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bool actHealDude(DBloodActor* pXDude, int a2, int a3);
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bool actHealDude(DBloodActor* pXDude, int a2, int a3);
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bool actHealDude(XSPRITE *pXDude, int a2, int a3);
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bool actHealDude(XSPRITE *pXDude, int a2, int a3);
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void actKillDude(DBloodActor* a1, DBloodActor* pSprite, DAMAGE_TYPE a3, int a4);
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void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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void actKillDude(int a1, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(int nSource, spritetype *pSprite, DAMAGE_TYPE a3, int a4);
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int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage);
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int actDamageSprite(DBloodActor* pSource, DBloodActor* pTarget, DAMAGE_TYPE damageType, int damage);
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@ -140,4 +140,14 @@ inline void GetActorExtents(DBloodActor* actor, int* top, int* bottom)
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GetSpriteExtents(&actor->s(), top, bottom);
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GetSpriteExtents(&actor->s(), top, bottom);
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}
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}
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inline DBloodActor *PLAYER::fragger()
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{
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return fraggerId == -1? nullptr : &bloodActors[fraggerId];
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}
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inline void PLAYER::setFragger(DBloodActor* actor)
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{
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fraggerId = actor == nullptr ? -1 : actor->s().index;
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}
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END_BLD_NS
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END_BLD_NS
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@ -145,6 +145,8 @@ struct PLAYER
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int fragInfo[8];
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int fragInfo[8];
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int teamId;
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int teamId;
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int fraggerId;
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int fraggerId;
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DBloodActor* fragger();
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void setFragger(DBloodActor*);
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int underwaterTime;
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int underwaterTime;
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int bubbleTime;
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int bubbleTime;
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int restTime;
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int restTime;
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