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Rename a couple functions local to actors.c, remove IFHITSECT macro. This is mostly a test commit to make sure our CIA.vc script is properly updated now.
git-svn-id: https://svn.eduke32.com/eduke32@2993 1a8010ca-5511-0410-912e-c29ae57300e0
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202d544f14
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1 changed files with 8 additions and 9 deletions
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@ -884,7 +884,8 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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}
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}
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static inline int32_t ifhitsectors(int32_t sectnum)
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// stupid name, but it's what the function does.
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static inline int32_t G_FindExplosionInSector(int32_t sectnum)
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{
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int32_t i = headspritestat[STAT_MISC];
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while (i >= 0)
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@ -896,9 +897,7 @@ static inline int32_t ifhitsectors(int32_t sectnum)
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return -1;
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}
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#define IFHITSECT(Sectnum) if (ifhitsectors(Sectnum) >= 0)
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static void nudge_player(int32_t p, int32_t sn, int32_t shl)
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static void P_Nudge(int32_t p, int32_t sn, int32_t shl)
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{
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g_player[p].ps->vel.x += actor[sn].extra*(sintable[(actor[sn].ang+512)&2047])<<shl;
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g_player[p].ps->vel.y += actor[sn].extra*(sintable[actor[sn].ang&2047])<<shl;
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@ -953,11 +952,11 @@ int32_t A_IncurDamage(int32_t sn)
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if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE) && (SpriteProjectile[sn].workslike & PROJECTILE_RPG))
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{
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nudge_player(p, sn, 2);
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P_Nudge(p, sn, 2);
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}
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else if (A_CheckSpriteTileFlags(actor[sn].picnum,SPRITE_PROJECTILE))
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{
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nudge_player(p, sn, 1);
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P_Nudge(p, sn, 1);
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}
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switch (DYNAMICTILEMAP(actor[sn].picnum))
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@ -969,10 +968,10 @@ int32_t A_IncurDamage(int32_t sn)
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case SEENINE__STATIC:
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case OOZFILTER__STATIC:
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case EXPLODINGBARREL__STATIC:
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nudge_player(p, sn, 2);
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P_Nudge(p, sn, 2);
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break;
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default:
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nudge_player(p, sn, 1);
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P_Nudge(p, sn, 1);
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break;
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}
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}
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@ -7013,7 +7012,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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else //Not hit yet
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{
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IFHITSECT(s->sectnum)
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if (G_FindExplosionInSector(s->sectnum) >= 0)
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{
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P_DoQuote(QUOTE_UNLOCKED,g_player[myconnectindex].ps);
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