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- SW: eliminated the only use of the SPRITE_TAG1 macro.
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2 changed files with 7 additions and 7 deletions
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@ -168,8 +168,9 @@ void CopySectorMatch(short match)
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itsec.Reset(src_sp->sectnum);
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itsec.Reset(src_sp->sectnum);
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while ((src_move = itsec.NextIndex()) >= 0)
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while ((src_move = itsec.NextIndex()) >= 0)
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{
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{
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auto sp = &sprite[src_move];
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// don't move ST1 Copy Tags
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// don't move ST1 Copy Tags
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if (SPRITE_TAG1(src_move) != SECT_COPY_SOURCE)
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if (SP_TAG1(sp) != SECT_COPY_SOURCE)
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{
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{
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int sx,sy,dx,dy,src_xoff,src_yoff,trash;
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int sx,sy,dx,dy,src_xoff,src_yoff,trash;
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@ -180,12 +181,12 @@ void CopySectorMatch(short match)
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SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash);
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SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash);
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// get offset
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// get offset
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src_xoff = sx - sprite[src_move].x;
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src_xoff = sx - sp->x;
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src_yoff = sy - sprite[src_move].y;
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src_yoff = sy - sp->y;
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// move sprite to dest sector
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// move sprite to dest sector
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sprite[src_move].x = dx - src_xoff;
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sp->x = dx - src_xoff;
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sprite[src_move].y = dy - src_yoff;
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sp->y = dy - src_yoff;
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// change sector
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// change sector
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changespritesect(src_move, dest_sp->sectnum);
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changespritesect(src_move, dest_sp->sectnum);
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@ -196,7 +197,7 @@ void CopySectorMatch(short match)
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SECTOR_OBJECTp sop;
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SECTOR_OBJECTp sop;
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// find and add sprite to SO
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// find and add sprite to SO
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sop = DetectSectorObject(§or[sprite[src_move].sectnum]);
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sop = DetectSectorObject(§or[sp->sectnum]);
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AddSpriteToSectorObject(src_move, sop);
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AddSpriteToSectorObject(src_move, sop);
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// update sprites postions so they aren't in the
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// update sprites postions so they aren't in the
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@ -198,7 +198,6 @@ inline int32_t FIXED(int32_t msw, int32_t lsw)
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#define SET_SP_TAG13(sp,val) (*((short*)&(sp)->xoffset)) = LittleShort((short)val)
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#define SET_SP_TAG13(sp,val) (*((short*)&(sp)->xoffset)) = LittleShort((short)val)
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#define SET_SP_TAG14(sp,val) (*((short*)&(sp)->xrepeat)) = LittleShort((short)val)
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#define SET_SP_TAG14(sp,val) (*((short*)&(sp)->xrepeat)) = LittleShort((short)val)
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#define SPRITE_TAG1(sp) (sprite[sp].hitag)
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#define SPRITE_TAG2(sp) (sprite[sp].lotag)
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#define SPRITE_TAG2(sp) (sprite[sp].lotag)
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#define SPRITE_TAG3(sp) (sprite[sp].clipdist)
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#define SPRITE_TAG3(sp) (sprite[sp].clipdist)
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#define SPRITE_TAG4(sp) (sprite[sp].ang)
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#define SPRITE_TAG4(sp) (sprite[sp].ang)
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