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Clean up G_MoveWeapons(), among other things getting rid of weird indentation.
git-svn-id: https://svn.eduke32.com/eduke32@3076 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 166 additions and 166 deletions
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@ -2535,7 +2535,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
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/* Custom projectiles */
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if (A_CheckSpriteFlags(i,SPRITE_PROJECTILE))
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{
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projectile_t *const proj = &SpriteProjectile[i];
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const projectile_t *const proj = &SpriteProjectile[i];
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if (proj->pal >= 0)
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s->pal = proj->pal;
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@ -2639,13 +2639,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
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{
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if (s->z < actor[i].ceilingz)
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{
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j = 16384|(s->sectnum);
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j = 16384|s->sectnum;
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s->zvel = -1;
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}
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else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
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(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
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else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
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{
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j = 16384|(s->sectnum);
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j = 16384|s->sectnum;
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if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
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s->zvel = 1;
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}
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@ -2709,7 +2709,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
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if (!(proj->workslike & PROJECTILE_FORCEIMPACT))
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KILLIT(i);
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}
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if (proj->workslike & PROJECTILE_FORCEIMPACT)
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@ -2921,13 +2920,13 @@ ACTOR_STATIC void G_MoveWeapons(void)
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{
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if (s->z < actor[i].ceilingz)
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{
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j = 16384|(s->sectnum);
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j = 16384|s->sectnum;
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s->zvel = -1;
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}
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else if ((s->z > actor[i].floorz && sector[s->sectnum].lotag != ST_1_ABOVE_WATER) ||
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(s->z > actor[i].floorz+(16<<8) && sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
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else if (s->z > actor[i].floorz + (16<<8)*(sector[s->sectnum].lotag == ST_1_ABOVE_WATER))
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{
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j = 16384|(s->sectnum);
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j = 16384|s->sectnum;
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if (sector[s->sectnum].lotag != ST_1_ABOVE_WATER)
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s->zvel = 1;
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}
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@ -2947,7 +2946,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
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sprite[x].pal = s->pal;
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}
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}
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else if (s->picnum == SPIT) if (s->zvel < 6144)
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else if (s->picnum == SPIT)
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if (s->zvel < 6144)
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s->zvel += g_spriteGravity-112;
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if (j != 0)
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