mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- cleaned up a few more loops.
This commit is contained in:
parent
618c739318
commit
d8a7821b4f
3 changed files with 26 additions and 28 deletions
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@ -572,10 +572,10 @@ void resetpspritevars(int g)
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which_palookup = 9;
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which_palookup = 9;
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j = connecthead;
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j = connecthead;
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StatIterator it(STAT_PLAYER);
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DukeStatIterator it(STAT_PLAYER);
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while ((i = it.NextIndex()) >= 0)
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while (auto act = it.Next())
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{
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{
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s = &sprite[i];
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s = &act->s;
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if (numplayersprites == MAXPLAYERS)
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if (numplayersprites == MAXPLAYERS)
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I_Error("Too many player sprites (max 16.)");
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I_Error("Too many player sprites (max 16.)");
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@ -595,7 +595,7 @@ void resetpspritevars(int g)
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numplayersprites++;
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numplayersprites++;
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if (j >= 0)
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if (j >= 0)
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{
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{
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s->owner = i;
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act->SetOwner(act);
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s->shade = 0;
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s->shade = 0;
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s->xrepeat = isRR() ? 24 : 42;
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s->xrepeat = isRR() ? 24 : 42;
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s->yrepeat = isRR() ? 17 : 36;
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s->yrepeat = isRR() ? 17 : 36;
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@ -626,13 +626,13 @@ void resetpspritevars(int g)
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else
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else
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s->pal = ps[j].palookup = ud.user_pals[j];
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s->pal = ps[j].palookup = ud.user_pals[j];
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ps[j].i = i;
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ps[j].i = act->GetIndex();
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ps[j].frag_ps = j;
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ps[j].frag_ps = j;
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hittype[i].owner = i;
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act->SetOwner(act);
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hittype[i].bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x;
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act->bposx = ps[j].bobposx = ps[j].oposx = ps[j].posx = s->x;
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hittype[i].bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y;
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act->bposy = ps[j].bobposy = ps[j].oposy = ps[j].posy = s->y;
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hittype[i].bposz = ps[j].oposz = ps[j].posz = s->z;
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act->bposz = ps[j].oposz = ps[j].posz = s->z;
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ps[j].angle.oang = ps[j].angle.ang = buildang(s->ang);
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ps[j].angle.oang = ps[j].angle.ang = buildang(s->ang);
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updatesector(s->x, s->y, &ps[j].cursectnum);
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updatesector(s->x, s->y, &ps[j].cursectnum);
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@ -276,10 +276,9 @@ void prelevel_d(int g)
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prelevel_common(g);
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prelevel_common(g);
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StatIterator it(STAT_DEFAULT);
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DukeStatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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while (auto ac = it.Next())
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{
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{
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auto ac = &hittype[i];
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auto si = &ac->s;
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auto si = &ac->s;
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LoadActor(ac, -1, -1);
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LoadActor(ac, -1, -1);
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@ -292,7 +291,7 @@ void prelevel_d(int g)
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{
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{
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case GPSPEED:
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case GPSPEED:
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sector[si->sectnum].extra = si->lotag;
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sector[si->sectnum].extra = si->lotag;
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case CYCLER:
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case CYCLER:
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@ -305,7 +304,7 @@ void prelevel_d(int g)
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cyclers[numcyclers][4] = si->hitag;
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cyclers[numcyclers][4] = si->hitag;
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cyclers[numcyclers][5] = (si->ang == 1536);
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cyclers[numcyclers][5] = (si->ang == 1536);
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numcyclers++;
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numcyclers++;
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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}
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}
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}
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}
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@ -363,11 +362,11 @@ void prelevel_d(int g)
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if (lotaglist > 64)
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if (lotaglist > 64)
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I_Error("Too many switches (64 max).");
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I_Error("Too many switches (64 max).");
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StatIterator it1(STAT_EFFECTOR);
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DukeStatIterator it1(STAT_EFFECTOR);
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while ((j = it1.NextIndex()) >= 0)
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while (auto ac = it1.Next())
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{
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{
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if (sprite[j].lotag == 12 && sprite[j].hitag == spr->lotag)
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if (ac->s.lotag == 12 && ac->s.hitag == spr->lotag)
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hittype[j].temp_data[0] = 1;
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ac->temp_data[0] = 1;
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}
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}
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}
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}
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break;
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break;
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@ -557,10 +557,9 @@ void prelevel_r(int g)
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}
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}
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}
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}
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StatIterator it(STAT_DEFAULT);
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DukeStatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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while (auto ac = it.Next())
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{
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{
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auto ac = &hittype[i];
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auto si = &ac->s;
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auto si = &ac->s;
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LoadActor(ac, -1, -1);
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LoadActor(ac, -1, -1);
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@ -577,7 +576,7 @@ void prelevel_r(int g)
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case GPSPEED:
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case GPSPEED:
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sector[si->sectnum].extra = si->lotag;
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sector[si->sectnum].extra = si->lotag;
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case CYCLER:
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case CYCLER:
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@ -590,22 +589,22 @@ void prelevel_r(int g)
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cyclers[numcyclers][4] = si->hitag;
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cyclers[numcyclers][4] = si->hitag;
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cyclers[numcyclers][5] = (si->ang == 1536);
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cyclers[numcyclers][5] = (si->ang == 1536);
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numcyclers++;
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numcyclers++;
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case RRTILE18:
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case RRTILE18:
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addtorch(si);
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addtorch(si);
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case RRTILE35:
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case RRTILE35:
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addlightning(si);
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addlightning(si);
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case RRTILE68:
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case RRTILE68:
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shadedsector[si->sectnum] = 1;
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shadedsector[si->sectnum] = 1;
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deletesprite(i);
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deletesprite(ac);
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break;
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break;
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case RRTILE67:
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case RRTILE67:
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@ -695,9 +694,9 @@ void prelevel_r(int g)
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lotaglist = 0;
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lotaglist = 0;
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it.Reset(STAT_DEFAULT);
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it.Reset(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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while (auto ac = it.Next())
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{
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{
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auto spr = &sprite[i];
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auto spr = &ac->s;
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switch (spr->picnum)
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switch (spr->picnum)
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{
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{
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case RRTILE8464 + 1:
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case RRTILE8464 + 1:
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