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A couple of trivial stylistic changes.
git-svn-id: https://svn.eduke32.com/eduke32@3694 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 13 additions and 16 deletions
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@ -2977,16 +2977,11 @@ ACTOR_STATIC void G_MoveWeapons(void)
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A_GetZLimits(i);
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A_GetZLimits(i);
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switch (DYNAMICTILEMAP(s->picnum))
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if (s->picnum == RPG && actor[i].picnum != BOSS2 && s->xrepeat >= 10 &&
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sector[s->sectnum].lotag != ST_2_UNDERWATER)
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{
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{
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case RPG__STATIC:
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j = A_Spawn(i,SMALLSMOKE);
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if (DYNAMICTILEMAP(s->picnum) == RPG__STATIC && actor[i].picnum != BOSS2 &&
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sprite[j].z += (1<<8);
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s->xrepeat >= 10 && sector[s->sectnum].lotag != ST_2_UNDERWATER)
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{
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j = A_Spawn(i,SMALLSMOKE);
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sprite[j].z += (1<<8);
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}
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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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@ -3069,7 +3064,8 @@ ACTOR_STATIC void G_MoveWeapons(void)
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{
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{
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j &= (MAXWALLS-1);
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j &= (MAXWALLS-1);
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if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT && (wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
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if (s->picnum != RPG && s->picnum != FREEZEBLAST && s->picnum != SPIT &&
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(wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR))
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{
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{
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Proj_BounceOffWall(s, j);
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Proj_BounceOffWall(s, j);
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s->owner = i;
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s->owner = i;
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@ -3143,7 +3139,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
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sprite[k].cstat |= 8;
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sprite[k].cstat |= 8;
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sprite[k].z += (48<<8);
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sprite[k].z += (48<<8);
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}
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}
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}
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}
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if (s->xrepeat >= 10)
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if (s->xrepeat >= 10)
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@ -3174,7 +3169,6 @@ ACTOR_STATIC void G_MoveWeapons(void)
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sprite[k].cstat |= 8;
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sprite[k].cstat |= 8;
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sprite[k].z += (72<<8);
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sprite[k].z += (72<<8);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -7346,7 +7346,7 @@ FOUNDCHEAT:
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if (k != CHEAT_COMEGETSOME)
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if (k != CHEAT_COMEGETSOME)
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{
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{
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P_DoQuote(QUOTE_CHEAT_GODMODE_ON,g_player[myconnectindex].ps);
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P_DoQuote(QUOTE_CHEAT_GODMODE_ON, g_player[myconnectindex].ps);
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}
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}
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else
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else
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{
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{
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@ -7355,21 +7355,22 @@ FOUNDCHEAT:
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S_PlaySound(DUKE_GETWEAPON2);
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S_PlaySound(DUKE_GETWEAPON2);
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P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
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P_DoQuote(QUOTE_RESERVED4, g_player[myconnectindex].ps);
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G_CheatGetInv();
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G_CheatGetInv();
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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g_player[myconnectindex].ps->gotweapon |= (1<<weapon);
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g_player[myconnectindex].ps->gotweapon |= (1<<weapon);
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for (weapon = PISTOL_WEAPON; weapon < (MAX_WEAPONS); weapon++)
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for (weapon = PISTOL_WEAPON; weapon < MAX_WEAPONS; weapon++)
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P_AddAmmo(weapon, g_player[myconnectindex].ps, g_player[myconnectindex].ps->max_ammo_amount[weapon]);
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P_AddAmmo(weapon, g_player[myconnectindex].ps, g_player[myconnectindex].ps->max_ammo_amount[weapon]);
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g_player[myconnectindex].ps->got_access = 7;
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g_player[myconnectindex].ps->got_access = 7;
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}
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}
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}
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}
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else
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else
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{
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{
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sprite[pi].extra = g_player[myconnectindex].ps->max_player_health;
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sprite[pi].extra = g_player[myconnectindex].ps->max_player_health;
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actor[pi].extra = -1;
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actor[pi].extra = -1;
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g_player[myconnectindex].ps->last_extra = g_player[myconnectindex].ps->max_player_health;
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g_player[myconnectindex].ps->last_extra = g_player[myconnectindex].ps->max_player_health;
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P_DoQuote(QUOTE_CHEAT_GODMODE_OFF,g_player[myconnectindex].ps);
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P_DoQuote(QUOTE_CHEAT_GODMODE_OFF, g_player[myconnectindex].ps);
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}
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}
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sprite[pi].extra = g_player[myconnectindex].ps->max_player_health;
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sprite[pi].extra = g_player[myconnectindex].ps->max_player_health;
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@ -4770,7 +4770,9 @@ void P_ProcessInput(int32_t snum)
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P_QuickKill(p);
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P_QuickKill(p);
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else if (p->falling_counter > 9)
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else if (p->falling_counter > 9)
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{
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{
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// Falling damage.
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s->extra -= p->falling_counter-(krand()&3);
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s->extra -= p->falling_counter-(krand()&3);
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if (s->extra <= 0)
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if (s->extra <= 0)
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{
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{
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A_PlaySound(SQUISHED,p->i);
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A_PlaySound(SQUISHED,p->i);
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