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- replaced a few more literal numbers.
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81bdee90f7
commit
daf71fa470
3 changed files with 33 additions and 28 deletions
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@ -3719,51 +3719,51 @@ void moveeffectors_d(void) //STATNUM 3
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break;
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case SE_24_CONVEYOR:
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case 34:
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case SE_34:
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{
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static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, FOOTPRINTS4, BULLETHOLE, BLOODSPLAT1, BLOODSPLAT2, BLOODSPLAT3, BLOODSPLAT4, -1 };
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static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, SIDEBOLT1, SIDEBOLT1 + 1, SIDEBOLT1 + 2, SIDEBOLT1 + 3, -1 };
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handle_se24(act, list1, list2, TRIPBOMB, LASERLINE, CRANE, 2);
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break;
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}
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case 35:
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case SE_35:
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handle_se35(act, SMALLSMOKE, EXPLOSION2);
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break;
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case 25: //PISTONS
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case SE_25_PISTON: //PISTONS
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if (act->temp_data[4] == 0) break;
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handle_se25(act, 3, -1, -1);
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break;
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case 26:
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case SE_26:
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handle_se26(act);
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break;
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case SE_27_DEMO_CAM:
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handle_se27(act);
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break;
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case 28:
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case SE_28_LIGHTNING:
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handle_se28(act);
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break;
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case 29:
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case SE_29_WAVES:
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act->s.hitag += 64;
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l = mulscale12(act->s.yvel, bsin(act->s.hitag));
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sc->floorz = act->s.z + l;
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break;
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case 31: // True Drop Floor
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case SE_31_FLOOR_RISE_FALL: // True Drop Floor
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handle_se31(act, true);
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break;
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case 32: // True Drop Ceiling
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case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
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handle_se32(act);
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break;
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case 33:
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case SE_33_QUAKE_DEBRIS:
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if (earthquaketime > 0 && (krand() & 7) == 0)
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RANDOMSCRAP(act);
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break;
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case 36:
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case SE_36_PROJ_SHOOTER:
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if (act->temp_data[0])
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{
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@ -3792,7 +3792,7 @@ void moveeffectors_d(void) //STATNUM 3
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it.Reset(STAT_EFFECTOR);
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while (auto act = it.Next())
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{
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if (act->s.lotag != 29) continue;
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if (act->s.lotag != SE_29_WAVES) continue;
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auto sc = §or[act->s.sectnum];
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if (sc->wallnum != 4) continue;
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auto wal = &wall[sc->wallptr + 2];
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@ -3602,7 +3602,7 @@ void moveeffectors_r(void) //STATNUM 3
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case 156:
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if (!isRRRA()) break;
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case SE_24_CONVEYOR:
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case 34:
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case SE_34:
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{
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static int16_t list1[] = { BLOODPOOL, PUKE, FOOTPRINTS, FOOTPRINTS2, FOOTPRINTS3, -1 };
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static int16_t list2[] = { BOLT1, BOLT1 + 1,BOLT1 + 2, BOLT1 + 3, -1 };
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@ -3610,16 +3610,16 @@ void moveeffectors_r(void) //STATNUM 3
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break;
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}
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case 35:
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case SE_35:
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handle_se35(act, SMALLSMOKE, EXPLOSION2);
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break;
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case 25: //PISTONS
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case SE_25_PISTON: //PISTONS
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if (t[4] == 0) break;
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handle_se25(act, 4, isRRRA() ? 371 : -1, isRRRA() ? 167 : -1);
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break;
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case 26:
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case SE_26:
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handle_se26(act);
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break;
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@ -3627,25 +3627,25 @@ void moveeffectors_r(void) //STATNUM 3
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handle_se27(act);
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break;
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case 29:
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case SE_29_WAVES:
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act->s.hitag += 64;
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l = mulscale12(act->s.yvel, bsin(act->s.hitag));
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sc->floorz = act->s.z + l;
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break;
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case 31: // True Drop Floor
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case SE_31_FLOOR_RISE_FALL: // True Drop Floor
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handle_se31(act, false);
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break;
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case 32: // True Drop Ceiling
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case SE_32_CEILING_RISE_FALL: // True Drop Ceiling
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handle_se32(act);
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break;
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case 33:
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case SE_33_QUAKE_DEBRIS:
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if (earthquaketime > 0 && (krand() & 7) == 0)
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RANDOMSCRAP(act);
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break;
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case 36:
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case SE_36_PROJ_SHOOTER:
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if (t[0])
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{
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@ -3661,10 +3661,10 @@ void moveeffectors_r(void) //STATNUM 3
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handle_se128(act);
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break;
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case 130:
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case SE_130:
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handle_se130(act, 80, EXPLOSION2);
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break;
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case 131:
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case SE_131:
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handle_se130(act, 40, EXPLOSION2);
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break;
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}
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@ -3675,7 +3675,7 @@ void moveeffectors_r(void) //STATNUM 3
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while (auto act = it.Next())
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{
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auto s = &act->s;
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if (act->s.lotag != 29) continue;
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if (act->s.lotag != SE_29_WAVES) continue;
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auto sc = §or[act->s.sectnum];
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if (sc->wallnum != 4) continue;
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auto wal = &wall[sc->wallptr + 2];
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@ -1015,7 +1015,7 @@ void spawneffector(DDukeActor* actor)
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I_Error("Too many moving sectors at (%d,%d).\n", wall[s].x, wall[s].y);
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}
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}
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if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
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if (sp->lotag == SE_30_TWO_WAY_TRAIN || sp->lotag == SE_6_SUBWAY || sp->lotag == SE_14_SUBWAY_CAR || sp->lotag == SE_5_BOSS)
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{
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startwall = sector[sect].wallptr;
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@ -1049,14 +1049,14 @@ void spawneffector(DDukeActor* actor)
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actor->SetOwner(nullptr);
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t[0] = s;
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if (sp->lotag != 30)
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if (sp->lotag != SE_30_TWO_WAY_TRAIN)
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t[3] = sp->hitag;
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}
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else if (sp->lotag == 16)
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else if (sp->lotag == SE_16_REACTOR)
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t[3] = sector[sect].ceilingz;
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else if (sp->lotag == 26)
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else if (sp->lotag == SE_26)
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{
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t[3] = sp->x;
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t[4] = sp->y;
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@ -1067,7 +1067,7 @@ void spawneffector(DDukeActor* actor)
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sp->shade = 0;
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}
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else if (sp->lotag == 2)
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else if (sp->lotag == SE_2_EARTHQUAKE)
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{
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t[5] = sector[sp->sectnum].floorheinum;
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sector[sp->sectnum].floorheinum = 0;
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@ -1099,6 +1099,11 @@ void spawneffector(DDukeActor* actor)
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case SE_26:
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setsectinterpolate(actor->s.sectnum);
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break;
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case SE_29_WAVES:
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//This does not work. Why?
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//StartInterpolation(actor->s.sectnum, Interp_Sect_Floorheinum);
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break;
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}
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if ((!isRR() && actor->s.lotag >= 40 && actor->s.lotag <= 45) ||
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