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- removed some unused functions from actor.cpp.
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19b731bc8f
commit
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3 changed files with 2262 additions and 2288 deletions
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@ -2360,33 +2360,6 @@ bool IsUnderwaterSector(int nSector)
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return 0;
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return 0;
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}
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}
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// Let's better forget that this shit ever existed. It will be a lot easier to substitute player owners upon respawn, if needed.
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int actOwnerIdToSpriteId(int nSprite)
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{
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if (nSprite == -1)
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return -1;
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if (nSprite & kMaxSprites)
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nSprite = gPlayer[nSprite&(kMaxSprites-1)].pSprite->index;
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return nSprite;
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}
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bool actTypeInSector(int nSector, int nType)
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{
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int nSprite;
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SectIterator it(nSector);
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while ((nSprite = it.NextIndex()) >= 0)
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{
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if (sprite[nSprite].index == nType)
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return 1;
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}
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return 0;
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}
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void actAllocateSpares(void)
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{
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}
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const int DudeDifficulty[5] = {
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const int DudeDifficulty[5] = {
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512, 384, 256, 208, 160
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512, 384, 256, 208, 160
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};
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};
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@ -2407,7 +2380,6 @@ void actInit(bool bSaveLoad)
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}
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}
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#endif
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#endif
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int nSprite;
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BloodStatIterator it(kStatItem);
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BloodStatIterator it(kStatItem);
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while (auto act = it.Next())
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while (auto act = it.Next())
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{
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{
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@ -2484,14 +2456,13 @@ void actInit(bool bSaveLoad)
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if (gGameOptions.nMonsterSettings == 0)
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if (gGameOptions.nMonsterSettings == 0)
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{
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{
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gKillMgr.SetCount(0);
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gKillMgr.SetCount(0);
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int nSprite;
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BloodStatIterator it(kStatDude);
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BloodStatIterator it(kStatDude);
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while (auto act = it.Next())
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while (auto act = it.Next())
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{
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{
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spritetype *pSprite = &act->s();
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spritetype *pSprite = &act->s();
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if (act->hasX() && act->x().key > 0) // Drop Key
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if (act->hasX() && act->x().key > 0) // Drop Key
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actDropObject(pSprite, kItemKeyBase + (act->x().key - 1));
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actDropObject(pSprite, kItemKeyBase + (act->x().key - 1));
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DeleteSprite(nSprite);
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DeleteSprite(act);
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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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@ -2500,7 +2471,6 @@ void actInit(bool bSaveLoad)
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///////////////
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///////////////
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char unk[kDudeMax-kDudeBase];
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char unk[kDudeMax-kDudeBase];
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memset(unk, 0, sizeof(unk));
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memset(unk, 0, sizeof(unk));
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int nSprite;
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BloodStatIterator it(kStatDude);
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BloodStatIterator it(kStatDude);
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while (auto act = it.Next())
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while (auto act = it.Next())
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{
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{
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@ -216,8 +216,6 @@ void actDoLight(int spriteNum);
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#endif
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#endif
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bool IsUnderwaterSector(int nSector);
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bool IsUnderwaterSector(int nSector);
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bool actTypeInSector(int nSector, int nType);
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void actAllocateSpares(void);
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void actInit(bool bSaveLoad);
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void actInit(bool bSaveLoad);
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void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6);
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void ConcussSprite(int a1, spritetype *pSprite, int x, int y, int z, int a6);
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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int actWallBounceVector(int *x, int *y, int nWall, int a4);
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@ -89,5 +89,11 @@ public:
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}
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}
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};
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};
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inline int DeleteSprite(DBloodActor* nSprite)
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{
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if (nSprite) return DeleteSprite(nSprite->s().index);
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return 0;
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}
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END_BLD_NS
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END_BLD_NS
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