mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- use the script interface where needed.
Later the scripts should only see some token representing an actor, not an index.
This commit is contained in:
parent
773aa9976d
commit
f598c16e03
5 changed files with 30 additions and 37 deletions
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@ -177,7 +177,7 @@ void OnEvent(int id, int pnum = -1, DDukeActor* snum = nullptr, int dist = -1);
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short EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed char s_s, signed char s_xr, signed char s_yr, short s_a, short s_ve, int s_zv, short s_ow, signed char s_ss);
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void ceilingglass(int snum, int sectnum, int cnt);
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void spriteglass(int snum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(int snum, int wallNum, int cnt);
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void lotsofglass(int snum, int wallnum, int cnt);
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@ -1148,7 +1148,7 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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else
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{
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iActor = GetGameVarID((int)lVar1, sActor, sPlayer);
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act = &hittype[iActor];
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act = ScriptIndexToActor(iActor);
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}
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auto spr = &act->s;
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@ -1905,7 +1905,7 @@ int ParseState::parse(void)
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break;
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case concmd_lotsofglass:
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insptr++;
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spriteglass(g_ac->GetIndex(),*insptr);
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spriteglass(g_ac, *insptr);
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insptr++;
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break;
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case concmd_killit:
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@ -2590,7 +2590,7 @@ int ParseState::parse(void)
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}
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else if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERACTOR)
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{
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DPrintf(DMSG_NOTIFY, " (Per Actor. Actor=%d)",g_ac->GetIndex());
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DPrintf(DMSG_NOTIFY, " (Per Actor. Actor=%p)",g_ac);
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}
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else
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{
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@ -2621,8 +2621,6 @@ int ParseState::parse(void)
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{ int i;
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insptr++;
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i=*(insptr++); // ID of def
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//sprintf(g_szBuf,"AddVar %d to Var ID=%d, g_ac->GetIndex()=%d, g_p=%d\n",*insptr, i, g_ac, g_p);
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//AddLog(g_szBuf);
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SetGameVarID(i, GetGameVarID(i, g_ac, g_p) + *insptr, g_ac, g_p );
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insptr++;
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break;
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@ -2830,7 +2828,7 @@ int ParseState::parse(void)
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break;
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case concmd_ifnosounds:
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parseifelse(!S_CheckAnyActorSoundPlaying(g_ac->GetIndex()) );
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parseifelse(!S_CheckAnyActorSoundPlaying(g_ac));
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break;
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case concmd_ifplaybackon: //Twentieth Anniversary World Tour
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@ -2839,28 +2837,26 @@ int ParseState::parse(void)
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case concmd_espawnvar:
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{
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int lReturn;
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DDukeActor* lReturn = nullptr;
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int lIn;
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lReturn = -1;
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insptr++;
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lIn = *insptr++;
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lIn = GetGameVarID(lIn, g_ac, g_p);
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if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
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lReturn = fi.spawn(g_ac->GetIndex(), lIn);
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lReturn = spawn(g_ac, lIn);
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SetGameVarID(g_iReturnVarID, lReturn, g_ac, g_p);
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SetGameVarID(g_iReturnVarID, ActorToScriptIndex(lReturn), g_ac, g_p);
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break;
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}
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case concmd_espawn:
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{
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int lReturn;
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lReturn = -1;
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DDukeActor* lReturn = nullptr;
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insptr++;
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if (g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS)
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lReturn = fi.spawn(g_ac->GetIndex(), *insptr);
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lReturn = spawn(g_ac, *insptr);
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insptr++;
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SetGameVarID(g_iReturnVarID, lReturn, g_ac, g_p);
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SetGameVarID(g_iReturnVarID, ActorToScriptIndex(lReturn), g_ac, g_p);
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break;
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}
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case concmd_setsector:
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@ -2907,7 +2903,6 @@ int ParseState::parse(void)
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int lMaxDist;
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int lVarID;
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int lTemp;
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int lFound;
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int lDist;
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insptr++;
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@ -2916,7 +2911,7 @@ int ParseState::parse(void)
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lMaxDist = *(insptr++);
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lVarID = *(insptr++);
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lFound = -1;
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DDukeActor* lFound = nullptr;
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lDist = 32767; // big number
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DukeStatIterator it(STAT_ACTOR);
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@ -2929,13 +2924,13 @@ int ParseState::parse(void)
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{
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if (lTemp < lDist)
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{
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lFound = j->GetIndex();
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lFound = j;
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}
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}
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}
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}
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SetGameVarID(lVarID, lFound, g_ac, g_p);
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SetGameVarID(lVarID, ActorToScriptIndex(lFound), g_ac, g_p);
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break;
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}
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@ -2951,7 +2946,6 @@ int ParseState::parse(void)
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int lMaxDist;
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int lVarID;
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int lTemp;
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int lFound;
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int lDist;
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insptr++;
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@ -2960,7 +2954,7 @@ int ParseState::parse(void)
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lMaxDistVar = *(insptr++);
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lVarID = *(insptr++);
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lMaxDist = GetGameVarID(lMaxDistVar, g_ac, g_p);
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lFound = -1;
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DDukeActor* lFound;
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lDist = 32767; // big number
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DukeStatIterator it(STAT_ACTOR);
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@ -2973,13 +2967,13 @@ int ParseState::parse(void)
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{
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if (lTemp < lDist)
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{
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lFound = j->GetIndex();
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lFound = j;
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}
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}
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}
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}
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SetGameVarID(lVarID, lFound, g_ac, g_p);
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SetGameVarID(lVarID, ActorToScriptIndex(lFound), g_ac, g_p);
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break;
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}
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@ -3058,7 +3052,7 @@ int ParseState::parse(void)
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if (lSprite >= 0)
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{
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lTemp = GetGameVarID(lVar3, g_ac, g_p);
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SetGameVarID(lVar2, lTemp, &hittype[lSprite], g_p);
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SetGameVarID(lVar2, lTemp, ScriptIndexToActor(lSprite), g_p);
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}
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break;
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@ -3080,7 +3074,7 @@ int ParseState::parse(void)
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lSprite = GetGameVarID(lVar1, g_ac, g_p);
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if (lSprite >= 0)
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{
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lTemp = GetGameVarID(lVar2, &hittype[lSprite], g_p);
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lTemp = GetGameVarID(lVar2, ScriptIndexToActor(lSprite), g_p);
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SetGameVarID(lVar3, lTemp, g_ac, g_p);
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}
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@ -591,10 +591,10 @@ int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel)
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}
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// Check if actor <i> is playing any sound.
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int S_CheckAnyActorSoundPlaying(int spriteNum)
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int S_CheckAnyActorSoundPlaying(DDukeActor* actor)
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{
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if ((unsigned)spriteNum >= MAXSPRITES) return false;
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return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &sprite[spriteNum], CHAN_AUTO, 0);
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if (!actor) return false;
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return soundEngine->IsSourcePlayingSomething(SOURCE_Actor, &actor->s, CHAN_AUTO, 0);
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}
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int S_CheckSoundPlaying(int soundNum)
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@ -50,7 +50,7 @@ void S_StopSound(int sndNum, int sprNum = -1, int flags = -1);
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int S_CheckSoundPlaying(int soundNum);
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inline int S_CheckSoundPlaying(int sprnum, int soundNum) { return S_CheckSoundPlaying(soundNum); }
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int S_CheckActorSoundPlaying(int spriteNum, int soundNum, int channel = 0);
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int S_CheckAnyActorSoundPlaying(int spriteNum);
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int S_CheckAnyActorSoundPlaying(DDukeActor* spriteNum);
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void S_ChangeSoundPitch(int soundNum, int spriteNum, int pitchoffset);
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int S_GetUserFlags(int sndnum);
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@ -1148,17 +1148,16 @@ void lotsofglass(int i, int wallnum, int n)
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//
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//---------------------------------------------------------------------------
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void spriteglass(int i, int n)
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void spriteglass(DDukeActor* actor, int n)
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{
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int j, k, a, z;
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auto sp = &sprite[i];
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auto sp = &actor->s;
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for (j = n; j > 0; j--)
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for (int j = n; j > 0; j--)
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{
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a = krand() & 2047;
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z = sp->z - ((krand() & 16) << 8);
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k = EGS(sp->sectnum, sp->x, sp->y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), i, 5);
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sprite[k].pal = sprite[i].pal;
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int a = krand() & 2047;
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int z = sp->z - ((krand() & 16) << 8);
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auto k = EGS(sp->sectnum, sp->x, sp->y, z, TILE_GLASSPIECES + (j % 3), krand() & 15, 36, 36, a, 32 + (krand() & 63), -512 - (krand() & 2047), actor, 5);
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k->s.pal = sp->pal;
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}
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}
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