mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-16 04:30:38 +00:00
- renamed some of those annoying 'atxx' variables.
This commit is contained in:
parent
1535182577
commit
fe845d7e12
8 changed files with 72 additions and 73 deletions
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@ -330,7 +330,7 @@ void GameInterface::Ticker()
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gChokeCounter += CHOKERATE;
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while (gChokeCounter >= COUNTRATE)
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{
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gChoke.at1c(gMe);
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gChoke.callback(gMe);
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gChokeCounter -= COUNTRATE;
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}
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}
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@ -37,39 +37,38 @@ BEGIN_BLD_NS
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void CChoke::init(int a1, void(*a2)(PLAYER*))
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{
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TotalKills = NULL;
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at1c = a2;
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if (!at8 && a1 != -1)
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TotalKills = nullptr;
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callback = a2;
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if (!qav && a1 != -1)
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{
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at8 = getQAV(a1);
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if (!at8)
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qav = getQAV(a1);
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if (!qav)
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I_Error("Could not load QAV %d\n", a1);
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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//at8->Preload();
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atc = at8->at10;
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at10 = 0;
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qav->nSprite = -1;
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qav->x = x;
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qav->y = y;
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duration = qav->duration;
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time = 0;
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}
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}
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void CChoke::animateChoke(int x, int y, int smoothratio)
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{
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if (!at8)
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if (!qav)
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return;
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int myclock = gFrameClock + mulscale16(4, smoothratio);
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at8->x = x;
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at8->y = y;
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int vd = myclock-at10;
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at10 = myclock;
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atc -= vd;
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if (atc <= 0 || atc > at8->at10)
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atc = at8->at10;
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int vdi = at8->at10-atc;
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at8->Play(vdi-vd, vdi, -1, NULL);
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qav->x = x;
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qav->y = y;
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int vd = myclock - time;
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time = myclock;
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duration -= vd;
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if (duration <= 0 || duration > qav->duration)
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duration = qav->duration;
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int vdi = qav->duration - duration;
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qav->Play(vdi - vd, vdi, -1, nullptr);
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// This originally overlaid the HUD but that simply doesn't work right with the HUD being a genuine overlay.
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// It also never adjusted for a reduced 3D view
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at8->Draw(vdi, 10, 0, 0, true);
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qav->Draw(vdi, 10, 0, 0, true);
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}
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@ -77,9 +76,9 @@ void sub_84230(PLAYER *pPlayer)
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{
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int t = gGameOptions.nDifficulty + 2;
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if (pPlayer->handTime < 64)
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pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
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pPlayer->handTime = min(pPlayer->handTime + t, 64);
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if (pPlayer->handTime > (7 - gGameOptions.nDifficulty) * 5)
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
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pPlayer->blindEffect = min(pPlayer->blindEffect + t * 4, 128);
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}
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CChoke gChoke;
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@ -33,24 +33,24 @@ class CChoke
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public:
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CChoke()
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{
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TotalKills = NULL;
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at8 = NULL;
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atc = 0;
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at10 = 0;
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at1c = NULL;
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at14 = 0;
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at18 = 0;
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TotalKills = nullptr;
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qav = nullptr;
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duration = 0;
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time = 0;
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callback = nullptr;
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x = 0;
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y = 0;
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};
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void init(int a1, void(*a2)(PLAYER*));
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void animateChoke(int x, int y, int smoothratio);
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void reset() { at10 = 0; }
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void reset() { time = 0; }
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char* TotalKills;
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QAV *at8;
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int atc;
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int at10;
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int at14;
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int at18;
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void(*at1c)(PLAYER *);
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QAV* qav;
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int duration;
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int time;
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int x;
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int y;
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void(*callback)(PLAYER*);
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};
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void sub_84230(PLAYER*);
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@ -49,7 +49,7 @@ class CGameMenuItemQAV
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public:
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int m_nX, m_nY;
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TArray<uint8_t> raw;
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int at2c;
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int duration;
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int lastTick;
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bool bWideScreen;
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bool bClearBackground;
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@ -75,7 +75,7 @@ CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widesc
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data->x = m_nX;
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data->y = m_nY;
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data->Preload();
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at2c = data->at10;
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duration = data->duration;
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lastTick = I_GetBuildTime();
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}
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}
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@ -94,12 +94,12 @@ void CGameMenuItemQAV::Draw(void)
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gFrameClock = currentclock;
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int nTicks = currentclock - lastTick;
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lastTick = currentclock;
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at2c -= nTicks;
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if (at2c <= 0 || at2c > data->at10)
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duration -= nTicks;
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if (duration <= 0 || duration > data->duration)
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{
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at2c = data->at10;
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duration = data->duration;
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}
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data->Play(data->at10 - at2c - nTicks, data->at10 - at2c, -1, NULL);
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data->Play(data->duration - duration - nTicks, data->duration - duration, -1, NULL);
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if (bWideScreen)
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{
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@ -108,13 +108,13 @@ void CGameMenuItemQAV::Draw(void)
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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{
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data->Draw(data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0, false);
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data->Draw(data->duration - duration, 10 + kQavOrientationLeft, 0, 0, false);
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data->x += 320;
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}
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data->x = backX;
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}
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else
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data->Draw(data->at10 - at2c, 10, 0, 0, false);
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data->Draw(data->duration - duration, 10, 0, 0, false);
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gFrameClock = backFC;
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}
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@ -1328,7 +1328,7 @@ void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
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if (nIndex < 0)
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WeaponLower(pPlayer);
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pXSource->sysData1 = ClipLow((pQav->at10 * pXSource->waitTime) / 4, 0); // how many times animation should be played
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pXSource->sysData1 = ClipLow((pQav->duration * pXSource->waitTime) / 4, 0); // how many times animation should be played
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pCtrl->qavScene.index = nSource;
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pCtrl->qavScene.qavResrc = pQav;
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@ -1337,7 +1337,7 @@ void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
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pCtrl->qavScene.qavResrc->Preload();
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pPlayer->sceneQav = pXSource->data2;
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pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->at10;
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pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
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pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1;
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pPlayer->qavLoop = false;
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@ -4843,7 +4843,7 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, i
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if (pQavScene->qavResrc != NULL) {
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QAV* pQAV = pQavScene->qavResrc;
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int v4 = (pPlayer->weaponTimer == 0) ? ((gFrameClock + mulscale16(4, smoothratio)) % pQAV->at10) : pQAV->at10 - pPlayer->weaponTimer;
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int v4 = (pPlayer->weaponTimer == 0) ? ((gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
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int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (gFrameClock & 32))) {
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@ -4877,7 +4877,7 @@ void playerQavScenePlay(PLAYER* pPlayer) {
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if (pQavScene->qavResrc != NULL) {
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QAV* pQAV = pQavScene->qavResrc;
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pQAV->nSprite = pPlayer->pSprite->index;
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int nTicks = pQAV->at10 - pPlayer->weaponTimer;
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int nTicks = pQAV->duration - pPlayer->weaponTimer;
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pQAV->Play(nTicks - 4, nTicks, pPlayer->qavCallback, pPlayer);
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}
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}
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@ -189,7 +189,7 @@ void ByteSwapQAV(void* p)
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QAV* qav = (QAV*)p;
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qav->nFrames = LittleLong(qav->nFrames);
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qav->ticksPerFrame = LittleLong(qav->ticksPerFrame);
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qav->at10 = LittleLong(qav->at10);
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qav->version = LittleLong(qav->version);
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qav->x = LittleLong(qav->x);
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qav->y = LittleLong(qav->y);
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qav->nSprite = LittleLong(qav->nSprite);
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@ -75,7 +75,7 @@ struct QAV
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char pad1[8]; // 0
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int nFrames; // 8
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int ticksPerFrame; // C
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int at10; // 10
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int duration; // 10
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int x; // 14
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int y; // 18
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int nSprite; // 1c
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@ -240,9 +240,9 @@ void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoot
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QAV * pQAV = weaponQAV[pPlayer->weaponQav];
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int v4;
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if (pPlayer->weaponTimer == 0)
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v4 = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->at10;
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v4 = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration;
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else
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v4 = pQAV->at10 - pPlayer->weaponTimer;
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v4 = pQAV->duration - pPlayer->weaponTimer;
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pQAV->x = int(a3);
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pQAV->y = int(a4);
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int flags = 2;
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@ -262,7 +262,7 @@ void WeaponPlay(PLAYER *pPlayer)
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return;
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QAV *pQAV = weaponQAV[pPlayer->weaponQav];
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pQAV->nSprite = pPlayer->pSprite->index;
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int nTicks = pQAV->at10 - pPlayer->weaponTimer;
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int nTicks = pQAV->duration - pPlayer->weaponTimer;
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pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
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}
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@ -270,7 +270,7 @@ void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3, char a4)
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{
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assert(nWeaponQAV < kQAVEnd);
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pPlayer->weaponQav = nWeaponQAV;
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pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->at10;
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pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration;
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pPlayer->qavCallback = a3;
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pPlayer->qavLoop = a4;
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weaponQAV[nWeaponQAV]->Preload();
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@ -1977,7 +1977,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
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{
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while (pPlayer->weaponTimer <= 0)
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pPlayer->weaponTimer += weaponQAV[pPlayer->weaponQav]->at10;
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pPlayer->weaponTimer += weaponQAV[pPlayer->weaponQav]->duration;
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}
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else
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{
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