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https://github.com/ZDoom/Raze.git
synced 2025-03-13 20:42:11 +00:00
- renamed PLAYER::bob_amt and minor cleanup.
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parent
b9906ad5ce
commit
05ad1e38e9
4 changed files with 22 additions and 29 deletions
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@ -1451,7 +1451,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
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}
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else
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{
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bob_amt = camerapp->int_bob_amt();
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bob_amt = camerapp->pbob_amt * zworldtoint;
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if (CameraTestMode)
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{
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@ -607,10 +607,6 @@ struct PLAYER
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{
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pos.XY() += { z.X * inttoworld, z.Y * inttoworld };
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}
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int int_bob_amt() const
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{
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return bob_amt * zworldtoint;
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}
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -628,7 +624,7 @@ struct PLAYER
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SECTOR_OBJECT* sop; // will either be sop_remote or sop_control
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double hiz, loz;
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double bob_amt;
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double pbob_amt;
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int jump_count, jump_speed; // jumping
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int16_t down_speed, up_speed; // diving
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@ -1646,8 +1646,8 @@ void DoPlayerRecoil(PLAYER* pp)
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void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bob_amt, short bob_speed)
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{
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pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
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pp->bob_amt = bob_amt * DAngle::fromBuild(pp->bob_ndx).Sin();
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pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->bob_amt;
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pp->pbob_amt = bob_amt * DAngle::fromBuild(pp->bob_ndx).Sin();
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pp->actor->spr.pos.Z = pp->pos.Z + player_height + pp->pbob_amt;
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}
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void UpdatePlayerUnderSprite(PLAYER* pp)
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@ -2619,11 +2619,8 @@ void DoPlayerMoveVehicle(PLAYER* pp)
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plActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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if (pp->sop->clipdist)
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{
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vec3_t clippos = { pp->int_ppos().X, pp->int_ppos().Y, z };
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Collision coll;
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clipmove(clippos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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pp->set_int_ppos_XY(clippos.XY());
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clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, (int)pp->sop->clipdist, Z(4), floor_dist, CLIPMASK_PLAYER, actor->user.coll);
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}
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else
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{
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@ -3494,7 +3491,7 @@ void DoPlayerBeginFly(PLAYER* pp)
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pp->z_speed = -Z(10);
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pp->jump_speed = 0;
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 1024;
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NewStateGroup(pp->actor, sg_PlayerNinjaFly);
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@ -3567,7 +3564,7 @@ void DoPlayerFly(PLAYER* pp)
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if (PlayerFlyKey())
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{
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pp->Flags &= ~(PF_FLYING);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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DoPlayerBeginFall(pp);
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DoPlayerFall(pp);
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@ -4196,7 +4193,7 @@ void DoPlayerStopDiveNoWarp(PLAYER* pp)
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// stop diving no warp
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PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA);
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DoPlayerDivePalette(pp);
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@ -4223,7 +4220,7 @@ void DoPlayerStopDive(PLAYER* pp)
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// stop diving with warp
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PlayerSound(DIGI_SURFACE, v3df_dontpan|v3df_follow|v3df_doppler,pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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DoPlayerWarpToSurface(pp);
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DoPlayerBeginWade(pp);
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pp->Flags &= ~(PF_DIVING|PF_DIVING_IN_LAVA);
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@ -4412,9 +4409,9 @@ void DoPlayerDive(PLAYER* pp)
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else
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{
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// if bob_amt is approx 0
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if (abs(pp->bob_amt) < 1)
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if (abs(pp->pbob_amt) < 1)
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{
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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}
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// else keep bobbing until its back close to 0
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@ -4425,13 +4422,13 @@ void DoPlayerDive(PLAYER* pp)
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}
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// Reverse bobbing when getting close to the floor
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if (pp->pos.Z + pp->bob_amt >= pp->loz - PLAYER_DIVE_HEIGHTF)
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if (pp->pos.Z + pp->pbob_amt >= pp->loz - PLAYER_DIVE_HEIGHTF)
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{
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pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((1024 + 512) - pp->bob_ndx) * 2);
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DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHTF, PLAYER_DIVE_BOB_AMTF, 3);
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}
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// Reverse bobbing when getting close to the ceiling
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if (pp->pos.Z + pp->bob_amt < pp->hiz + pp->p_ceiling_dist)
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if (pp->pos.Z + pp->pbob_amt < pp->hiz + pp->p_ceiling_dist)
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{
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pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
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DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHTF, PLAYER_DIVE_BOB_AMTF, 3);
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@ -4600,7 +4597,7 @@ void DoPlayerWade(PLAYER* pp)
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{
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pp->KeyPressBits &= ~SB_OPEN;
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DoPlayerBeginOperate(pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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@ -4636,7 +4633,7 @@ void DoPlayerWade(PLAYER* pp)
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//DoPlayerHeight(pp);
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//DoPlayerHeight(pp);
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DoPlayerBeginJump(pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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@ -4649,7 +4646,7 @@ void DoPlayerWade(PLAYER* pp)
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if (PlayerFlyKey())
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{
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DoPlayerBeginFly(pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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@ -4692,7 +4689,7 @@ void DoPlayerWade(PLAYER* pp)
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if (PlayerCanDive(pp))
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{
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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@ -4704,7 +4701,7 @@ void DoPlayerWade(PLAYER* pp)
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DoPlayerBeginFall(pp);
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// call PlayerFall now seems to iron out a hitch before falling
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DoPlayerFall(pp);
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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@ -5737,7 +5734,7 @@ void DoPlayerHeadDebris(PLAYER* pp)
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}
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else
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{
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pp->bob_amt = 0;
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pp->pbob_amt = 0;
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}
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}
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@ -5842,7 +5839,7 @@ void DoPlayerDeathMoveHead(PLAYER* pp)
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// try to stay in valid area - death sometimes throws you out of the map
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auto sect = pp->cursector;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, §);
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updatesector(pp->pos, §);
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if (sect == nullptr)
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{
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pp->cursector = pp->lv_sector;
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@ -7039,7 +7036,7 @@ DEFINE_FIELD_X(SWPlayer, PLAYER, LadderSector)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, ly)
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DEFINE_FIELD_X(SWPlayer, PLAYER, JumpDuration)
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DEFINE_FIELD_X(SWPlayer, PLAYER, WadeDepth)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_amt)
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//DEFINE_FIELD_X(SWPlayer, PLAYER, bob_amt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_ndx)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bcnt)
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DEFINE_FIELD_X(SWPlayer, PLAYER, bob_z)
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@ -504,7 +504,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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("ly", w.LadderPosition.Y)
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("JumpDuration", w.JumpDuration)
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("WadeDepth", w.WadeDepth)
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("bob_amt", w.bob_amt)
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("bob_amt", w.pbob_amt)
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("bob_ndx", w.bob_ndx)
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("bcnt", w.bcnt)
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("bob_z", w.bob_z)
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