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https://github.com/ZDoom/Raze.git
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- partial conversion of SP_TAG3 to actors.
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parent
627a69570f
commit
06d33b8276
8 changed files with 52 additions and 54 deletions
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@ -126,7 +126,7 @@ void CopySectorMatch(int match)
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src_sp = &sActor->s();
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if (SP_TAG2(sActor) == SP_TAG2(dActor) &&
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SP_TAG3(src_sp) == SP_TAG3(dest_sp))
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SP_TAG3(sActor) == SP_TAG3(dActor))
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{
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ssectp = src_sp->sector();
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@ -1374,7 +1374,7 @@ void UpdateWallPortalState()
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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if (SP_TAG3(sp) == 0)
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if (SP_TAG3(actor) == 0)
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{
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// back up ceilingpicnum and ceilingstat
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SP_TAG5(sp) = sp->sector()->ceilingpicnum;
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@ -1383,7 +1383,7 @@ void UpdateWallPortalState()
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SET(sp->sector()->ceilingstat, ESectorFlags::FromInt(SP_TAG6(sp)));
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RESET(sp->sector()->ceilingstat, CSTAT_SECTOR_SKY);
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}
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else if (SP_TAG3(sp) == 1)
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else if (SP_TAG3(actor) == 1)
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{
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SP_TAG5(sp) = sp->sector()->floorpicnum;
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sp->sector()->floorpicnum = SP_TAG2(actor);
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@ -1401,7 +1401,7 @@ void RestorePortalState()
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while (auto actor = it.Next())
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{
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auto sp = &actor->s();
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if (SP_TAG3(sp) == 0)
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if (SP_TAG3(actor) == 0)
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{
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// restore ceilingpicnum and ceilingstat
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sp->sector()->ceilingpicnum = SP_TAG5(sp);
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@ -1409,7 +1409,7 @@ void RestorePortalState()
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//RESET(sp->sector()->ceilingstat, CEILING_STAT_TYPE_MASK);
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RESET(sp->sector()->ceilingstat, CSTAT_SECTOR_SKY);
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}
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else if (SP_TAG3(sp) == 1)
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else if (SP_TAG3(actor) == 1)
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{
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sp->sector()->floorpicnum = SP_TAG5(sp);
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sp->sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(sp));
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@ -109,7 +109,7 @@ void DiffuseLighting(DSWActor* actor)
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if (LIGHT_Match(itActor) != LIGHT_Match(actor))
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continue;
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shade = sp->shade + ((LIGHT_DiffuseNum(dsp) + 1) * LIGHT_DiffuseMult(dsp));
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shade = sp->shade + ((LIGHT_DiffuseNum(itActor) + 1) * LIGHT_DiffuseMult(dsp));
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if (shade > LIGHT_MaxDark(sp))
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shade = LIGHT_MaxDark(sp);
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@ -136,7 +136,7 @@ void DoLightingMatch(short match, short state)
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if (LIGHT_Match(itActor) != match)
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continue;
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switch (LIGHT_Type(sp))
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switch (LIGHT_Type(itActor))
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{
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case LIGHT_CONSTANT:
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@ -278,7 +278,7 @@ void DoLighting(void)
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if (TEST_BOOL1(sp) == OFF)
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continue;
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switch (LIGHT_Type(sp))
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switch (LIGHT_Type(itActor))
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{
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case LIGHT_CONSTANT:
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break;
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@ -36,7 +36,7 @@ void DoLighting(void);
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// Descriptive Light variables mapped from other variables
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inline int LIGHT_Match(DSWActor* sp) { return SP_TAG2(sp); }
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#define LIGHT_Type(sp) (SP_TAG3((sp)))
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inline int LIGHT_Type(DSWActor* sp) { return SP_TAG3(sp); }
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#define LIGHT_MaxTics(sp) (SP_TAG4((sp)))
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inline int8_t LIGHT_MaxBright(spritetype* sp) { return int8_t(SP_TAG5(sp)); }
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inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); }
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@ -50,7 +50,7 @@ inline int8_t LIGHT_MaxDark(spritetype* sp) { return int8_t(SP_TAG6(sp)); }
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#define LIGHT_CeilingShade(sp) ((sp)->yoffset)
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#define LIGHT_Tics(sp) ((sp)->pos.Z)
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#define LIGHT_DiffuseNum(sp) (SP_TAG3((sp)))
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inline int LIGHT_DiffuseNum(DSWActor* sp) { return SP_TAG3(sp); }
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#define LIGHT_DiffuseMult(sp) (SP_TAG4((sp)))
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enum LightTypes {LIGHT_CONSTANT, LIGHT_FLICKER, LIGHT_FADE, LIGHT_FLICKER_ON, LIGHT_FADE_TO_ON_OFF};
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@ -134,10 +134,11 @@ short DoSOevent(short match, short state)
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}
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}
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if (sop->match_event_actor == nullptr)
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auto me_act = sop->match_event_actor;
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if (me_act == nullptr)
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continue;
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me_sp = &sop->match_event_actor->s();
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me_sp = &me_act->s();
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// toggle
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if (state == -1)
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@ -156,12 +157,12 @@ short DoSOevent(short match, short state)
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if (state == ON)
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{
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spin_adj = (int)SP_TAG3(me_sp);
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spin_adj = (int)SP_TAG3(me_act);
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vel_adj = SP_TAG7(me_sp);
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}
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else if (state == OFF)
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{
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spin_adj = -(int)SP_TAG3(me_sp);
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spin_adj = -(int)SP_TAG3(me_act);
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vel_adj = -SP_TAG7(me_sp);
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}
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@ -1376,7 +1376,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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}
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sp_warp = &act_warp->s();
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switch (SP_TAG3(sp_warp))
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switch (SP_TAG3(act_warp))
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{
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case 1:
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DoPlayerTeleportToOffset(pp);
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@ -38,7 +38,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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inline int16_t& QUAKE_Match(DSWActor* actor) { return SP_TAG2(actor); }
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#define QUAKE_Zamt(sp) (SP_TAG3(sp))
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inline uint8_t& QUAKE_Zamt(DSWActor* actor) { return SP_TAG3(actor); }
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#define QUAKE_Radius(sp) (SP_TAG4(sp))
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#define QUAKE_Duration(sp) (SP_TAG5(sp))
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#define QUAKE_WaitSecs(sp) (SP_TAG6(sp))
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@ -134,7 +134,6 @@ void ProcessQuakeSpot(void)
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continue;
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// spawn a quake if time is up
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//QUAKE_WaitTics(sp) -= 4*synctics;
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SET_SP_TAG13(sp, (QUAKE_WaitTics(sp)-4*synctics));
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if ((int16_t)QUAKE_WaitTics(sp) < 0)
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{
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@ -211,7 +210,7 @@ void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *a
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if (save_dist > radius)
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return;
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*z_diff = Z(STD_RANDOM_RANGE(QUAKE_Zamt(sp)) - (QUAKE_Zamt(sp)/2));
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*z_diff = Z(STD_RANDOM_RANGE(SP_TAG3(sp)) - (SP_TAG3(sp)/2));
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ang_amt = QUAKE_AngAmt(sp) * 4L;
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*ang_diff = STD_RANDOM_RANGE(ang_amt) - (ang_amt/2);
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@ -247,7 +246,7 @@ void SpawnQuake(sectortype* sect, int x, int y, int z,
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sp->extra = 0;
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QUAKE_Match(actorNew) = -1;
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QUAKE_Zamt(sp) = uint8_t(amt);
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QUAKE_Zamt(actorNew) = uint8_t(amt);
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QUAKE_Radius(sp) = radius/8;
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QUAKE_Duration(sp) = tics;
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QUAKE_AngAmt(sp) = 8;
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@ -2011,7 +2011,6 @@ void SpriteSetup(void)
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case QUAKE_SPOT:
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{
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change_actor_stat(actor, STAT_QUAKE_SPOT);
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//SP_TAG13(sp) = (SP_TAG6(sp)*10L) * 120L;
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SET_SP_TAG13(sp, ((SP_TAG6(sp)*10L) * 120L));
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break;
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}
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@ -2608,7 +2607,6 @@ void SpriteSetup(void)
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}
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case SOUND_SPOT:
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//SP_TAG13(sp) = SP_TAG4(sp);
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SET_SP_TAG13(sp, SP_TAG4(sp));
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change_actor_stat(actor, STAT_SOUND_SPOT);
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break;
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@ -3600,17 +3598,17 @@ int ActorCoughItem(DSWActor* actor)
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choose = RANDOM_P2(1024);
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if (choose > 854)
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SP_TAG3(np) = 91; // Match number
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SP_TAG3(actorNew) = 91; // Match number
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else if (choose > 684)
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SP_TAG3(np) = 48; // Match number
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SP_TAG3(actorNew) = 48; // Match number
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else if (choose > 514)
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SP_TAG3(np) = 58; // Match number
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SP_TAG3(actorNew) = 58; // Match number
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else if (choose > 344)
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SP_TAG3(np) = 60; // Match number
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SP_TAG3(actorNew) = 60; // Match number
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else if (choose > 174)
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SP_TAG3(np) = 62; // Match number
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SP_TAG3(actorNew) = 62; // Match number
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else
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SP_TAG3(np) = 68; // Match number
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SP_TAG3(actorNew) = 68; // Match number
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// match
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SP_TAG2(actorNew) = -1;
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@ -3639,7 +3637,7 @@ int ActorCoughItem(DSWActor* actor)
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG3(np) = 69; // Match number
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SP_TAG3(actorNew) = 69; // Match number
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// match
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SP_TAG2(actorNew) = -1;
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@ -3668,7 +3666,7 @@ int ActorCoughItem(DSWActor* actor)
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// zvel
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SP_TAG8(np) = 40;
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SP_TAG3(np) = 70; // Match number
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SP_TAG3(actorNew) = 70; // Match number
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// match
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SP_TAG2(actorNew) = -1;
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@ -3703,36 +3701,36 @@ int ActorCoughItem(DSWActor* actor)
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switch (u->WeaponNum)
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{
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case WPN_UZI:
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SP_TAG3(np) = 0;
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SP_TAG3(actorNew) = 0;
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break;
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case WPN_SHOTGUN:
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SP_TAG3(np) = 51;
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SP_TAG3(actorNew) = 51;
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break;
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case WPN_STAR:
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if (u->PlayerP->WpnAmmo[WPN_STAR] < 9)
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break;
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SP_TAG3(np) = 41;
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SP_TAG3(actorNew) = 41;
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break;
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case WPN_MINE:
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if (u->PlayerP->WpnAmmo[WPN_MINE] < 5)
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break;
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SP_TAG3(np) = 42;
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SP_TAG3(actorNew) = 42;
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break;
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case WPN_MICRO:
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case WPN_ROCKET:
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SP_TAG3(np) = 43;
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SP_TAG3(actorNew) = 43;
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break;
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case WPN_GRENADE:
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SP_TAG3(np) = 45;
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SP_TAG3(actorNew) = 45;
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break;
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case WPN_RAIL:
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SP_TAG3(np) = 47;
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SP_TAG3(actorNew) = 47;
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break;
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case WPN_HEART:
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SP_TAG3(np) = 55;
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SP_TAG3(actorNew) = 55;
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break;
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case WPN_HOTHEAD:
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SP_TAG3(np) = 53;
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SP_TAG3(actorNew) = 53;
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break;
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}
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@ -3765,33 +3763,33 @@ int ActorCoughItem(DSWActor* actor)
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if (u->spal == PAL_XLAT_LT_TAN)
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{
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SP_TAG3(np) = 44;
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SP_TAG3(actorNew) = 44;
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}
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else if (u->spal == PAL_XLAT_LT_GREY)
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{
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SP_TAG3(np) = 46;
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SP_TAG3(actorNew) = 46;
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}
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else if (u->spal == PALETTE_PLAYER5) // Green Ninja
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{
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if (RANDOM_P2(1024) < 700)
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SP_TAG3(np) = 61;
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SP_TAG3(actorNew) = 61;
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else
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SP_TAG3(np) = 60;
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SP_TAG3(actorNew) = 60;
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}
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else if (u->spal == PALETTE_PLAYER3) // Red Ninja
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{
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// type
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if (RANDOM_P2(1024) < 800)
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SP_TAG3(np) = 68;
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SP_TAG3(actorNew) = 68;
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else
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SP_TAG3(np) = 44;
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SP_TAG3(actorNew) = 44;
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}
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else
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{
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if (RANDOM_P2(1024) < 512)
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SP_TAG3(np) = 41;
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SP_TAG3(actorNew) = 41;
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else
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SP_TAG3(np) = 68;
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SP_TAG3(actorNew) = 68;
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}
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// match
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@ -3824,30 +3822,30 @@ int ActorCoughItem(DSWActor* actor)
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if (u->ID == PACHINKO1)
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{
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if (RANDOM_P2(1024) < 600)
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SP_TAG3(np) = 64; // Small MedKit
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SP_TAG3(actorNew) = 64; // Small MedKit
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else
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SP_TAG3(np) = 59; // Fortune Cookie
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SP_TAG3(actorNew) = 59; // Fortune Cookie
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}
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else if (u->ID == PACHINKO2)
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{
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if (RANDOM_P2(1024) < 600)
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SP_TAG3(np) = 52; // Lg Shot Shell
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SP_TAG3(actorNew) = 52; // Lg Shot Shell
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else
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SP_TAG3(np) = 68; // Uzi clip
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SP_TAG3(actorNew) = 68; // Uzi clip
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}
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else if (u->ID == PACHINKO3)
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{
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if (RANDOM_P2(1024) < 600)
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SP_TAG3(np) = 57;
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SP_TAG3(actorNew) = 57;
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else
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SP_TAG3(np) = 63;
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SP_TAG3(actorNew) = 63;
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}
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else if (u->ID == PACHINKO4)
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{
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if (RANDOM_P2(1024) < 600)
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SP_TAG3(np) = 60;
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SP_TAG3(actorNew) = 60;
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else
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SP_TAG3(np) = 61;
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SP_TAG3(actorNew) = 61;
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}
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// match
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