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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- reformatting only.
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parent
94ae3c22d5
commit
088fa6690c
1 changed files with 91 additions and 42 deletions
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@ -7024,6 +7024,12 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) {
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//spritetype* pSource = &sprite[pXSource->reference];
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@ -7065,25 +7071,35 @@ void usePictureChanger(XSPRITE* pXSource, int objType, int objIndex) {
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}
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}
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//---------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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// player related
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QAV* playerQavSceneLoad(int qavId) {
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QAV* playerQavSceneLoad(int qavId)
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{
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QAV* pQav = getQAV(qavId);
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if (!pQav) viewSetSystemMessage("Failed to load QAV animation #%d", qavId);
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return pQav;
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}
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
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{
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auto initiator = pQavScene->initiator;
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if (initiator->hasX())
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{
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XSPRITE* pXSprite = &initiator->x();
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if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0) {
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if (pXSprite->txID >= kChannelUser) {
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if (pXSprite->waitTime > 0 && --pXSprite->sysData1 <= 0)
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{
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if (pXSprite->txID >= kChannelUser)
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{
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for (int i = bucketHead[pXSprite->txID]; i < bucketHead[pXSprite->txID + 1]; i++)
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{
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if (rxBucket[i].type == OBJ_SPRITE)
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@ -7105,19 +7121,17 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
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else nnExtTriggerObject(rxBucket[i].type, rxBucket[i].rxindex, pXSprite->command);
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}
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} //else {
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trPlayerCtrlStopScene(pPlayer);
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//}
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} else {
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}
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trPlayerCtrlStopScene(pPlayer);
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}
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else
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{
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playerQavScenePlay(pPlayer);
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pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer -= 4, 0);
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}
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} else {
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}
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else
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{
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pQavScene->initiator = nullptr;
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pPlayer->sceneQav = -1;
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@ -7125,14 +7139,21 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene)
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}
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}
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5)
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{
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if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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spritetype* pSprite = &pQavScene->initiator->s();
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if (pQavScene->qavResrc != NULL) {
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if (pQavScene->qavResrc != NULL)
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{
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QAV* pQAV = pQavScene->qavResrc;
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int v4;
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double smoothratio;
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@ -7140,35 +7161,44 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
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qavProcessTimer(pPlayer, pQAV, &v4, &smoothratio);
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int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {
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if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
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{
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a2 = -128; flags |= 1;
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}
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// draw as weapon
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if (!(pSprite->flags & kModernTypeFlag1)) {
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if (!(pSprite->flags & kModernTypeFlag1))
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{
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pQAV->x = int(a3); pQAV->y = int(a4);
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true, smoothratio);
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// draw fullscreen (currently 4:3 only)
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} else {
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}
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else
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{
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// What an awful hack. This throws proper ordering out of the window, but there is no way to reproduce this better with strict layering of elements.
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// From the above commit it seems to be incomplete anyway...
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pQAV->Draw(v4, flags, a2, a5, false, smoothratio);
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}
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}
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}
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void playerQavScenePlay(PLAYER* pPlayer) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void playerQavScenePlay(PLAYER* pPlayer)
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{
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if (pPlayer == NULL) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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if (pPlayer->sceneQav == -1 && pQavScene->initiator != nullptr)
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pPlayer->sceneQav = pQavScene->initiator->x().data2;
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if (pQavScene->qavResrc != NULL) {
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if (pQavScene->qavResrc != NULL)
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{
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QAV* pQAV = pQavScene->qavResrc;
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pQAV->nSprite = pPlayer->pSprite->index;
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int nTicks = pQAV->duration - pPlayer->weaponTimer;
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@ -7176,32 +7206,37 @@ void playerQavScenePlay(PLAYER* pPlayer) {
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}
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}
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void playerQavSceneReset(PLAYER* pPlayer) {
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void playerQavSceneReset(PLAYER* pPlayer)
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{
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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pQavScene->initiator = nullptr;
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pQavScene->dummy = pPlayer->sceneQav = -1;
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pQavScene->qavResrc = NULL;
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}
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bool playerSizeShrink(PLAYER* pPlayer, int divider) {
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bool playerSizeShrink(PLAYER* pPlayer, int divider)
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{
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pPlayer->pXSprite->scale = 256 / divider;
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playerSetRace(pPlayer, kModeHumanShrink);
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return true;
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}
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bool playerSizeGrow(PLAYER* pPlayer, int multiplier) {
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bool playerSizeGrow(PLAYER* pPlayer, int multiplier)
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{
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pPlayer->pXSprite->scale = 256 * multiplier;
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playerSetRace(pPlayer, kModeHumanGrown);
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return true;
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}
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bool playerSizeReset(PLAYER* pPlayer) {
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bool playerSizeReset(PLAYER* pPlayer)
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{
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playerSetRace(pPlayer, kModeHuman);
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pPlayer->pXSprite->scale = 0;
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return true;
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}
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void playerDeactivateShrooms(PLAYER* pPlayer) {
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void playerDeactivateShrooms(PLAYER* pPlayer)
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{
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powerupDeactivate(pPlayer, kPwUpGrowShroom);
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pPlayer->pwUpTime[kPwUpGrowShroom] = 0;
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@ -7209,21 +7244,30 @@ void playerDeactivateShrooms(PLAYER* pPlayer) {
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pPlayer->pwUpTime[kPwUpShrinkShroom] = 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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PLAYER* getPlayerById(short id) {
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PLAYER* getPlayerById(short id)
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{
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// relative to connected players
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if (id >= 1 && id <= kMaxPlayers) {
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if (id >= 1 && id <= kMaxPlayers)
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{
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id = id - 1;
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for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (id == gPlayer[i].nPlayer)
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return &gPlayer[i];
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}
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// absolute sprite type
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} else if (id >= kDudePlayer1 && id <= kDudePlayer8) {
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for (int i = connecthead; i >= 0; i = connectpoint2[i]) {
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}
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else if (id >= kDudePlayer1 && id <= kDudePlayer8)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (id == gPlayer[i].pSprite->type)
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return &gPlayer[i];
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}
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@ -7233,7 +7277,12 @@ PLAYER* getPlayerById(short id) {
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return NULL;
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}
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// misc functions
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool IsBurningDude(spritetype* pSprite) {
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if (pSprite == NULL) return false;
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switch (pSprite->type) {
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