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- use GetIndex function where appropriate.
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ad95033c64
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3 changed files with 4 additions and 4 deletions
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@ -5512,7 +5512,7 @@ void actExplodeSprite(DBloodActor* actor)
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nType = kExplosionFireball;
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seqSpawn(9, actor, -1);
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if (Chance(0x8000)) pSprite->cstat |= 4;
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sfxPlay3DSound(actor, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch...
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sfxPlay3DSound(actor, 306, 24 + (actor->GetIndex() & 3), FX_GlobalChannel);
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GibSprite(actor, GIBTYPE_5, nullptr, nullptr);
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break;
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@ -5832,7 +5832,7 @@ static void actCheckThings()
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}
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actAirDrag(actor, 128);
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if (((pSprite->index >> 8) & 15) == (gFrameCount & 15) && (pSprite->flags & 2)) pSprite->flags |= 4;
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if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (pSprite->flags & 2)) pSprite->flags |= 4;
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if ((pSprite->flags & 4) || actor->xvel || actor->yvel || actor->zvel || velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum])
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{
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Collision hit = MoveThing(actor);
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@ -1662,7 +1662,7 @@ void aiProcessDudes(void)
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if (pXSprite->aiState->moveFunc)
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pXSprite->aiState->moveFunc(actor);
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if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (pSprite->index & 3)) // ouch, ouch! :(
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if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (actor->GetIndex() & 3))
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pXSprite->aiState->thinkFunc(actor);
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}
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@ -2522,7 +2522,7 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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case kGenDudeSeqReserved7:
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case kGenDudeSeqReserved8:
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/*if (getSequence(i)) {
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viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, pSprite->index);
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viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, actor->GetIndex());
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viewSetSystemMessage("Using reserved animation is not recommended.");
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viewSetSystemMessage("SEQ base id: %d", seqStartId);
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}*/
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