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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- handled the last remaining stat iterators in Duke.
This commit is contained in:
parent
53414afbe5
commit
0b80ad8fb1
2 changed files with 70 additions and 90 deletions
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@ -186,12 +186,11 @@ void animatewalls_d(void)
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void operaterespawns_d(int low)
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{
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short i, j, nexti;
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int i, j;
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i = headspritestat[11];
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while (i >= 0)
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StatIterator it(STAT_FX);
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while ((i = it.NextIndex()) >= 0)
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{
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nexti = nextspritestat[i];
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if (sprite[i].lotag == low) switch (sprite[i].picnum)
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{
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case RESPAWN:
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@ -203,7 +202,6 @@ void operaterespawns_d(int low)
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sprite[i].extra = 66 - 12; // Just a way to killit
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break;
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}
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i = nexti;
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}
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}
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@ -352,32 +350,33 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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break;
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}
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i = headspritestat[0];
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while (i >= 0)
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StatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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{
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if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
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auto si = &sprite[i];
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if (lotag == si->lotag) switch (si->picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum++;
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else if (sprite[i].hitag == 0) correctdips++;
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if (switchtype == SWITCH_SPRITE && w == i) si->picnum++;
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else if (si->hitag == 0) correctdips++;
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numdips++;
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break;
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case TECHSWITCH + 1:
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case DIPSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == SWITCH_SPRITE && w == i) sprite[i].picnum--;
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else if (sprite[i].hitag == 1) correctdips++;
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if (switchtype == SWITCH_SPRITE && w == i) si->picnum--;
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else if (si->hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH + 3))
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sprite[i].picnum = MULTISWITCH;
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si->picnum++;
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if (si->picnum > (MULTISWITCH + 3))
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si->picnum = MULTISWITCH;
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break;
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case ACCESSSWITCH:
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case ACCESSSWITCH2:
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@ -394,7 +393,7 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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case PULLSWITCH:
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case DIPSWITCH2:
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case DIPSWITCH3:
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sprite[i].picnum++;
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si->picnum++;
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break;
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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@ -409,10 +408,9 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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case FRANKENSTINESWITCH + 1:
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case DIPSWITCH2 + 1:
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case DIPSWITCH3 + 1:
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sprite[i].picnum--;
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si->picnum--;
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break;
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}
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i = nextspritestat[i];
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}
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for (i = 0; i < numwalls; i++)
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@ -549,8 +547,8 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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picnum == (MULTISWITCH + 2) || picnum == (MULTISWITCH + 3))
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lotag += picnum - MULTISWITCH;
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x = headspritestat[3];
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while (x >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((x = it.NextIndex()) >= 0)
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{
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if (sprite[x].hitag == lotag)
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{
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@ -576,7 +574,6 @@ bool checkhitswitch_d(int snum, int w, int switchtype)
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break;
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}
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}
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x = nextspritestat[x];
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}
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operateactivators(lotag, snum);
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@ -864,8 +861,8 @@ void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
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darkestwall = wal->shade;
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j = krand() & 1;
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i = headspritestat[3];
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while (i >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
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{
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@ -873,7 +870,6 @@ void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith)
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hittype[i].temp_data[3] = darkestwall;
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hittype[i].temp_data[4] = 1;
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}
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i = nextspritestat[i];
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}
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break;
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}
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@ -990,28 +986,26 @@ bool checkhitceiling_d(int sn)
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{
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if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 12)
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{
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j = headspritestat[3];
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while (j >= 0)
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StatIterator it1(STAT_EFFECTOR);
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while ((j = it1.NextIndex()) >= 0)
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{
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if (sprite[j].hitag == sprite[i].hitag)
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hittype[j].temp_data[3] = 1;
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j = nextspritestat[j];
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}
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break;
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}
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}
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}
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i = headspritestat[3];
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j = krand() & 1;
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while (i >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
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{
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hittype[i].temp_data[2] = j;
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hittype[i].temp_data[4] = 1;
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}
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i = nextspritestat[i];
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}
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return 1;
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@ -1463,11 +1457,10 @@ void checkhitsprite_d(int i, int sn)
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updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
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setpal(&ps[p]);
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j = headspritestat[1];
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while (j >= 0)
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StatIterator it(STAT_ACTOR);
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while ((j = it.NextIndex()) >= 0)
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{
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if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
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j = nextspritestat[j];
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}
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}
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@ -1697,9 +1690,8 @@ void checksectors_d(int snum)
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case VIEWSCREEN:
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case VIEWSCREEN2:
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{
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i = headspritestat[1];
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while (i >= 0)
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StatIterator it(STAT_ACTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].picnum == CAMERA1 && sprite[i].yvel == 0 && sprite[neartagsprite].hitag == sprite[i].lotag)
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{
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@ -1720,7 +1712,6 @@ void checksectors_d(int snum)
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p->newowner = i;
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return;
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}
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i = nextspritestat[i];
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}
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}
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@ -1736,12 +1727,10 @@ void checksectors_d(int snum)
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updatesector(p->posx, p->posy, &p->cursectnum);
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setpal(p);
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i = headspritestat[1];
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while (i >= 0)
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StatIterator it(STAT_ACTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].picnum == CAMERA1) sprite[i].yvel = 0;
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i = nextspritestat[i];
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}
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}
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else if (p->newowner >= 0)
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@ -301,12 +301,11 @@ void animatewalls_r(void)
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void operaterespawns_r(int low)
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{
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short i, j, nexti;
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int i, j;
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i = headspritestat[11];
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while (i >= 0)
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StatIterator it(STAT_FX);
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while ((i = it.NextIndex()) >= 0)
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{
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nexti = nextspritestat[i];
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if (sprite[i].lotag == low) switch (sprite[i].picnum)
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{
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case RESPAWN:
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@ -323,7 +322,6 @@ void operaterespawns_r(int low)
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break;
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}
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i = nexti;
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}
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}
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@ -483,46 +481,47 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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break;
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}
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i = headspritestat[0];
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while (i >= 0)
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StatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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{
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if (lotag == sprite[i].lotag) switch (sprite[i].picnum)
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auto si = &sprite[i];
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if (lotag == si->lotag) switch (si->picnum)
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{
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == 1 && w == i) sprite[i].picnum++;
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else if (sprite[i].hitag == 0) correctdips++;
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if (switchtype == 1 && w == i) si->picnum++;
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else if (si->hitag == 0) correctdips++;
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numdips++;
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break;
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case TECHSWITCH + 1:
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case DIPSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == 1 && w == i) sprite[i].picnum--;
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else if (sprite[i].hitag == 1) correctdips++;
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if (switchtype == 1 && w == i) si->picnum--;
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else if (si->hitag == 1) correctdips++;
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numdips++;
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break;
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case MULTISWITCH:
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case MULTISWITCH + 1:
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case MULTISWITCH + 2:
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case MULTISWITCH + 3:
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH + 3))
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sprite[i].picnum = MULTISWITCH;
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si->picnum++;
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if (si->picnum > (MULTISWITCH + 3))
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si->picnum = MULTISWITCH;
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break;
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case MULTISWITCH2:
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case MULTISWITCH2 + 1:
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case MULTISWITCH2 + 2:
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case MULTISWITCH2 + 3:
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if (!isRRRA()) break;
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sprite[i].picnum++;
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if (sprite[i].picnum > (MULTISWITCH2 + 3))
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sprite[i].picnum = MULTISWITCH2;
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si->picnum++;
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if (si->picnum > (MULTISWITCH2 + 3))
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si->picnum = MULTISWITCH2;
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break;
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case RRTILE2214:
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//if (ud.level_numbe r > 6) ud.level_numbe r = 0; ??? Looks like some leftover garbage.
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sprite[i].picnum++;
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si->picnum++;
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break;
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case RRTILE8660:
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if (!isRRRA()) break;
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@ -544,14 +543,13 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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case NUKEBUTTON:
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case RRTILE2697:
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case RRTILE2707:
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if (sprite[i].picnum == DIPSWITCH3)
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if (sprite[i].hitag == 999)
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if (si->picnum == DIPSWITCH3)
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if (si->hitag == 999)
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{
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short j, nextj;
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j = headspritestat[107];
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while (j >= 0)
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int j;
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StatIterator it1(107);
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while ((j = it1.NextIndex()) >= 0)
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{
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nextj = nextspritestat[j];
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if (sprite[j].picnum == RRTILE3410)
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{
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sprite[j].picnum++;
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@ -561,19 +559,18 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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}
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else if (sprite[j].picnum == RRTILE295)
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deletesprite(j);
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j = nextj;
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}
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sprite[i].picnum++;
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si->picnum++;
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break;
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}
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if (sprite[i].picnum == NUKEBUTTON)
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if (si->picnum == NUKEBUTTON)
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chickenplant = 0;
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if (sprite[i].picnum == RRTILE8660)
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if (si->picnum == RRTILE8660)
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{
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BellTime = 132;
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BellSprite = i;
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}
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sprite[i].picnum++;
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si->picnum++;
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break;
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case PULLSWITCH + 1:
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case HANDSWITCH + 1:
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@ -591,13 +588,12 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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case NUKEBUTTON + 1:
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case RRTILE2697 + 1:
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case RRTILE2707 + 1:
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if (sprite[i].picnum == NUKEBUTTON + 1)
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if (si->picnum == NUKEBUTTON + 1)
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chickenplant = 1;
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if (sprite[i].hitag != 999)
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sprite[i].picnum--;
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if (si->hitag != 999)
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si->picnum--;
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break;
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}
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i = nextspritestat[i];
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}
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for (i = 0; i < numwalls; i++)
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@ -828,8 +824,8 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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lotag += picnum - MULTISWITCH2;
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}
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x = headspritestat[STAT_EFFECTOR];
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while (x >= 0)
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StatIterator itx(STAT_EFFECTOR);
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while ((x = itx.NextIndex()) >= 0)
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{
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if (sprite[x].hitag == lotag)
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{
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@ -859,7 +855,6 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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break;
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}
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}
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x = nextspritestat[x];
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}
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operateactivators(lotag, snum);
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@ -1349,8 +1344,8 @@ void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith)
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darkestwall = wal->shade;
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j = krand() & 1;
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i = headspritestat[3];
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while (i >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].hitag == wall[dawallnum].lotag && sprite[i].lotag == 3)
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{
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@ -1358,7 +1353,6 @@ void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith)
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hittype[i].temp_data[3] = darkestwall;
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hittype[i].temp_data[4] = 1;
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}
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i = nextspritestat[i];
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}
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break;
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}
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@ -1496,28 +1490,26 @@ bool checkhitceiling_r(int sn)
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{
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if (sprite[i].picnum == SECTOREFFECTOR && (sprite[i].lotag == 12 || (isRRRA() && (sprite[i].lotag == 47 || sprite[i].lotag == 48))))
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{
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j = headspritestat[3];
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while (j >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((j = it.NextIndex()) >= 0)
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{
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if (sprite[j].hitag == sprite[i].hitag)
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hittype[j].temp_data[3] = 1;
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j = nextspritestat[j];
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}
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break;
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}
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}
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}
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i = headspritestat[3];
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j = krand() & 1;
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while (i >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((i = it.NextIndex()) >= 0)
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{
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if (sprite[i].hitag == (sector[sn].hitag) && sprite[i].lotag == 3)
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{
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hittype[i].temp_data[2] = j;
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hittype[i].temp_data[4] = 1;
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}
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i = nextspritestat[i];
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}
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return 1;
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@ -2408,11 +2400,10 @@ void checkhitsprite_r(int i, int sn)
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updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
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setpal(&ps[p]);
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j = headspritestat[1];
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while (j >= 0)
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StatIterator it(STAT_EFFECTOR);
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while ((j = it.NextIndex()) >= 0)
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{
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if (sprite[j].picnum == CAMERA1) sprite[j].yvel = 0;
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j = nextspritestat[j];
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}
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}
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