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https://github.com/ZDoom/Raze.git
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sprite[plr.spritenum] globally replaced.
This commit is contained in:
parent
56494526d5
commit
11f459cd83
10 changed files with 31 additions and 31 deletions
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@ -688,7 +688,7 @@ void attack(PLAYER& plr, DWHActor* actor) {
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// if ((krand() & (15 < plr.armortype ? 11 : 10)) != 0)
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// return;
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auto& spr = actor->s();
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auto& pspr = sprite[plr.spritenum];
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auto& pspr = plr.actor()->s();
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if (!droptheshield && plr.shieldpoints > 0 && plr.selectedgun > 0 && plr.selectedgun < 5) {
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short a = getangle(spr.x - plr.x, spr.y - plr.y);
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@ -21,7 +21,7 @@ static void facerat(PLAYER& plr, DWHActor* actor)
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spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
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spr.ang = (short) (((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
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spr.owner = sprite[plr.spritenum].owner;
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spr.owner = plr.actor()->s().owner;
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SetNewStatus(actor, FLEE);
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}
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@ -59,7 +59,7 @@ static void fleerat(PLAYER& plr, DWHActor* actor)
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}
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if (abs(plr.x - spr.x) <= 1024 && abs(plr.y - spr.y) <= 1024) {
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spr.owner = sprite[plr.spritenum].owner;
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spr.owner = plr.actor()->s().owner;
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SetNewStatus(actor, FACE);
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}
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@ -114,7 +114,7 @@ void GameInterface::clearlocalinputstate()
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static void UpdatePlayerSpriteAngle(PLAYER& plr)
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{
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sprite[plr.spritenum].ang = plr.angle.ang.asbuild();
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plr.actor()->s().ang = plr.angle.ang.asbuild();
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}
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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@ -242,13 +242,13 @@ void processinput(int num) {
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if (damage_angvel != 0)
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damage_angvel = std::max(damage_angvel - (tics << 1), 0);
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sprite[plr.spritenum].cstat ^= 1;
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plr.actor()->s().cstat ^= 1;
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getzrange(plr.x, plr.y, plr.z, plr.sector, 128, CLIPMASK0);
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loz = zr_florz;
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auto lohit = zr_florHit;
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sprite[plr.spritenum].cstat ^= 1;
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plr.actor()->s().cstat ^= 1;
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if (lohit.type == kHitSprite) {
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auto& spr = lohit.actor->s();
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@ -583,7 +583,7 @@ void processinput(int num) {
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}
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}
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//game.pInt.setsprinterpolate(plr.spritenum, sprite[plr.spritenum]);
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//game.pInt.setsprinterpolate(plr.spritenum, plr.actor()->s());
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height << 8));
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UpdatePlayerSpriteAngle(plr);
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@ -45,18 +45,18 @@ void drawscreen(int num, double dasmoothratio, bool sceneonly)
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if (plr.over_shoulder_on)
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{
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sprite[plr.spritenum].cstat |= CSTAT_SPRITE_TRANSLUCENT;
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plr.actor()->s().cstat |= CSTAT_SPRITE_TRANSLUCENT;
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cposz -= 2560;
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if (!calcChaseCamPos(&cposx, &cposy, &cposz, &sprite[plr.spritenum], &plr.sector, cang, choriz, dasmoothratio))
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if (!calcChaseCamPos(&cposx, &cposy, &cposz, &plr.actor()->s(), &plr.sector, cang, choriz, dasmoothratio))
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{
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cposz += 2560;
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calcChaseCamPos(&cposx, &cposy, &cposz, &sprite[plr.spritenum], &plr.sector, cang, choriz, dasmoothratio);
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calcChaseCamPos(&cposx, &cposy, &cposz, &plr.actor()->s(), &plr.sector, cang, choriz, dasmoothratio);
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}
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}
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else
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{
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sprite[plr.spritenum].cstat &= ~CSTAT_SPRITE_TRANSLUCENT;
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plr.actor()->s().cstat &= ~CSTAT_SPRITE_TRANSLUCENT;
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}
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}
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@ -1720,7 +1720,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = 0;
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spawned.yvel = 0;
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spawned.zvel = 0;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 32;
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spawned.hitag = 0;
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spawned.backuploc();
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@ -1771,7 +1771,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = 0;
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spawned.yvel = 0;
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spawned.zvel = 0;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 32;
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spawned.hitag = 0;
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movesprite(spawnedactor, (bcos(spawned.ang) * TICSPERFRAME) << 3,
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@ -1978,7 +1978,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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} else {
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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}
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2005,7 +2005,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = (short) ((krand() & 256) - 128);
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spawned.yvel = (short) ((krand() & 256) - 128);
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2034,7 +2034,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.yvel = (short) ((krand() & 256) - 128);
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// spawned.zvel=((krand()&256)-128);
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2075,7 +2075,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = (short) ((krand() & 256) - 128);
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spawned.yvel = (short) ((krand() & 256) - 128);
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2102,7 +2102,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = (short) ((krand() & 256) - 128);
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spawned.yvel = (short) ((krand() & 256) - 128);
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2129,7 +2129,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.xvel = (short) ((krand() & 256) - 128);
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spawned.yvel = (short) ((krand() & 256) - 128);
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spawned.zvel = (short) ((krand() & 256) - 128);
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -2168,7 +2168,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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}
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 256;
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spawned.hitag = 0;
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spawned.clipdist = 48;
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@ -2209,7 +2209,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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spawned.zvel = plr.horizon.horiz.asq16() >> 12;
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}
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 256;
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spawned.hitag = 0;
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spawned.clipdist = 64;
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@ -2259,7 +2259,7 @@ void shootgun(PLAYER& plr, float ang, int guntype) {
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case WILLOWTYPE:
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spk.x, spk.y,
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spk.z - (tileHeight(spk.picnum) << 7), spk.sectnum))
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if ((isWh2() && spk.owner != sprite[plr.spritenum].owner)
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if ((isWh2() && spk.owner != plr.actor()->s().owner)
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|| checkmedusadist(j, plr.x, plr.y, plr.z, 12))
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nukespell(plr, j);
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break;
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@ -971,7 +971,7 @@ void animateobjs(PLAYER& plr) {
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}
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if (moveStat.type != kHitNone && spr.picnum == MONSTERBALL)
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if (spr.owner == sprite[plr.spritenum].owner) {
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if (spr.owner == plr.actor()->s().owner) {
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explosion2(i, spr.x, spr.y, spr.z, i);
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} else {
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explosion(i, spr.x, spr.y, spr.z, i);
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@ -990,7 +990,7 @@ void animateobjs(PLAYER& plr) {
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} else if (moveStat.type == kHitWall) { // hit a wall
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if (spr.picnum == MONSTERBALL) {
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if (spr.owner == sprite[plr.spritenum].owner)
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if (spr.owner == plr.actor()->s().owner)
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explosion2(i, spr.x, spr.y, spr.z, i);
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else
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explosion(i, spr.x, spr.y, spr.z, i);
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@ -1009,7 +1009,7 @@ void animateobjs(PLAYER& plr) {
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if (moveStat.type == kHitSprite) { // Bullet hit a sprite
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if (spr.picnum == MONSTERBALL) {
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if (spr.owner == sprite[plr.spritenum].owner)
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if (spr.owner == plr.actor()->s().owner)
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explosion2(i, spr.x, spr.y, spr.z, i);
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else
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explosion(i, spr.x, spr.y, spr.z, i);
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@ -776,7 +776,7 @@ boolean prepareboard(const char* fname) {
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plr.hvel = 0;
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plr.spritenum = insertsprite(plr.sector, (short) 0);
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plr.oldsector = plr.sector;
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auto& pspr = sprite[plr.spritenum];
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auto& pspr = plr.actor()->s();
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pspr.x = plr.x;
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pspr.y = plr.y;
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@ -127,7 +127,7 @@ void processobjs(PLAYER& plr) {
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if(isItemSprite(actor->GetSpriteIndex()))
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items[(tspr.detail & 0xFF) - ITEMSBASE].pickup(plr, actor);
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if (tspr.picnum >= EXPLOSTART && tspr.picnum <= EXPLOEND && tspr.owner != sprite[plr.spritenum].owner)
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if (tspr.picnum >= EXPLOSTART && tspr.picnum <= EXPLOEND && tspr.owner != plr.actor()->s().owner)
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if (plr.manatime < 1)
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addhealth(plr, -1);
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}
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@ -1537,10 +1537,10 @@ boolean damageactor(PLAYER& plr, DWHActor* hitactor, DWHActor* actor)
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{
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auto& spr = actor->s();
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auto& hitspr = hitactor->s();
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if (hitactor == plr.actor() && spr.owner == sprite[plr.spritenum].owner)
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if (hitactor == plr.actor() && spr.owner == plr.actor()->s().owner)
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return false;
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if (hitactor == plr.actor() && spr.owner != sprite[plr.spritenum].owner) {
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if (hitactor == plr.actor() && spr.owner != plr.actor()->s().owner) {
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if (plr.invincibletime > 0 || plr.godMode) {
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DeleteActor(actor);
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return false;
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@ -427,7 +427,7 @@ void chunksofmeat(PLAYER& plr, DWHActor* hitActor, int hitx, int hity, int hitz,
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spawned.zvel = (short) ((krand() & 1023) - 512);
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if (newchunk == 1)
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spawned.zvel <<= 1;
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spawned.owner = sprite[plr.spritenum].owner;
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spawned.owner = plr.actor()->s().owner;
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spawned.lotag = 512;
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spawned.hitag = 0;
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spawned.pal = 0;
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@ -969,7 +969,7 @@ void animatetags(int nPlayer) {
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// Update sprite representation of player
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height));
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sprite[plr.spritenum].ang = plr.angle.ang.asbuild();
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plr.actor()->s().ang = plr.angle.ang.asbuild();
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}
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}
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