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- WarpToUnderwater + WarpToSurface
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parent
5264c6540c
commit
1b02c9e533
1 changed files with 13 additions and 18 deletions
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@ -19182,8 +19182,7 @@ InitFireball(PLAYERp pp)
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return 0;
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}
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int
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InitEnemyFireball(DSWActor* actor)
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int InitEnemyFireball(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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@ -19278,8 +19277,7 @@ InitEnemyFireball(DSWActor* actor)
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// for hitscans or other uses
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///////////////////////////////////////////////////////////////////////////////
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bool
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WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
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bool WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
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{
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int i;
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SECT_USERp sectu = SectUser[*sectnum].Data();
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@ -19293,10 +19291,10 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
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return false;
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// search for DIVE_AREA "over" sprite for reference point
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StatIterator it(STAT_DIVE_AREA);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_DIVE_AREA);
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while (auto itActor = it.Next())
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{
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over_sp = &sprite[i];
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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SectUser[over_sp->sectnum].Data() &&
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@ -19312,9 +19310,9 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
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// search for UNDERWATER "under" sprite for reference point
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it.Reset(STAT_UNDERWATER);
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while ((i = it.NextIndex()) >= 0)
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while (auto itActor = it.Next())
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{
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under_sp = &sprite[i];
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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SectUser[under_sp->sectnum].Data() &&
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@ -19352,8 +19350,7 @@ WarpToUnderwater(short *sectnum, int *x, int *y, int *z)
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return true;
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}
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bool
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WarpToSurface(short *sectnum, int *x, int *y, int *z)
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bool WarpToSurface(short *sectnum, int *x, int *y, int *z)
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{
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int i;
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SECT_USERp sectu = SectUser[*sectnum].Data();
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@ -19368,10 +19365,10 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
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return false;
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// search for UNDERWATER "under" sprite for reference point
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StatIterator it(STAT_UNDERWATER);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_UNDERWATER);
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while (auto itActor = it.Next())
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{
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under_sp = &sprite[i];
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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SectUser[under_sp->sectnum].Data() &&
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@ -19387,9 +19384,9 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
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// search for DIVE_AREA "over" sprite for reference point
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it.Reset(STAT_DIVE_AREA);
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while ((i = it.NextIndex()) >= 0)
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while (auto itActor = it.Next())
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{
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over_sp = &sprite[i];
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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SectUser[over_sp->sectnum].Data() &&
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@ -19420,8 +19417,6 @@ WarpToSurface(short *sectnum, int *x, int *y, int *z)
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*z = sector[over_sp->sectnum].floorz - Z(2);
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//MissileWaterAdjust(sp - sprite);
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return true;
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}
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