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- sp cleanup in jweapon.cpp.
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parent
b3b6001248
commit
1d6b5e621d
1 changed files with 13 additions and 38 deletions
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@ -259,7 +259,6 @@ STATE s_BloodSprayDrip[] =
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int DoWallBloodDrip(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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//actor->spr.z += (300+RandomRange(2300)) >> 1;
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@ -297,13 +296,12 @@ int DoWallBloodDrip(DSWActor* actor)
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void SpawnMidSplash(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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SPRITEp np;
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USERp nu;
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfMiddle(sp), actor->spr.ang, 0);
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actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
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np = &actorNew->s();
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nu = actorNew->u();
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@ -328,7 +326,6 @@ void SpawnMidSplash(DSWActor* actor)
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void SpawnFloorSplash(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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SPRITEp np;
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USERp nu;
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@ -361,7 +358,6 @@ void SpawnFloorSplash(DSWActor* actor)
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int DoBloodSpray(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int cz,fz;
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if (TEST(u->Flags, SPR_UNDERWATER))
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@ -577,7 +573,6 @@ int DoBloodSpray(DSWActor* actor)
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int DoPhosphorus(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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@ -792,7 +787,6 @@ int DoPhosphorus(DSWActor* actor)
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int DoChemBomb(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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@ -1029,7 +1023,6 @@ int DoCaltropsStick(DSWActor* actor)
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int DoCaltrops(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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@ -1198,7 +1191,6 @@ int DoCaltrops(DSWActor* actor)
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int SpawnRadiationCloud(DSWActor* actor)
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{
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SPRITEp sp = &actor->s(), np;
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USERp u = actor->u(), nu;
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if (!MoveSkip4)
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@ -1227,7 +1219,7 @@ int SpawnRadiationCloud(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, RADIATION_CLOUD, s_RadiationCloud, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - RANDOM_P2(Z(8)), actor->spr.ang, 0);
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np = &actorNew->s();
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auto np = &actorNew->s();
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nu = actorNew->u();
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SetOwner(GetOwner(actor), actorNew);
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@ -1274,7 +1266,6 @@ int SpawnRadiationCloud(DSWActor* actor)
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int DoRadiationCloud(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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actor->spr.pos.Z -= actor->spr.zvel;
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@ -1382,7 +1373,6 @@ int InitSpriteChemBomb(DSWActor* actor)
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{
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USERp u = actor->u();
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USERp wu;
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SPRITEp sp = &actor->s(), wp;
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int nx, ny, nz;
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@ -1397,7 +1387,7 @@ int InitSpriteChemBomb(DSWActor* actor)
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auto actorNew = SpawnActor(STAT_MISSILE, CHEMBOMB, s_ChemBomb, actor->spr.sector(),
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nx, ny, nz, actor->spr.ang, CHEMBOMB_VELOCITY);
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wp = &actorNew->s();
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auto wp = &actorNew->s();
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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@ -1431,7 +1421,6 @@ int InitSpriteChemBomb(DSWActor* actor)
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int InitChemBomb(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp wu;
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SPRITEp wp;
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@ -1507,7 +1496,6 @@ int PlayerInitFlashBomb(PLAYERp pp)
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int dist, tx, ty, tmin;
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short damage;
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auto actor = pp->actor;
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SPRITEp sp = &actor->s(), hp;
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USERp hu;
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PlaySound(DIGI_GASPOP, pp, v3df_dontpan | v3df_doppler);
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@ -1520,7 +1508,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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hp = &itActor->s();
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auto hp = &itActor->s();
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hu = itActor->u();
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if (itActor == pp->Actor())
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@ -1533,7 +1521,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK))
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continue;
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if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector()))
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if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector()))
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continue;
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damage = GetDamage(itActor, pp->Actor(), DMG_FLASHBOMB);
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@ -1572,7 +1560,6 @@ int PlayerInitFlashBomb(PLAYERp pp)
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int InitFlashBomb(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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int i;
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unsigned int stat;
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int dist, tx, ty, tmin;
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@ -1598,7 +1585,7 @@ int InitFlashBomb(DSWActor* actor)
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_BLOCK))
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continue;
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if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector()))
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if (!FAFcansee(hp->pos.X, hp->pos.Y, hp->pos.Z, hp->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector()))
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continue;
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damage = GetDamage(itActor, actor, DMG_FLASHBOMB);
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@ -1638,10 +1625,8 @@ int InitFlashBomb(DSWActor* actor)
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void SpawnFlashBombOnActor(DSWActor* actor)
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{
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if (!actor->hasU()) return;
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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// Forget about burnable sprites
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if (TEST(actor->spr.extra, SPRX_BURNABLE))
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return;
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@ -1650,7 +1635,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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{
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if (u->flameActor != nullptr)
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{
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int sizez = (GetSpriteSizeZ(sp) * 5) >> 2;
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int sizez = (ActorSizeZ(actor) * 5) >> 2;
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auto np = &u->flameActor->s();
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auto nu = u->flameActor->u();
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@ -1694,7 +1679,7 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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if (u->flameActor != nullptr)
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{
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nu->Counter = GetRepeatFromHeight(np, GetSpriteSizeZ(sp) >> 1) * 4;
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nu->Counter = GetRepeatFromHeight(np, ActorSizeZ(actor) >> 1) * 4;
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}
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else
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nu->Counter = 0; // max flame size
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@ -1794,7 +1779,6 @@ int PlayerInitCaltrops(PLAYERp pp)
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int InitCaltrops(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp wu;
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SPRITEp wp;
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@ -1843,7 +1827,6 @@ int InitCaltrops(DSWActor* actor)
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int InitPhosphorus(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp wu;
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SPRITEp wp;
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@ -1899,7 +1882,6 @@ int InitPhosphorus(DSWActor* actor)
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int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp wu;
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SPRITEp wp;
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@ -1941,7 +1923,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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nx = actor->spr.pos.X;
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ny = actor->spr.pos.Y;
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nz = GetSpriteZOfTop(sp)-20;
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nz = ActorZOfTop(actor)-20;
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// Spawn a shot
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_BloodSprayChunk, actor->spr.sector(),
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@ -1999,13 +1981,9 @@ int BloodSprayFall(DSWActor* actor)
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// Update the scoreboard for team color that just scored.
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void DoFlagScore(int16_t pal)
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{
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SPRITEp sp;
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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sp = &actor->s();
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if (actor->spr.picnum < 1900 || actor->spr.picnum > 1999)
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continue;
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@ -2061,7 +2039,6 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
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int DoCarryFlag(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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const int FLAG_DETONATE_STATE = 99;
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DSWActor* fown = u->flagOwnerActor;
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@ -2217,7 +2194,6 @@ int DoCarryFlag(DSWActor* actor)
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int DoCarryFlagNoDet(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SPRITEp ap = &u->attachActor->s();
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USERp au = u->attachActor->u();
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@ -2280,7 +2256,6 @@ int DoCarryFlagNoDet(DSWActor* actor)
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int SetCarryFlag(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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// stuck
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@ -2302,7 +2277,6 @@ int SetCarryFlag(DSWActor* actor)
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int DoFlag(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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auto hitActor = DoFlagRangeTest(actor, 1000);
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@ -2330,16 +2304,17 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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{
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USERp u = actor->u();
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USERp wu;
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SPRITEp sp = &actor->s(), wp;
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SPRITEp wp;
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int nx, ny, nz;
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short id=0,velocity=0; STATEp p=nullptr;
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short id=0,velocity=0;
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STATEp p=nullptr;
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extern STATE s_UziShellShrap[];
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extern STATE s_ShotgunShellShrap[];
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nx = actor->spr.pos.X;
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ny = actor->spr.pos.Y;
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nz = DIV2(GetSpriteZOfTop(sp)+ GetSpriteZOfBottom(sp));
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nz = ActorZOfMiddle(actor);
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switch (ShellNum)
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{
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