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- quick replacements
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parent
109ff8c3cb
commit
2394420f48
7 changed files with 16 additions and 16 deletions
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@ -147,16 +147,16 @@ void AIAnim::Tick(RunListEvent* ev)
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pSprite->y = pSpriteB->y;
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pSprite->z = pSpriteB->z;
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if (pSpriteB->sectnum != pSprite->sectnum)
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if (pSpriteB->sector() != pSprite->sector())
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{
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if (!validSectorIndex(pSpriteB->sectnum))
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if (!pSpriteB->sector())
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{
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DestroyAnim(pActor);
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return;
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}
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else
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{
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ChangeActorSect(pActor, pSpriteB->sectnum);
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ChangeActorSect(pActor, pSpriteB->sector());
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}
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}
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@ -239,11 +239,11 @@ void BuildExplosion(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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int nSector = pSprite->sectnum;
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auto pSector = pSprite->sector();
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int edx = 36;
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if (sector[nSector].Flag & kSectUnderwater)
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if (pSector->Flag & kSectUnderwater)
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{
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edx = 75;
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}
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@ -401,7 +401,7 @@ void AIAnubis::Damage(RunListEvent* ev)
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{
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if (nAction >= 6 && nAction <= 10)
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{
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auto pDrumActor = insertActor(sp->sectnum, kStatAnubisDrum);
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auto pDrumActor = insertActor(sp->sector(), kStatAnubisDrum);
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auto pDrumSprite = &pDrumActor->s();
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pDrumSprite->x = sp->x;
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@ -588,12 +588,12 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int nZOffset, int n
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sBullet.nType = nType;
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sBullet.nDoubleDamage = nDoubleDamage;
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sBullet.pActor = insertActor(pSprite->sectnum, 200);
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sBullet.pActor = insertActor(pSprite->sector(), 200);
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sBullet.pActor->s().ang = nAngle;
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int nHeight = GetActorHeight(pTarget);
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assert(validSectorIndex(pTargetSprite->sectnum));
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assert(pTargetSprite->sector());
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BulletHitsSprite(&sBullet, pActor, pTarget, pTargetSprite->x, pTargetSprite->y, pTargetSprite->z - (nHeight >> 1), pTargetSprite->sectnum);
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DeleteActor(sBullet.pActor);
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@ -44,7 +44,7 @@ void BuildFishLimb(DExhumedActor* pActor, int anim)
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{
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auto pSprite = &pActor->s();
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auto pChunkActor = insertActor(pSprite->sectnum, 99);
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auto pChunkActor = insertActor(pSprite->sector(), 99);
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auto pSprite2 = &pChunkActor->s();
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pChunkActor->nCount = anim + 40;
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@ -149,18 +149,18 @@ void ExplodeGrenade(DExhumedActor* pActor)
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auto pGrenadeSprite = &pActor->s();
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int nPlayer = pGrenadeSprite->owner;
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int nGrenadeSect = pGrenadeSprite->sectnum;
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auto pGrenadeSect = pGrenadeSprite->sector();
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pActor->nFrame = 1;
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if (sector[nGrenadeSect].Flag & kSectUnderwater)
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if (pGrenadeSect->Flag & kSectUnderwater)
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{
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var_28 = 75;
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var_20 = 60;
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}
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else
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{
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if (pGrenadeSprite->z < sector[nGrenadeSect].floorz)
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if (pGrenadeSprite->z < pGrenadeSect->floorz)
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{
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var_20 = 200;
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var_28 = 36;
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@ -186,7 +186,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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pGrenadeSprite->x = bcos(nAngle, -5) + pPlayerSprite->x;
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pGrenadeSprite->y = bsin(nAngle, -5) + pPlayerSprite->y;
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ChangeActorSect(pActor, pPlayerSprite->sectnum);
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ChangeActorSect(pActor, pPlayerSprite->sector());
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if (!PlayerList[nPlayer].invincibility) {
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PlayerList[nPlayer].nHealth = 1;
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@ -1360,7 +1360,7 @@ int BuildFireBall(DExhumedActor* nSprite, int a, int b)
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DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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{
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auto pSprite = &pActor->s();
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auto pSpark = insertActor(pSprite->sectnum, 0);
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auto pSpark = insertActor(pSprite->sector(), 0);
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auto spr = &pSpark->s();
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@ -1290,9 +1290,9 @@ sectdone:
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pFloorSprite->x = pPlayerSprite->x;
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pFloorSprite->y = pPlayerSprite->y;
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if (pFloorSprite->sectnum != pPlayerSprite->sectnum)
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if (pFloorSprite->sector() != pPlayerSprite->sector())
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{
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ChangeActorSect(pFloorActor, pPlayerSprite->sectnum);
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ChangeActorSect(pFloorActor, pPlayerSprite->sector());
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}
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pFloorSprite->z = pPlayerSprite->sector()->floorz;
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