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- moving around some constants.
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parent
a2f0bfb073
commit
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5 changed files with 9 additions and 9 deletions
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@ -127,9 +127,13 @@ x(STATUS_KEYS, 2881)
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x(STATUS_NUMBERS, 2887)
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x(BORDER_TILE, 2604)
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x(BLUE_KEY, 1766)
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x(BLUE_KEY_STATUE, 1768)
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x(RED_KEY, 1770)
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x(RED_KEY_STATUE, 1772)
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x(GREEN_KEY, 1774)
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x(GREEN_KEY_STATUE, 1776)
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x(YELLOW_KEY, 1778)
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x(YELLOW_KEY_STATUE, 1780)
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x(GOLD_SKELKEY, 1765)
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x(SILVER_SKELKEY, 1769)
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x(BRONZE_SKELKEY, 1773)
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@ -309,10 +309,6 @@ enum EPicnums
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//
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//////////////////////
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BLUE_KEY_STATUE = BLUE_KEY+2,
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RED_KEY_STATUE = RED_KEY+2,
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GREEN_KEY_STATUE = GREEN_KEY+2,
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YELLOW_KEY_STATUE = YELLOW_KEY+2,
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SKEL_LOCKED = 1846,
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SKEL_UNLOCKED = 1847,
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RAMCARD_LOCKED = 1850,
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@ -7419,7 +7419,7 @@ void pDisplaySprites(PLAYER* pp, double interpfrac)
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continue;
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}
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// if the state is null get the picnum for other than picndx
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// if the state is null get the texture for other than picndx
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if (psp->picndx == -1 || !psp->State)
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picnum = psp->picnum;
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else
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@ -7749,7 +7749,7 @@ void pStateControl(PANEL_SPRITE* psp)
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pNextState(psp);
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}
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// Set picnum to the correct pic
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// Set spritenum to the correct pic
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psp->picndx = psp->State->picndx;
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// do overlay states
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@ -1713,7 +1713,7 @@ void UpdatePlayerUnderSprite(PLAYER* pp)
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act_under->user.__legacyState.State = act_over->user.__legacyState.State;
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act_under->user.__legacyState.Rot = act_over->user.__legacyState.Rot;
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act_under->user.__legacyState.StateStart = act_over->user.__legacyState.StateStart;
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act_under->spr.picnum = act_over->spr.picnum;
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act_under->spr.setspritetexture(act_over->spr.spritetexture());
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}
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//---------------------------------------------------------------------------
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@ -6513,7 +6513,7 @@ void PlayerStateControl(DSWActor* actor)
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}
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}
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// Set picnum to the correct pic
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// Set the correct pic
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if (actor->user.__legacyState.RotNum > 1)
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actor->spr.picnum = actor->user.__legacyState.Rot[0]->Pic;
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else
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@ -5967,7 +5967,7 @@ int StateControl(DSWActor* actor)
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if (actor->hasU())
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{
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ASSERT(actor->user.__legacyState.State);
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// Set picnum to the correct pic
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// Set the correct pic
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if ((actor->user.__legacyState.State->Tics & SF_WALL_STATE))
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{
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ASSERT(actor->user.WallP);
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