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- minor cleanup, DoDebrisCurrent, move_debris, DoGenerateSewerDebris
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commit
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1 changed files with 18 additions and 23 deletions
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@ -292,12 +292,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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return 0;
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}
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void
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DoDebrisCurrent(SPRITEp sp)
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void DoDebrisCurrent(DSWActor* actor)
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{
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int nx, ny;
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int ret=0;
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USERp u = User[sp - sprite].Data();
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USERp u = actor->u();
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auto sp = &actor->s();
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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//sp->clipdist = (256+128)>>2;
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@ -323,12 +323,11 @@ DoDebrisCurrent(SPRITEp sp)
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sp->z = u->loz;
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}
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int
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DoActorSectorDamage(DSWActor* actor)
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int DoActorSectorDamage(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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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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SECTORp sectp = §or[sp->sectnum];
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@ -392,12 +391,11 @@ DoActorSectorDamage(DSWActor* actor)
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}
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int
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move_debris(short SpriteNum, int xchange, int ychange, int zchange)
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bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange)
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{
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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u->ret = move_sprite(SpriteNum, xchange, ychange, zchange,
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u->ret = move_sprite(actor->GetSpriteIndex(), xchange, ychange, zchange,
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u->ceiling_dist, u->floor_dist, 0, ACTORMOVETICS);
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return !u->ret;
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@ -406,12 +404,11 @@ move_debris(short SpriteNum, int xchange, int ychange, int zchange)
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// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
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// current move with the current.
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int
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DoActorDebris(DSWActor* actor)
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int DoActorDebris(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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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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SECTORp sectp = §or[sp->sectnum];
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int nx, ny;
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@ -438,7 +435,7 @@ DoActorDebris(DSWActor* actor)
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{
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if (TEST(sectp->extra, SECTFX_CURRENT))
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{
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DoDebrisCurrent(sp);
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DoDebrisCurrent(actor);
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}
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else
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{
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@ -449,7 +446,7 @@ DoActorDebris(DSWActor* actor)
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//sp->clipdist = (256+128)>>2;
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if (!move_debris(SpriteNum, nx, ny, 0L))
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if (!move_debris(actor, nx, ny, 0L))
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{
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sp->ang = RANDOM_P2(2048);
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}
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@ -471,12 +468,11 @@ DoActorDebris(DSWActor* actor)
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}
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int
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DoFireFly(DSWActor* actor)
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int DoFireFly(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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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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int nx, ny;
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nx = 4 * ACTORMOVETICS * bcos(sp->ang) >> 14;
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@ -494,11 +490,10 @@ DoFireFly(DSWActor* actor)
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return 0;
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}
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int
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DoGenerateSewerDebris(short SpriteNum)
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int DoGenerateSewerDebris(DSWActor* actor)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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short n;
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static STATEp Debris[] =
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@ -517,7 +512,7 @@ DoGenerateSewerDebris(short SpriteNum)
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n = SpawnSprite(STAT_DEAD_ACTOR, 0, Debris[RANDOM_P2(4<<8)>>8], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 200);
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SetOwner(SpriteNum, n);
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SetOwner(u->SpriteNum, n);
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}
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return 0;
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