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- owner cleanup.
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parent
411c814dc3
commit
36067baedd
7 changed files with 12 additions and 12 deletions
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@ -2692,7 +2692,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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else
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SetCollision(u, 0);
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VehicleMoveHit(short(sp - sprite));
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VehicleMoveHit(actor);
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}
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -2743,7 +2743,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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if (vel > 13000)
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{
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VehicleMoveHit(short(sp - sprite));
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VehicleMoveHit(actor);
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pp->slide_xvect = -pp->xvect<<1;
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pp->slide_yvect = -pp->yvect<<1;
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if (!TEST(sop->flags, SOBJ_NO_QUAKE))
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@ -348,7 +348,7 @@ int DoRotator(DSWActor* actor)
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SetRotatorInactive(actor);
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// set owner swith back to OFF
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// set Owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestRotatorMatchActive(match))
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{
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@ -282,8 +282,9 @@ int DoSkullBeginDeath(DSWActor* actor)
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int16_t i,num_ord=0;
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// Decrease for Serp God
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if (sp->owner >= 0)
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User[sp->owner]->Counter--;
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auto own = GetOwner(actor);
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if (own != nullptr && own->hasU())
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own->u()->Counter--;
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// starts the explosion that does the actual damage
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@ -573,7 +573,7 @@ int DoSlidor(DSWActor* actor)
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RESET_BOOL8(sp);
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// set owner swith back to OFF
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// set Owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestSlidorMatchActive(match))
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{
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@ -728,7 +728,7 @@ void DeleteNoSoundOwner(DSWActor* actor)
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//==========================================================================
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//
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// This is called from KillSprite to kill a follow sound with no valid sprite owner
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// This is called from KillSprite to kill a follow sound with no valid sprite Owner
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// Stops any active sound with the follow bit set, even play once sounds.
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//
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//==========================================================================
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@ -4307,10 +4307,9 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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}
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bool
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VehicleMoveHit(short SpriteNum)
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bool VehicleMoveHit(DSWActor* actor)
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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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SPRITEp cp;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECTp hsop;
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@ -4364,7 +4363,7 @@ VehicleMoveHit(short SpriteNum)
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{
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if (hsp->statnum == STAT_MINE_STUCK)
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{
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DoDamage(hit_sprite, SpriteNum);
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DoDamage(hit_sprite, actor->GetSpriteIndex());
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return true;
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}
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}
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@ -231,7 +231,7 @@ void QueueReset(void);
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int PlayerCheckDeath(PLAYERp pp,short Weapon);
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bool SpriteWarpToUnderwater(SPRITEp sp);
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int PlayerDamageSlide(PLAYERp pp,int damage,short ang);
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bool VehicleMoveHit(short SpriteNum);
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bool VehicleMoveHit(DSWActor*);
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int SpawnSplash(short SpriteNum);
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int SpawnMineExp(int16_t Weapon);
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int SpawnLittleExp(int16_t Weapon);
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