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https://github.com/ZDoom/Raze.git
synced 2025-03-03 23:41:08 +00:00
- eliminated the remaining setsprite calls.
This commit is contained in:
parent
d039c82037
commit
398207aa31
6 changed files with 32 additions and 30 deletions
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@ -584,7 +584,7 @@ void processinput(int num) {
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}
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}
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//game.pInt.setsprinterpolate(plr.spritenum, sprite[plr.spritenum]);
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//game.pInt.setsprinterpolate(plr.spritenum, sprite[plr.spritenum]);
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setsprite(plr.spritenum, plr.x, plr.y, plr.z + (plr.height << 8));
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height << 8));
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UpdatePlayerSpriteAngle(plr);
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UpdatePlayerSpriteAngle(plr);
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if (plr.sector >= 0 && getceilzofslope(plr.sector, plr.x, plr.y) > getflorzofslope(plr.sector, plr.x, plr.y) - (8 << 8))
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if (plr.sector >= 0 && getceilzofslope(plr.sector, plr.x, plr.y) > getflorzofslope(plr.sector, plr.x, plr.y) - (8 << 8))
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@ -286,7 +286,7 @@ void animateobjs(PLAYER& plr) {
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if (plr.selectedgun > 4) {
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if (plr.selectedgun > 4) {
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playertorch = spr.lotag = -1;
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playertorch = spr.lotag = -1;
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}
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}
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setsprite((short) i, plr.x, plr.y, plr.z);
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SetActorPos(actor, plr.x, plr.y, plr.z);
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osectnum = spr.sectnum;
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osectnum = spr.sectnum;
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j = (torchpattern[PlayClock % 38]);
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j = (torchpattern[PlayClock % 38]);
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sector[osectnum].ceilingshade = (byte) ((sector[osectnum].ceilingshade + j) >> 1);
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sector[osectnum].ceilingshade = (byte) ((sector[osectnum].ceilingshade + j) >> 1);
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@ -443,7 +443,7 @@ void teleporter() {
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plr.angle.settarget(daang);
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plr.angle.settarget(daang);
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plr.justwarpedfx = 48;
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plr.justwarpedfx = 48;
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spritesound(S_WARP, plr.actor());
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spritesound(S_WARP, plr.actor());
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setsprite(plr.spritenum, plr.x, plr.y, plr.z + (32 << 8));
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (32 << 8));
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}
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}
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}
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}
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@ -527,7 +527,7 @@ void warpsprite(DWHActor* actor) {
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dasectnum = (short) warpsect;
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dasectnum = (short) warpsect;
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warpfxsprite(actor->GetSpriteIndex());
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warpfxsprite(actor->GetSpriteIndex());
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setsprite(actor->GetSpriteIndex(), spr.x, spr.y, spr.z);
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SetActorPos(actor, spr.x, spr.y, spr.z);
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// EG 19 Aug 2017 - Try to prevent monsters teleporting back and forth wildly
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// EG 19 Aug 2017 - Try to prevent monsters teleporting back and forth wildly
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monsterwarptime = 120;
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monsterwarptime = 120;
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@ -537,50 +537,52 @@ void ironbars() {
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for (int i = 0; i < ironbarscnt; i++) {
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for (int i = 0; i < ironbarscnt; i++) {
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if (ironbarsdone[i] == 1) {
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if (ironbarsdone[i] == 1) {
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short spritenum = ironbarsanim[i];
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short spritenum = ironbarsanim[i];
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switch (sprite[ironbarsanim[i]].hitag) {
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auto actor = &whActors[spritenum];
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auto& spr = actor->s();
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switch (spr.hitag) {
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case 1:
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case 1:
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sprite[ironbarsanim[i]].ang += TICSPERFRAME << 1;
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spr.ang += TICSPERFRAME << 1;
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if (sprite[ironbarsanim[i]].ang > 2047)
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if (spr.ang > 2047)
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sprite[ironbarsanim[i]].ang -= 2047;
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spr.ang -= 2047;
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ironbarsgoal[i] += TICSPERFRAME << 1;
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ironbarsgoal[i] += TICSPERFRAME << 1;
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setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
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SetActorPos(actor, &spr.pos);
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if (ironbarsgoal[i] > 512) {
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if (ironbarsgoal[i] > 512) {
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ironbarsgoal[i] = 0;
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ironbarsgoal[i] = 0;
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sprite[ironbarsanim[i]].hitag = 2;
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spr.hitag = 2;
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ironbarsdone[i] = 0;
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ironbarsdone[i] = 0;
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}
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}
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break;
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break;
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case 2:
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case 2:
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sprite[ironbarsanim[i]].ang -= TICSPERFRAME << 1;
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spr.ang -= TICSPERFRAME << 1;
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if (sprite[ironbarsanim[i]].ang < 0)
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if (spr.ang < 0)
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sprite[ironbarsanim[i]].ang += 2047;
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spr.ang += 2047;
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ironbarsgoal[i] += TICSPERFRAME << 1;
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ironbarsgoal[i] += TICSPERFRAME << 1;
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setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
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SetActorPos(actor, &spr.pos);
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if (ironbarsgoal[i] > 512) {
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if (ironbarsgoal[i] > 512) {
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ironbarsgoal[i] = 0;
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ironbarsgoal[i] = 0;
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sprite[ironbarsanim[i]].hitag = 1;
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spr.hitag = 1;
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ironbarsdone[i] = 0;
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ironbarsdone[i] = 0;
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}
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}
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break;
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break;
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case 3:
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case 3:
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sprite[ironbarsanim[i]].z -= TICSPERFRAME << 4;
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spr.z -= TICSPERFRAME << 4;
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if (sprite[ironbarsanim[i]].z < ironbarsgoal[i]) {
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if (spr.z < ironbarsgoal[i]) {
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sprite[ironbarsanim[i]].z = ironbarsgoal[i];
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spr.z = ironbarsgoal[i];
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sprite[ironbarsanim[i]].hitag = 4;
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spr.hitag = 4;
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ironbarsdone[i] = 0;
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ironbarsdone[i] = 0;
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ironbarsgoal[i] = sprite[ironbarsanim[i]].z + 6000;
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ironbarsgoal[i] = spr.z + 6000;
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}
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}
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setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
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SetActorPos(actor, &spr.pos);
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break;
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break;
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case 4:
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case 4:
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sprite[ironbarsanim[i]].z += TICSPERFRAME << 4;
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spr.z += TICSPERFRAME << 4;
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if (sprite[ironbarsanim[i]].z > ironbarsgoal[i]) {
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if (spr.z > ironbarsgoal[i]) {
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sprite[ironbarsanim[i]].z = ironbarsgoal[i];
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spr.z = ironbarsgoal[i];
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sprite[ironbarsanim[i]].hitag = 3;
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spr.hitag = 3;
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ironbarsdone[i] = 0;
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ironbarsdone[i] = 0;
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ironbarsgoal[i] = sprite[ironbarsanim[i]].z - 6000;
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ironbarsgoal[i] = spr.z - 6000;
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}
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}
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setsprite(spritenum, sprite[spritenum].x, sprite[spritenum].y, sprite[spritenum].z);
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SetActorPos(actor, &spr.pos);
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break;
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break;
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}
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}
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}
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}
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@ -797,7 +797,7 @@ boolean prepareboard(const char* fname) {
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if(isWh2())
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if(isWh2())
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pspr.clipdist = 48;
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pspr.clipdist = 48;
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setsprite(plr.spritenum, plr.x, plr.y, plr.z + (getPlayerHeight() << 8));
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (getPlayerHeight() << 8));
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warpfxsprite(plr.spritenum);
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warpfxsprite(plr.spritenum);
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plr.treasure[TBRASSKEY] = plr.treasure[TBLACKKEY] = plr.treasure[TGLASSKEY] = plr.treasure[TIVORYKEY] = 0;
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plr.treasure[TBRASSKEY] = plr.treasure[TBLACKKEY] = plr.treasure[TGLASSKEY] = plr.treasure[TIVORYKEY] = 0;
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@ -1354,7 +1354,7 @@ void newstatus(short sn, int seq) {
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|| spr.sector()->floorpicnum == SLIME)) {
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|| spr.sector()->floorpicnum == SLIME)) {
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if (spr.picnum == MINOTAURDEAD) {
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if (spr.picnum == MINOTAURDEAD) {
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spr.z += (8 << 8);
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spr.z += (8 << 8);
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setsprite(sn, spr.x, spr.y, spr.z);
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SetActorPos(actor, &spr.pos);
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}
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}
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}
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}
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if (spr.sectnum != MAXSECTORS && (spr.sector()->floorpicnum == LAVA
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if (spr.sectnum != MAXSECTORS && (spr.sector()->floorpicnum == LAVA
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@ -968,7 +968,7 @@ void animatetags(int nPlayer) {
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// Update sprite representation of player
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// Update sprite representation of player
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setsprite(plr.spritenum, plr.x, plr.y, plr.z + (plr.height));
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SetActorPos(plr.actor(), plr.x, plr.y, plr.z + (plr.height));
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sprite[plr.spritenum].ang = plr.angle.ang.asbuild();
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sprite[plr.spritenum].ang = plr.angle.ang.asbuild();
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}
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}
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}
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}
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