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- eliminated AngleChase inline.
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2 changed files with 6 additions and 10 deletions
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@ -277,11 +277,7 @@ int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int e
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return GetUpAngle(nSprite1->GetSpriteIndex(), nVal, nSprite2->GetSpriteIndex(), ecx);
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}
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void MoveSector(short nSector, int nAngle, int *nXVel, int *nYVel);
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int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1);
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inline Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1)
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{
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return Collision(AngleChase(nSprite->GetSpriteIndex(), nSprite2? nSprite2->GetSpriteIndex() : -1, ebx, ecx, push1));
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}
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Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
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void SetQuake(short nSprite, int nVal);
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void SetQuake(DExhumedActor* nSprite, int nVal)
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{
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@ -1207,9 +1207,9 @@ void SetQuake(short nSprite, int nVal)
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}
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}
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int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
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Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int ecx, int push1)
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{
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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int nClipType = pSprite->statnum != 107;
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/* bjd - need to handle cliptype to clipmask change that occured in later build engine version */
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@ -1222,14 +1222,14 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
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short nAngle;
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if (nSprite2 < 0)
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if (pActor2 == nullptr)
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{
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pSprite->zvel = 0;
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nAngle = pSprite->ang;
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}
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else
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{
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auto pSprite2 = &sprite[nSprite2];
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auto pSprite2 = &pActor2->s();
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int nHeight = tileHeight(pSprite2->picnum) * pSprite2->yrepeat * 2;
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@ -1300,7 +1300,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
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int z = bsin(pSprite->zvel) * ksqrt(sqrtNum);
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return movesprite(nSprite, x >> 2, y >> 2, (z >> 13) + bsin(ecx, -5), 0, 0, nClipType);
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return movesprite(pActor, x >> 2, y >> 2, (z >> 13) + bsin(ecx, -5), 0, 0, nClipType);
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}
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int GetWallNormal(short nWall)
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