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https://github.com/ZDoom/Raze.git
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- got rid of SpriteP pointers in PLAYER and USER.
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parent
8d95b9cb98
commit
5b10e9f2d5
8 changed files with 21 additions and 23 deletions
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@ -885,7 +885,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
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int DoBunnyMoveJump(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = u->s();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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@ -469,7 +469,6 @@ void TerminateLevel(void)
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memset(pp->cookieQuote, 0, sizeof(pp->cookieQuote));
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pp->DoPlayerAction = nullptr;
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pp->SpriteP = nullptr;
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pp->PlayerSprite = -1;
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pp->PlayerUnderActor = nullptr;
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@ -802,8 +802,6 @@ struct PLAYERstruct
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// under vars are for wading and swimming
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short PlayerSprite;
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SPRITEp SpriteP;
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short pnum; // carry along the player number
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@ -1135,8 +1133,6 @@ struct USER
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int active_range;
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short SpriteNum;
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SPRITEp SpriteP;
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SPRITEp s() { return SpriteP;}
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// if a player's sprite points to player structure
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PLAYERp PlayerP;
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@ -869,7 +869,7 @@ int PachinkoCheckWin(DSWActor* actor)
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int Pachinko1Operate(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = u->s();
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SPRITEp sp = &actor->s();
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short rnd;
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rnd = RandomRange(1000);
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@ -2367,7 +2367,7 @@ void InitPlayerSprite(PLAYERp pp)
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pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
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pp->PlayerSprite = actor->GetSpriteIndex();
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pp->SpriteP = sp = &actor->s();
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sp = &actor->s();
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pp->pnum = pnum;
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SET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -504,7 +504,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
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arc
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#endif
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("PlayerUnderSprite", w.PlayerUnderActor)
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("SpriteP", w.SpriteP)
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("pnum", w.pnum)
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("LadderSector", w.LadderSector)
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("lx", w.lx)
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@ -581,6 +580,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
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("keypressbits", w.KeyPressBits)
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("chops", w.Chops);
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if (arc.isWriting()) // we need this for loading saves in older builds for debugging.
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arc("SpriteP", w.PlayerSprite);
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SerializeCodePtr(arc, "DoPlayerAction", (void**)&w.DoPlayerAction);
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arc.EndObject();
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}
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@ -869,7 +872,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("active_range", w.active_range, def->active_range)
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("SpriteNum", w.SpriteNum, def->SpriteNum)
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("Attach", w.attachActor, def->attachActor)
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("SpriteP", w.SpriteP, def->SpriteP)
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("PlayerP", w.PlayerP, def->PlayerP)
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("Sibling", w.Sibling, def->Sibling)
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("xchange", w.xchange, def->xchange)
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@ -927,6 +929,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, USER& w, USER* def
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("rotator", w.rotator)
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("oz", w.oz, def->oz);
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if (arc.isWriting()) // we need this for loading saves in older builds for debugging.
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arc("SpriteP", w.SpriteNum, def->SpriteNum);
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SerializeCodePtr(arc, "ActorActionFunc", (void**)&w.ActorActionFunc);
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arc.EndObject();
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@ -888,7 +888,6 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state)
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u->targetActor = Player[0].Actor();
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u->Radius = 220;
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u->Sibling = -1;
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u->SpriteP = &actor->s();
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u->SpriteNum = actor->GetSpriteIndex();
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u->WaitTics = 0;
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u->OverlapZ = Z(4);
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@ -5306,7 +5305,7 @@ DoGet(DSWActor* actor)
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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USERp pu;
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SPRITEp sp = u->SpriteP;
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SPRITEp sp = &actor->s();
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PLAYERp pp;
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short pnum, key_num;
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int dist, a,b,c;
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@ -5684,7 +5683,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum <= WPN_STAR && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum <= WPN_STAR && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponStar(pp);
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break;
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@ -5712,7 +5711,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_MINE && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_MINE && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponMine(pp);
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break;
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@ -5756,7 +5755,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_UZI && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_UZI && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponUzi(pp);
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@ -5798,7 +5797,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_MICRO && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_MICRO && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponMicro(pp);
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break;
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@ -5867,7 +5866,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_GRENADE && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_GRENADE && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponGrenade(pp);
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break;
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@ -5941,7 +5940,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_RAIL && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_RAIL && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponRail(pp);
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break;
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@ -5983,7 +5982,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_SHOTGUN && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_SHOTGUN && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponShotgun(pp);
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break;
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@ -6051,7 +6050,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_HOTHEAD && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_HOTHEAD && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponHothead(pp);
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break;
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@ -6097,7 +6096,7 @@ KeyMain:
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if (!cl_weaponswitch)
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break;
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if (User[pp->PlayerSprite]->WeaponNum > WPN_HEART && User[pp->PlayerSprite]->WeaponNum != WPN_SWORD)
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if (pu->WeaponNum > WPN_HEART && pu->WeaponNum != WPN_SWORD)
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break;
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InitWeaponHeart(pp);
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@ -6334,7 +6333,6 @@ int StateControl(DSWActor* actor)
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}
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else
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{
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//u->SpriteP->picnum = u->State->Pic;
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if (u->RotNum > 1)
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sp->picnum = u->Rot[0]->Pic;
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else
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@ -27,7 +27,6 @@ public:
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{
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User[index].Alloc();
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User[index]->SpriteNum = GetSpriteIndex();
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User[index]->SpriteP = &sprite[index];
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return User[index].Data();
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}
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