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https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- tabified two files in Duke that were missed somehow, plus some comment cleanup elsewhere.
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parent
b54d3f3567
commit
5cda9d0858
16 changed files with 1904 additions and 1902 deletions
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@ -3376,7 +3376,7 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, int objIndex, DBloo
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sectortype* pSector = §or[pSource->sectnum];
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int top, bottom, i;
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int top, bottom;
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bool floor, ceil, wall, enter;
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switch (objType)
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@ -3431,7 +3431,7 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, int objIndex, DBloo
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}
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}
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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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@ -9,7 +9,7 @@ void SE40_Draw(int tag, spritetype *spr, int x, int y, int z, binangle a, fixedh
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if (spr->ang != 512) return;
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i = FOF; //Effect TILE
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i = FOF; //Effect TILE
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tileDelete(FOF);
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if (!testgotpic(FOF, true)) return;
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@ -139,10 +139,10 @@ void se40code(int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
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{
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switch (act->s->lotag - tag + 40)
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{
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// case 40:
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// case 41:
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// SE40_Draw(i,x,y,a,smoothratio);
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// break;
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//case 40:
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//case 41:
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// SE40_Draw(i,x,y,a,smoothratio);
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// break;
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case 42:
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case 43:
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case 44:
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@ -2009,7 +2009,7 @@ void movetransports_d(void)
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auto spr2 = act2->s;
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switch (spr2->statnum)
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{
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case STAT_PLAYER: // Player
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case STAT_PLAYER:
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if (act2->GetOwner())
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{
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@ -2085,7 +2085,7 @@ void movetransports_d(void)
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int k = 0;
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if (onfloorz && sectlotag == ST_1_ABOVE_WATER && ps[p].on_ground && ps[p].pos.z > (sectp->floorz - (16 << 8)) && (PlayerInput(p, SB_CROUCH) || ps[p].poszv > 2048))
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// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
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// if( onfloorz && sectlotag == 1 && ps[p].pos.z > (sectp->floorz-(6<<8)) )
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{
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k = 1;
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if (screenpeek == p)
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@ -2105,7 +2105,7 @@ void movetransports_d(void)
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if (onfloorz && sectlotag == ST_2_UNDERWATER && ps[p].pos.z < (sectp->ceilingz + (6 << 8)))
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{
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k = 1;
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// if( spr2->extra <= 0) break;
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// if( spr2->extra <= 0) break;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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@ -144,8 +144,9 @@ void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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}
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for (j = 0; j < spritesortcnt; j++) //Between drawrooms() and drawmasks()
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{ //is the perfect time to animate sprites
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (j = 0; j < spritesortcnt; j++)
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{
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t = &tsprite[j];
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i = t->owner;
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h = &hittype[i];
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@ -134,8 +134,9 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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}
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for (j = 0; j < spritesortcnt; j++) //Between drawrooms() and drawmasks()
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{ //is the perfect time to animate sprites
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (j = 0; j < spritesortcnt; j++)
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{
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t = &tsprite[j];
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i = t->owner;
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h = &hittype[i];
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@ -111,15 +111,15 @@ void GameInterface::WarpToCoords(int x, int y, int z, int ang, int horz)
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p->oposy = p->pos.y = y;
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p->oposz = p->pos.z = z;
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if (ang != INT_MIN)
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{
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p->angle.oang = p->angle.ang = buildang(ang);
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}
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if (ang != INT_MIN)
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{
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p->angle.oang = p->angle.ang = buildang(ang);
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}
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if (horz != INT_MIN)
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{
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p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz);
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}
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if (horz != INT_MIN)
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{
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p->horizon.ohoriz = p->horizon.horiz = buildhoriz(horz);
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}
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}
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void GameInterface::ToggleThirdPerson()
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@ -1,4 +1,4 @@
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// original index for reference. Raze never uses literal indices anywhere and should not care about the actual numbers
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// original index for reference. Raze never uses literal indices anywhere and should not care about the actual numbers
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cmd(definelevelname) // 0
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cmd(actor) // 1
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cmd(addammo) // 2
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@ -421,7 +421,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
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if ((spr->cstat & 257) != 0) switch (spr->cstat & 48)
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{
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case 0:
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// break;
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//break;
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ox = sprx - cposx;
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oy = spry - cposy;
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@ -45,23 +45,23 @@ BEGIN_DUKE_NS
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// Player Actions - used by ifp instruction.
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enum playeraction_t {
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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pstanding = 0x00000001,
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pwalking = 0x00000002,
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prunning = 0x00000004,
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pducking = 0x00000008,
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pfalling = 0x00000010,
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pjumping = 0x00000020,
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phigher = 0x00000040,
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pwalkingback = 0x00000080,
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prunningback = 0x00000100,
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pkicking = 0x00000200,
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pshrunk = 0x00000400,
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pjetpack = 0x00000800,
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ponsteroids = 0x00001000,
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ponground = 0x00002000,
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palive = 0x00004000,
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pdead = 0x00008000,
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pfacing = 0x00010000
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};
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@ -769,7 +769,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb <= aplWeaponFireDelay[HANDBOMB_WEAPON][snum])
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{
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// it holds here
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gun_pos -= 5 * kickback_pic; //D
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gun_pos -= 5 * kickback_pic; //D
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}
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else if (*kb <
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(
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@ -602,7 +602,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
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{
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int x;
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int j = findplayer(actor, &x);
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// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
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// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
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sa += 16 - (krand() & 31);
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zvel = (((ps[j].oposz - sz + (3 << 8))) * vel) / ldist(ps[j].GetActor(), actor);
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}
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@ -960,7 +960,7 @@ static void shootgrowspark(DDukeActor* actor, int p, int sx, int sy, int sz, int
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k = 0;
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// RESHOOTGROW:
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//RESHOOTGROW:
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s->cstat &= ~257;
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hitscan(sx, sy, sz, sect, bcos(sa), bsin(sa),
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@ -2294,7 +2294,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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S_PlayActorSound(EJECT_CLIP, pact);
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break;
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//#ifdef NAM
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// case WEAPON2_RELOAD_TIME - 15:
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// case WEAPON2_RELOAD_TIME - 15:
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//#else
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case 8:
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//#endif
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@ -3143,7 +3143,7 @@ HORIZONLY:
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if (p->last_weapon >= 0)
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{
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p->oweapon_pos = p->weapon_pos = 10;
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// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
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// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
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p->last_weapon = -1;
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}
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else if (p->holster_weapon == 0)
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@ -524,7 +524,7 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
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{
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int x;
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int j = findplayer(actor, &x);
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// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
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// sa = getangle(ps[j].oposx-sx,ps[j].oposy-sy);
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if (s->picnum == HULK)
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sa -= (krand() & 31);
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else if (s->picnum == VIXEN)
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@ -4002,7 +4002,7 @@ HORIZONLY:
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if (p->last_weapon >= 0)
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{
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p->oweapon_pos = p->weapon_pos = 10;
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// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
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// if(p->curr_weapon == KNEE_WEAPON) p->kickback_pic = 1;
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p->last_weapon = -1;
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}
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else if (p->holster_weapon == 0)
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@ -188,7 +188,7 @@ void fireweapon_ww(int snum)
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case PISTOL_WEAPON:
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if (p->ammo_amount[p->curr_weapon] > 0)
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{
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// p->ammo_amount[p->curr_weapon]--;
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//p->ammo_amount[p->curr_weapon]--;
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p->kickback_pic = 1;
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if (aplWeaponInitialSound[p->curr_weapon][snum])
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{
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@ -398,8 +398,8 @@ void fakedomovethings(void)
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myxvel = 0;
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myyvel = 0;
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}
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else if ( syn->avel ) //p->ang += syncangvel * constant
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{ //ENGINE calculates angvel for you
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else if ( syn->avel )//p->ang += syncangvel * constant
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{ //ENGINE calculates angvel for you
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int tempang;
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tempang = syn->avel<<1;
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