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- renamed all np-> in sprite.cpp
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b2d4375cde
commit
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1 changed files with 57 additions and 57 deletions
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@ -2539,16 +2539,16 @@ void SpriteSetup(void)
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auto actorNew = insertActor(sp->sector(), STAT_QUICK_LADDER);
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auto np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = sp->pos.Z;
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np->ang = NORM_ANGLE(sp->ang + 1024);
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np->picnum = sp->picnum;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = sp->pos.Z;
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actorNew->spr.ang = NORM_ANGLE(sp->ang + 1024);
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actorNew->spr.picnum = sp->picnum;
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np->pos.X += MOVEx(256+128, sp->ang);
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np->pos.Y += MOVEy(256+128, sp->ang);
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actorNew->spr.pos.X += MOVEx(256+128, sp->ang);
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actorNew->spr.pos.Y += MOVEy(256+128, sp->ang);
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break;
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}
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@ -3582,13 +3582,13 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = GetSpriteZOfMiddle(sp);
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np->ang = 0;
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np->extra = 0;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
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actorNew->spr.ang = 0;
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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@ -3624,13 +3624,13 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = GetSpriteZOfMiddle(sp);
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np->ang = 0;
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np->extra = 0;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
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actorNew->spr.ang = 0;
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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@ -3653,13 +3653,13 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = GetSpriteZOfMiddle(sp);
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np->ang = 0;
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np->extra = 0;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
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actorNew->spr.ang = 0;
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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@ -3685,13 +3685,13 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = GetSpriteZOfMiddle(sp);
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np->ang = 0;
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np->extra = 0;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
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actorNew->spr.ang = 0;
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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@ -3748,13 +3748,13 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = GetSpriteZOfMiddle(sp);
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np->ang = 0;
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np->extra = 0;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = GetSpriteZOfMiddle(sp);
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actorNew->spr.ang = 0;
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actorNew->spr.extra = 0;
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// vel
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SP_TAG7(np) = 1;
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@ -3807,12 +3807,12 @@ int ActorCoughItem(DSWActor* actor)
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ASSERT(sp->insector());
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actorNew = insertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = ActorLowerZ(actor) + Z(10);
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np->ang = sp->ang;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = ActorLowerZ(actor) + Z(10);
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actorNew->spr.ang = sp->ang;
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// vel
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SP_TAG7(np) = 10;
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@ -4939,7 +4939,7 @@ int KillGet(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -20;
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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break;
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@ -4991,7 +4991,7 @@ int KillGetAmmo(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -20;
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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break;
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@ -5051,7 +5051,7 @@ int KillGetWeapon(DSWActor* actor)
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -20;
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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break;
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@ -6000,15 +6000,15 @@ KeyMain:
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np = &actorNew->s();
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nu = actorNew->u();
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np->shade = -20;
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actorNew->spr.shade = -20;
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// Attach flag to player
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nu->Counter = 0;
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RESET(np->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(np->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
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SetAttach(pp->Actor(), actorNew);
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nu->sz = GetSpriteZOfMiddle(&pp->Actor()->s()); // Set mid way up who it hit
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nu->spal = np->pal = sp->pal; // Set the palette of the flag
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nu->spal = actorNew->spr.pal = sp->pal; // Set the palette of the flag
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SetOwner(pp->Actor(), actorNew); // Player now owns the flag
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nu->flagOwnerActor = actor; // Tell carried flag who owns it
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