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- user() in draw.cpp.
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1 changed files with 20 additions and 24 deletions
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@ -208,9 +208,9 @@ int SetActorRotation(tspritetype* tsprite, int& spritesortcnt, int tSpriteNum, i
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int DoShadowFindGroundPoint(tspriteptr_t tspr)
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{
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// USES TSPRITE !!!!!
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USERp u = static_cast<DSWActor*>(tspr->ownerActor)->u();
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auto ownerActor = static_cast<DSWActor*>(tspr->ownerActor);
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Collision ceilhit, florhit;
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int hiz, loz = u->loz;
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int hiz, loz = ownerActor->user.loz;
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ESpriteFlags save_cstat, bak_cstat;
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// recursive routine to find the ground - either sector or floor sprite
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@ -1056,12 +1056,10 @@ FString GameInterface::GetCoordString()
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void PrintSpriteInfo(PLAYERp pp)
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{
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const int Y_STEP = 7;
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USERp u;
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//if (SpriteInfo && !LocationInfo)
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{
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auto actor = DoPickTarget(pp->Actor(), 32, 2);
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u = actor->u();
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actor->spr.hitag = 9997; // Special tag to make the actor glow red for one frame
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@ -1075,12 +1073,12 @@ void PrintSpriteInfo(PLAYERp pp)
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if (actor->hasU())
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{
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Printf("ID:%d, ", u->ID);
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Printf("PALETTE:%d, ", u->spal);
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Printf("HEALTH:%d, ", u->Health);
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Printf("WAITTICS:%d, ", u->WaitTics);
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Printf("COUNTER:%d, ", u->Counter);
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Printf("COUNTER2:%d\n", u->Counter);
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Printf("ID:%d, ", actor->user.ID);
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Printf("PALETTE:%d, ", actor->user.spal);
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Printf("HEALTH:%d, ", actor->user.Health);
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Printf("WAITTICS:%d, ", actor->user.WaitTics);
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Printf("COUNTER:%d, ", actor->user.Counter);
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Printf("COUNTER2:%d\n", actor->user.Counter);
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}
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{
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@ -1099,8 +1097,7 @@ void DrawCrosshair(PLAYERp pp)
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if (!(CameraTestMode))
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{
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USERp u = pp->Actor()->u();
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::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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::DrawCrosshair(2326, pp->actor->user.Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
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}
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}
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@ -1254,7 +1251,6 @@ void PreDrawStackedWater(void)
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{
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if (itActor2->hasU())
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{
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auto u = itActor2->u();
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if (itActor2->spr.statnum == STAT_ITEM)
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continue;
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@ -1262,7 +1258,7 @@ void PreDrawStackedWater(void)
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continue;
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// code so that a copied sprite will not make another copy
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if (u->xchange == -989898)
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if (itActor2->user.xchange == -989898)
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continue;
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auto actorNew = ConnectCopySprite(&itActor2->spr);
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@ -1275,17 +1271,17 @@ void PreDrawStackedWater(void)
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// copy everything reasonable from the user that
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// analyzesprites() needs to draw the image
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actorNew->user.State = u->State;
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actorNew->user.Rot = u->Rot;
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actorNew->user.StateStart = u->StateStart;
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actorNew->user.StateEnd = u->StateEnd;
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actorNew->user.Flags = u->Flags;
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actorNew->user.Flags2 = u->Flags2;
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actorNew->user.RotNum = u->RotNum;
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actorNew->user.ID = u->ID;
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actorNew->user.State = itActor2->user.State;
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actorNew->user.Rot = itActor2->user.Rot;
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actorNew->user.StateStart = itActor2->user.StateStart;
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actorNew->user.StateEnd = itActor2->user.StateEnd;
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actorNew->user.Flags = itActor2->user.Flags;
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actorNew->user.Flags2 = itActor2->user.Flags2;
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actorNew->user.RotNum = itActor2->user.RotNum;
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actorNew->user.ID = itActor2->user.ID;
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actorNew->user.PlayerP = u->PlayerP;
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actorNew->user.spal = u->spal;
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actorNew->user.PlayerP = itActor2->user.PlayerP;
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actorNew->user.spal = itActor2->user.spal;
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}
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}
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}
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