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https://github.com/ZDoom/Raze.git
synced 2025-05-30 17:01:03 +00:00
- one third of TEST().
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parent
7727597bd7
commit
61564ab96a
36 changed files with 327 additions and 327 deletions
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@ -1083,7 +1083,7 @@ int DoPlayerSpriteReset(DSWActor* actor)
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NewStateGroup(pp->actor, actor->user.ActorActionSet->Crawl);
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else
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{
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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if (pp->Flags & (PF_PLAYER_MOVED))
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NewStateGroup(pp->actor, actor->user.ActorActionSet->Run);
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else
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NewStateGroup(pp->actor, actor->user.ActorActionSet->Stand);
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@ -1744,7 +1744,7 @@ void UpdatePlayerSprite(PLAYERp pp)
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actor->spr.pos.Y = pp->pos.Y;
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// there are multiple death functions
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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{
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ChangeActorSect(pp->actor, pp->cursector);
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actor->spr.ang = pp->angle.ang.asbuild();
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@ -1906,7 +1906,7 @@ void DoPlayerSlide(PLAYERp pp)
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PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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return;
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@ -1923,7 +1923,7 @@ void DoPlayerSlide(PLAYERp pp)
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PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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return;
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@ -2027,13 +2027,13 @@ void DoPlayerMove(PLAYERp pp)
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pp->xvect = MulScale(pp->xvect, friction, 16);
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pp->yvect = MulScale(pp->yvect, friction, 16);
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if (TEST(pp->Flags, PF_FLYING))
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if (pp->Flags & (PF_FLYING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*1))/2;
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pp->yvect = (pp->yvect + (pp->oyvect*1))/2;
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}
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else if (TEST(pp->Flags, PF_DIVING))
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else if (pp->Flags & (PF_DIVING))
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{
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// do a bit of weighted averaging
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pp->xvect = (pp->xvect + (pp->oxvect*2))/3;
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@ -2045,7 +2045,7 @@ void DoPlayerMove(PLAYERp pp)
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actor->spr.xvel = FindDistance2D(pp->xvect,pp->yvect)>>14;
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if (TEST(pp->Flags, PF_CLIP_CHEAT))
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if (pp->Flags & (PF_CLIP_CHEAT))
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{
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auto sect = pp->cursector;
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if (interpolate_ride)
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@ -2070,7 +2070,7 @@ void DoPlayerMove(PLAYERp pp)
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PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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}
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@ -2099,7 +2099,7 @@ void DoPlayerMove(PLAYERp pp)
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PlayerUpdateHealth(pp, -actor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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}
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@ -2134,7 +2134,7 @@ void DoPlayerMove(PLAYERp pp)
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if (pp->insector() && TEST(pp->cursector->extra, SECTFX_DYNAMIC_AREA))
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{
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if (TEST(pp->Flags, PF_FLYING|PF_JUMPING|PF_FALLING))
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if (pp->Flags & (PF_FLYING|PF_JUMPING|PF_FALLING))
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{
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if (pp->pos.Z > pp->loz)
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pp->pos.Z = pp->loz - PLAYER_HEIGHT;
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@ -2142,7 +2142,7 @@ void DoPlayerMove(PLAYERp pp)
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if (pp->pos.Z < pp->hiz)
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pp->pos.Z = pp->hiz + PLAYER_HEIGHT;
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}
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else if (TEST(pp->Flags, PF_SWIMMING|PF_DIVING))
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else if (pp->Flags & (PF_SWIMMING|PF_DIVING))
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{
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if (pp->pos.Z > pp->loz)
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pp->pos.Z = pp->loz - PLAYER_SWIM_HEIGHT;
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@ -2392,7 +2392,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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continue;
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}
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE))
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if (actor->spr.cstat & (CSTAT_SPRITE_INVISIBLE))
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continue;
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if (actor->spr.statnum > STAT_DONT_DRAW)
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@ -3071,7 +3071,7 @@ void DoPlayerFall(PLAYERp pp)
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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@ -4365,7 +4365,7 @@ void DoPlayerDive(PLAYERp pp)
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PlayerSound(DIGI_WANGDROWNING, v3df_dontpan|v3df_follow, pp);
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PlayerUpdateHealth(pp, -3 -(RandomRange(7<<8)>>8));
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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}
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@ -4378,7 +4378,7 @@ void DoPlayerDive(PLAYERp pp)
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// while diving in lava
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// every DamageTics time take some damage
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if (TEST(pp->Flags, PF_DIVING_IN_LAVA))
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if (pp->Flags & (PF_DIVING_IN_LAVA))
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{
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if ((plActor->user.DamageTics -= synctics) < 0)
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{
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@ -4558,7 +4558,7 @@ void DoPlayerCurrent(PLAYERp pp)
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PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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return;
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@ -4577,7 +4577,7 @@ void DoPlayerCurrent(PLAYERp pp)
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PlayerUpdateHealth(pp, -plActor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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return;
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@ -4731,7 +4731,7 @@ void DoPlayerWade(PLAYERp pp)
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// Move about
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DoPlayerMove(pp);
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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if (pp->Flags & (PF_PLAYER_MOVED))
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{
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if (plActor->user.Rot != plActor->user.ActorActionSet->Run)
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NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run);
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@ -5444,7 +5444,7 @@ void DoPlayerBeginDie(PLAYERp pp)
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DoPlayerStopOperate(pp);
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// if diving force death to drown type
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if (TEST(pp->Flags, PF_DIVING))
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if (pp->Flags & (PF_DIVING))
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pp->DeathType = PLAYER_DEATH_DROWN;
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pp->Flags &= ~(PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
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@ -5697,7 +5697,7 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
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//DoPlayerDeathTilt(pp, pp->tilt_dest, 4 * synctics);
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// allow turning
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if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
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if (pp->Flags & (PF_DEAD_HEAD|PF_HEAD_CONTROL))
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{
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if (!SyncInput())
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{
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@ -6169,7 +6169,7 @@ void DoPlayerBeginRun(PLAYERp pp)
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ASSERT(plActor->user.ActorActionSet->Run);
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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if (pp->Flags & (PF_PLAYER_MOVED))
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NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run);
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else
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NewStateGroup(pp->actor, plActor->user.ActorActionSet->Stand);
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@ -6282,7 +6282,7 @@ void DoPlayerRun(PLAYERp pp)
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if (plActor->user.Rot != sg_PlayerNinjaSword && plActor->user.Rot != sg_PlayerNinjaPunch)
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{
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if (TEST(pp->Flags, PF_PLAYER_MOVED))
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if (pp->Flags & (PF_PLAYER_MOVED))
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{
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if (plActor->user.Rot != plActor->user.ActorActionSet->Run)
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NewStateGroup(pp->actor, plActor->user.ActorActionSet->Run);
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@ -6488,7 +6488,7 @@ void PlayerGlobal(PLAYERp pp)
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PlayerTimers(pp);
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if (TEST(pp->Flags, PF_RECOIL))
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if (pp->Flags & (PF_RECOIL))
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DoPlayerRecoil(pp);
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if (!TEST(pp->Flags, PF_CLIP_CHEAT))
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@ -6509,7 +6509,7 @@ void PlayerGlobal(PLAYERp pp)
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PlayerUpdateHealth(pp, -pp->actor->user.Health); // Make sure he dies!
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PlayerCheckDeath(pp, nullptr);
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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return;
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}
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}
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@ -6835,7 +6835,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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case MULTI_GAME_AI_BOTS:
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{
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// start from random position after death
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if (TEST(pp->Flags, PF_DEAD))
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if (pp->Flags & (PF_DEAD))
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{
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pos_num = SearchSpawnPosition(pp);
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}
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