mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- SW: Tidy up function declarations where return type was on its own line.
This commit is contained in:
parent
1ee1c0c920
commit
65a55d3589
19 changed files with 241 additions and 482 deletions
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@ -345,8 +345,7 @@ void PreCachePachinko(int pal)
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PreCacheRange(4840,4863, pal);
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}
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void
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PreCacheActor(void)
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void PreCacheActor(void)
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{
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int pic;
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@ -34,8 +34,7 @@ BEGIN_SW_NS
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int f_c = 3;
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void
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MapColors(int num, COLOR_MAP cm, int create, uint8_t *tempbuf)
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void MapColors(int num, COLOR_MAP cm, int create, uint8_t *tempbuf)
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{
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int i;
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float inc;
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@ -613,8 +613,7 @@ int InitCoolieCharge(DSWActor* actor)
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}
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int
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DoCoolieWaitBirth(DSWActor* actor)
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int DoCoolieWaitBirth(DSWActor* actor)
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{
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USER* u = actor->u();
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@ -84,8 +84,7 @@ void SW_InitMultiPsky(void)
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#if 1
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void
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ShadeSprite(tspriteptr_t tsp)
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void ShadeSprite(tspriteptr_t tsp)
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{
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// set shade of sprite
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tsp->shade = tsp->sector()->floorshade - 25;
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@ -259,8 +258,7 @@ int DoShadowFindGroundPoint(tspriteptr_t sp)
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return loz;
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}
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void
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DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
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void DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
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{
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tspriteptr_t tSpr = &tsprite[spritesortcnt];
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USERp tu = static_cast<DSWActor*>(tsp->ownerActor)->u();
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@ -357,8 +355,7 @@ DoShadows(tspritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz,
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spritesortcnt++;
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}
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void
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DoMotionBlur(tspritetype* tsprite, int& spritesortcnt, tspritetype const * const tsp)
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void DoMotionBlur(tspritetype* tsprite, int& spritesortcnt, tspritetype const * const tsp)
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{
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USERp tu = static_cast<DSWActor*>(tsp->ownerActor)->u();
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int nx,ny,nz = 0,dx,dy,dz;
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@ -926,8 +923,7 @@ tspriteptr_t get_tsprite(tspritetype* tsprite, int& spritesortcnt, DSWActor* act
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return nullptr;
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}
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void
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post_analyzesprites(tspritetype* tsprite, int& spritesortcnt)
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void post_analyzesprites(tspritetype* tsprite, int& spritesortcnt)
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{
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int tSpriteNum;
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USERp tu;
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@ -967,8 +963,7 @@ post_analyzesprites(tspritetype* tsprite, int& spritesortcnt)
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}
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#endif
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void
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CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang, fixed_t q16horiz)
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void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, binangle *nang, fixed_t q16horiz)
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{
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SPRITEp sp;
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HitInfo hit{};
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@ -1252,8 +1247,7 @@ void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, sectortype** tsect, binan
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}
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}
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void
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PreDraw(void)
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void PreDraw(void)
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{
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int i;
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PreDrawStackedWater();
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@ -1265,8 +1259,7 @@ PreDraw(void)
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}
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}
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void
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PostDraw(void)
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void PostDraw(void)
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{
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int i;
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SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
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@ -1429,8 +1422,7 @@ void RestorePortalState()
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}
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}
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void
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drawscreen(PLAYERp pp, double smoothratio)
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void drawscreen(PLAYERp pp, double smoothratio)
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{
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extern bool CameraTestMode;
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int tx, ty, tz;
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@ -502,8 +502,7 @@ int DoHornetCircle(DSWActor* actor)
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}
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int
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DoHornetDeath(DSWActor* actor)
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int DoHornetDeath(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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@ -41,14 +41,12 @@ void DoPlayerTurnTurret(PLAYERp pp, float avel);
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static InputPacket loc;
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void
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InitNetVars(void)
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void InitNetVars(void)
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{
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loc = {};
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}
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void
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InitTimingVars(void)
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void InitTimingVars(void)
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{
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PlayClock = 0;
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randomseed = 17L;
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@ -337,8 +337,7 @@ void StopInventoryCloak(PLAYERp pp, short InventoryNum)
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//
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//////////////////////////////////////////////////////////////////////
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void
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DoPlayerNightVisionPalette(PLAYERp pp)
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void DoPlayerNightVisionPalette(PLAYERp pp)
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{
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if (pp != Player + screenpeek) return;
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@ -361,8 +360,7 @@ DoPlayerNightVisionPalette(PLAYERp pp)
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}
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}
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void
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UseInventoryNightVision(PLAYERp pp)
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void UseInventoryNightVision(PLAYERp pp)
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{
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if (pp->InventoryActive[pp->InventoryNum])
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{
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@ -379,8 +377,7 @@ UseInventoryNightVision(PLAYERp pp)
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PlaySound(DIGI_NIGHTON, pp, v3df_dontpan|v3df_follow);
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}
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void
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StopInventoryNightVision(PLAYERp pp, short InventoryNum)
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void StopInventoryNightVision(PLAYERp pp, short InventoryNum)
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{
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pp->InventoryActive[InventoryNum] = false;
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@ -76,8 +76,7 @@ extern ParentalStruct aVoxelArray[MAXTILES];
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short
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CheckTileSound(short picnum)
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short CheckTileSound(short picnum)
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{
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short sndnum = -1;
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@ -144,8 +143,7 @@ ANIMATOR GenerateDrips;
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/////////////////////////////////////////////////////
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// Initialize any of my special use sprites
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/////////////////////////////////////////////////////
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void
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JS_SpriteSetup(void)
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void JS_SpriteSetup(void)
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{
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SPRITEp sp;
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USERp u;
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@ -701,8 +699,7 @@ void GameInterface::LeavePortal(spritetype* viewer, int type)
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}
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void
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DoAutoSize(tspriteptr_t tspr)
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void DoAutoSize(tspriteptr_t tspr)
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{
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if (!bAutoSize)
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return;
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@ -851,8 +848,7 @@ DoAutoSize(tspriteptr_t tspr)
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// Rotation angles for sprites
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short rotang = 0;
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void
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JAnalyzeSprites(tspriteptr_t tspr)
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void JAnalyzeSprites(tspriteptr_t tspr)
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{
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rotang += 4;
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if (rotang > 2047)
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@ -1570,8 +1570,7 @@ int PlayerInitFlashBomb(PLAYERp pp)
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return 0;
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}
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int
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InitFlashBomb(DSWActor* actor)
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int InitFlashBomb(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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int i;
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@ -553,8 +553,7 @@ STATE s_TrashCanPain[7] =
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{TRASHCAN_PAIN_R0 + 6, TRASHCAN_PAIN_RATE, TrashCanPain, &s_TrashCanPain[0]}
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};
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int
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SetupTrashCan(DSWActor* actor)
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int SetupTrashCan(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -659,8 +658,7 @@ STATE s_PachinkoLightOperate[] =
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{PACHINKOLIGHT_R0 - 5, 12, PachinkoLightOperate, &s_PachinkoLightOperate[0]},
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};
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int
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SetupPachinkoLight(DSWActor* actor)
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int SetupPachinkoLight(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -760,8 +758,7 @@ STATE s_Pachinko1Operate[] =
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{PACHINKO1_R0 + 22, SF_QUICK_CALL, PachinkoCheckWin, &s_Pachinko1Stand[0]}
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};
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int
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SetupPachinko1(DSWActor* actor)
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int SetupPachinko1(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -931,8 +928,7 @@ STATE s_Pachinko2Operate[] =
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{PACHINKO2_R0 + 22, SF_QUICK_CALL, PachinkoCheckWin, &s_Pachinko2Stand[0]}
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};
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int
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SetupPachinko2(DSWActor* actor)
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int SetupPachinko2(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -1015,8 +1011,7 @@ STATE s_Pachinko3Operate[] =
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{PACHINKO3_R0 + 22, SF_QUICK_CALL, PachinkoCheckWin, &s_Pachinko3Stand[0]}
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};
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int
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SetupPachinko3(DSWActor* actor)
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int SetupPachinko3(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -1100,8 +1095,7 @@ STATE s_Pachinko4Operate[] =
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{PACHINKO4_R0 + 22, SF_QUICK_CALL, PachinkoCheckWin, &s_Pachinko4Stand[0]}
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};
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int
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SetupPachinko4(DSWActor* actor)
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int SetupPachinko4(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -1428,8 +1422,7 @@ STATE s_MechanicGirlDrill[2] =
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};
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int
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SetupMechanicGirl(DSWActor* actor)
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int SetupMechanicGirl(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -1852,8 +1845,7 @@ STATE s_PruneGirlPain[2] =
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{PRUNEGIRL_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_PruneGirlPain[0]}
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};
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int
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SetupPruneGirl(DSWActor* actor)
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int SetupPruneGirl(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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@ -39,8 +39,7 @@ BEGIN_SW_NS
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void ScaleSectorObject(SECTOR_OBJECTp);
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short
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DoSectorObjectSetScale(short match)
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short DoSectorObjectSetScale(short match)
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{
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SECTOR_OBJECTp sop;
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@ -112,8 +111,7 @@ DoSectorObjectSetScale(short match)
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return 0;
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}
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short
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DoSOevent(short match, short state)
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short DoSOevent(short match, short state)
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{
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SECTOR_OBJECTp sop;
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SPRITEp me_sp;
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@ -296,8 +294,7 @@ void ScaleRandomPoint(SECTOR_OBJECTp sop, short k, short ang, int x, int y, int
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// Morph point - move point around
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//
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void
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MorphTornado(SECTOR_OBJECTp sop)
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void MorphTornado(SECTOR_OBJECTp sop)
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{
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int mx, my;
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int ceilingz;
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@ -378,8 +375,7 @@ MorphTornado(SECTOR_OBJECTp sop)
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}
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// moves center point around and aligns slope
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void
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MorphFloor(SECTOR_OBJECTp sop)
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void MorphFloor(SECTOR_OBJECTp sop)
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{
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int mx, my;
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int floorz;
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@ -458,8 +454,7 @@ MorphFloor(SECTOR_OBJECTp sop)
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}
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}
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void
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SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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{
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SECTORp *sectp;
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int j;
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@ -474,8 +469,7 @@ SOBJ_AlignFloorToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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}
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void
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SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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{
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SECTORp *sectp;
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int j;
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@ -490,8 +484,7 @@ SOBJ_AlignCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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}
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void
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SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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void SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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{
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SECTORp *sectp;
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int j;
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@ -508,8 +501,7 @@ SOBJ_AlignFloorCeilingToPoint(SECTOR_OBJECTp sop, int x, int y, int z)
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}
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// moves center point around and aligns slope
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void
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SpikeFloor(SECTOR_OBJECTp sop)
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void SpikeFloor(SECTOR_OBJECTp sop)
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{
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int mx, my;
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int floorz;
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@ -59,8 +59,7 @@ double smoothratio;
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// must start out as 0
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void
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InitNetPlayerOptions(void)
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void InitNetPlayerOptions(void)
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{
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// short pnum;
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PLAYERp pp = Player + myconnectindex;
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@ -1815,8 +1815,7 @@ ACTOR_ACTION_SET PlayerNinjaActionSet =
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*/
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int
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SetupNinja(DSWActor* actor)
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int SetupNinja(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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File diff suppressed because it is too large
Load diff
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@ -57,8 +57,7 @@ void DoPlayerSectorUpdatePreMove(PLAYERp);
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void DoPlayerSectorUpdatePostMove(PLAYERp);
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void
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InitPrediction(PLAYERp pp)
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void InitPrediction(PLAYERp pp)
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{
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if (!PredictionOn)
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return;
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@ -68,8 +67,7 @@ InitPrediction(PLAYERp pp)
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PredictUser = *pp->Actor()->u();
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}
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void
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DoPrediction(PLAYERp ppp)
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void DoPrediction(PLAYERp ppp)
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{
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#if 0
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USERp u;
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@ -123,8 +121,7 @@ DoPrediction(PLAYERp ppp)
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#endif
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}
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void
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CorrectPrediction(int actualfifoplc)
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void CorrectPrediction(int actualfifoplc)
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{
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#if 0
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PREDICTp predict = &Predict[actualfifoplc & (MOVEFIFOSIZ-1)];
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|
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@ -256,15 +256,13 @@ void SpawnQuake(sectortype* sect, int x, int y, int z,
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PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
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}
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bool
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SetQuake(PLAYERp pp, short tics, short amt)
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bool SetQuake(PLAYERp pp, short tics, short amt)
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{
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SpawnQuake(pp->cursector, pp->posx, pp->posy, pp->posz, tics, amt, 30000);
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return false;
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}
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int
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SetExpQuake(DSWActor* actor)
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int SetExpQuake(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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@ -272,8 +270,7 @@ SetExpQuake(DSWActor* actor)
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return 0;
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}
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int
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SetGunQuake(DSWActor* actor)
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int SetGunQuake(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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@ -282,16 +279,14 @@ SetGunQuake(DSWActor* actor)
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return 0;
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}
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int
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SetPlayerQuake(PLAYERp pp)
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int SetPlayerQuake(PLAYERp pp)
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{
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SpawnQuake(pp->cursector, pp->posx, pp->posy, pp->posz, 40, 8, 40000);
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return 0;
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}
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int
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SetNuclearQuake(DSWActor* actor)
|
||||
int SetNuclearQuake(DSWActor* actor)
|
||||
{
|
||||
SPRITEp sp = &actor->s();
|
||||
|
||||
|
|
|
@ -581,8 +581,7 @@ void FAFgetzrangepoint(int32_t x, int32_t y, int32_t z, sectortype* const sect,
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
SetupMirrorTiles(void)
|
||||
void SetupMirrorTiles(void)
|
||||
{
|
||||
SPRITEp sp;
|
||||
|
||||
|
|
|
@ -4848,8 +4848,7 @@ int DoStayOnFloor(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
DoGrating(DSWActor* actor)
|
||||
int DoGrating(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
|
@ -5091,8 +5090,7 @@ int KillGetWeapon(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
DoSpawnItemTeleporterEffect(SPRITEp sp)
|
||||
int DoSpawnItemTeleporterEffect(SPRITEp sp)
|
||||
{
|
||||
extern STATE s_TeleportEffect[];
|
||||
SPRITEp ep;
|
||||
|
@ -6080,8 +6078,7 @@ void ProcessActiveVars(DSWActor* actor)
|
|||
u->wait_active_check += ACTORMOVETICS;
|
||||
}
|
||||
|
||||
void
|
||||
AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
|
||||
void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
|
@ -6620,8 +6617,7 @@ int MissileWaterAdjust(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
MissileZrange(DSWActor* actor)
|
||||
int MissileZrange(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
SPRITEp sp = &actor->s();
|
||||
|
|
|
@ -19140,8 +19140,7 @@ void QueueGeneric(DSWActor* actor, short pic)
|
|||
}
|
||||
|
||||
#if 0
|
||||
int
|
||||
DoShellShrap(DSWActor* actor)
|
||||
int DoShellShrap(DSWActor* actor)
|
||||
{
|
||||
SPRITEp sp = &actor->s();
|
||||
USERp u = actor->u();
|
||||
|
|
Loading…
Reference in a new issue