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- removed FLIP macro
was only used 3 times
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parent
08fcfb382c
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3 changed files with 3 additions and 4 deletions
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@ -43,7 +43,7 @@ inline int8_t LIGHT_MaxDark(DSWActor* sp) { return int8_t(SP_TAG6(sp)); }
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inline uint8_t& LIGHT_ShadeInc(DSWActor* sp) { return SP_TAG7(sp); }
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inline bool LIGHT_Dir(DSWActor* sp) { return (!!(TEST(sp->spr.extra, SPRX_BOOL10))); }
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inline void LIGHT_DirChange(DSWActor* sp) { (FLIP(sp->spr.extra, SPRX_BOOL10)); }
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inline void LIGHT_DirChange(DSWActor* sp) { sp->spr.extra ^= SPRX_BOOL10; }
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int8_t& LIGHT_FloorShade(DSWActor* a) { return a->spr.xoffset; }
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int8_t& LIGHT_CeilingShade(DSWActor* a) { return a->spr.yoffset; }
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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#define TEST(flags,mask) ((flags) & (mask))
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#define FLIP(flags,mask) ((flags) ^= (mask))
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// mask definitions
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@ -11557,7 +11557,7 @@ int InitSerpRing(DSWActor* actor)
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actorNew->spr.ang = RANDOM_P2(2048<<5)>>5;
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// control direction of spinning
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FLIP(actor->user.Flags, SPR_BOUNCE);
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actor->user.Flags ^= SPR_BOUNCE;
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actorNew->user.Flags |= (TEST(actor->user.Flags, SPR_BOUNCE));
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actorNew->user.Dist = 600;
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@ -12298,7 +12298,7 @@ int InitSumoSkull(DSWActor* actor)
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actorNew->spr.ang = RANDOM_P2(2048<<5)>>5;
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// control direction of spinning
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FLIP(actor->user.Flags, SPR_BOUNCE);
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actor->user.Flags ^= SPR_BOUNCE;
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actorNew->user.Flags |= (TEST(actor->user.Flags, SPR_BOUNCE));
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actorNew->user.StateEnd = s_SkullExplode;
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