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- FindNearSprite + PLAYER::remote_sprite.
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parent
0e37e0904e
commit
7d7000f6ab
5 changed files with 35 additions and 45 deletions
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@ -1542,8 +1542,9 @@ drawscreen(PLAYERp pp, double smoothratio)
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if (pp->sop_remote)
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{
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if (TEST_BOOL1(pp->remote_sprite))
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tang = buildang(pp->remote_sprite->ang);
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auto rsp = &pp->remoteActor->s();
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if (TEST_BOOL1(rsp))
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tang = buildang(rsp->ang);
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else
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tang = bvectangbam(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
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}
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@ -778,6 +778,9 @@ struct PLAYERstruct
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vec3_t pos;
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};
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DSWActor* lowActor, * highActor;
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DSWActor* remoteActor;
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// interpolation
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int oposx, oposy, oposz;
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@ -785,7 +788,6 @@ struct PLAYERstruct
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short lv_sectnum;
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int lv_x,lv_y,lv_z;
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SPRITEp remote_sprite;
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REMOTE_CONTROL remote;
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SECTOR_OBJECTp sop_remote;
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SECTOR_OBJECTp sop; // will either be sop_remote or sop_control
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@ -797,7 +799,6 @@ struct PLAYERstruct
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int hiz,loz;
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int ceiling_dist,floor_dist;
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SECTORp hi_sectp, lo_sectp;
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DSWActor* lowActor, *highActor;
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SPRITEp last_camera_sp;
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int circle_camera_dist;
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@ -134,7 +134,7 @@ PLAYER Player[MAX_SW_PLAYERS_REG + 1];
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short NormalVisibility;
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SPRITEp FindNearSprite(SPRITEp sp, short stat);
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DSWActor* FindNearSprite(DSWActor* sp, short stat);
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bool PlayerOnLadder(PLAYERp pp);
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void DoPlayerSlide(PLAYERp pp);
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void DoPlayerBeginSwim(PLAYERp pp);
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@ -2683,9 +2683,6 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0,
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&hitinfo, CLIPMASK_PLAYER);
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////DSPRINTF(ds,"hitinfo.sect %d, hitinfo.wall %d, hitinfo.pos.x %d, hitinfo.pos.y %d, hitinfo.pos.z %d",hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z);
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//MONO_PRINT(ds);
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if (FindDistance2D(hitinfo.pos.x - hit_pos.x, hitinfo.pos.y - hit_pos.y) < 800)
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{
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if (hitinfo.wall >= 0)
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@ -3111,8 +3108,6 @@ void DoPlayerFall(PLAYERp pp)
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// this was causing the z to snap immediately
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// changed it so it stays gradual
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//pp->posz = pp->loz - PLAYER_HEIGHT + recoil_amt;
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pp->posz += recoil_amt;
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DoPlayerHeight(pp);
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}
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@ -3122,7 +3117,6 @@ void DoPlayerFall(PLAYERp pp)
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{
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PlayerSound(DIGI_PLAYERPAIN2, v3df_follow|v3df_dontpan,pp);
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// PlayerUpdateHealth(pp, -RandomRange(PLAYER_FALL_DAMAGE_AMOUNT) - 2);
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if (pp->jump_speed > 1700 && pp->jump_speed < 4000)
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{
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@ -3408,7 +3402,9 @@ void DoPlayerClimb(PLAYERp pp)
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if (wal >= 0)
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{
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lsp = FindNearSprite(&pp->Actor()->s(), STAT_CLIMB_MARKER);
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auto lActor = FindNearSprite(pp->Actor(), STAT_CLIMB_MARKER);
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if (!lActor) return;
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auto lsp = &lActor->s();
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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@ -3568,11 +3564,9 @@ void DoPlayerCrawl(PLAYERp pp)
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}
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// If the floor is far below you, fall hard instead of adjusting height
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//if (labs(pp->posz - pp->loz) > PLAYER_CRAWL_HEIGHT + PLAYER_FALL_HEIGHT)
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if (PlayerFallTest(pp, PLAYER_CRAWL_HEIGHT))
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{
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pp->jump_speed = Z(1);
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//pp->posz -= PLAYER_HEIGHT - PLAYER_CRAWL_HEIGHT;
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RESET(pp->Flags, PF_CRAWLING);
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DoPlayerBeginFall(pp);
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// call PlayerFall now seems to iron out a hitch before falling
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@ -3707,24 +3701,25 @@ void DoPlayerFly(PLAYERp pp)
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}
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SPRITEp FindNearSprite(SPRITEp sp, short stat)
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DSWActor* FindNearSprite(DSWActor* actor, short stat)
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{
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auto sp = &actor->s();
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int fs;
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int dist, near_dist = 15000;
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SPRITEp fp, near_fp = nullptr;
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DSWActor* near_fp = nullptr;
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StatIterator it(stat);
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while ((fs = it.NextIndex()) >= 0)
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SWStatIterator it(stat);
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while (auto actor = it.Next())
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{
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fp = &sprite[fs];
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auto fp = &actor->s();
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dist = Distance(sp->x, sp->y, fp->x, fp->y);
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if (dist < near_dist)
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{
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near_dist = dist;
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near_fp = fp;
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near_fp = actor;
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}
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}
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@ -3799,11 +3794,12 @@ bool PlayerOnLadder(PLAYERp pp)
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}
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lsp = FindNearSprite(&pp->Actor()->s(), STAT_CLIMB_MARKER);
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auto lActor = FindNearSprite(pp->Actor(), STAT_CLIMB_MARKER);
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if (!lsp)
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if (!lActor)
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return false;
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lsp = &lActor->s();
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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nx = MOVEx(100, lsp->ang);
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@ -4945,16 +4941,8 @@ void FindMainSector(SECTOR_OBJECTp sop)
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// set it to something valid
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sop->op_main_sector = 0;
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//updatesector(sx, sy, &sop->op_main_sector);
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//updatesectorz(sx, sy, sop->zmid - Z(8), &sop->op_main_sector);
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updatesectorz(sx, sy, sop->zmid, &sop->op_main_sector);
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//updatesector(sx, sy, &sop->op_main_sector);
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////DSPRINTF(ds,"main sector %d, zmid %d",sop->op_main_sector, sop->zmid);
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//MONO_PRINT(ds);
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PlaceSectorObject(sop, sx, sy);
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}
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}
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@ -5216,8 +5204,9 @@ void PlayerRemoteReset(PLAYERp pp, short sectnum)
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{
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pp->cursectnum = pp->lastcursectnum = sectnum;
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pp->posx = pp->remote_sprite->x;
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pp->posy = pp->remote_sprite->y;
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auto rsp = &pp->remoteActor->s();
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pp->posx = rsp->x;
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pp->posy = rsp->y;
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pp->posz = sector[sectnum].floorz - PLAYER_HEIGHT;
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pp->xvect = pp->yvect = pp->oxvect = pp->oyvect = pp->slide_xvect = pp->slide_yvect = 0;
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@ -5245,8 +5234,9 @@ void DoPlayerStopOperate(PLAYERp pp)
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if (pp->sop_remote)
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{
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if (TEST_BOOL1(pp->remote_sprite))
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pp->angle.ang = pp->angle.oang = buildang(pp->remote_sprite->ang);
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auto rsp = &pp->remoteActor->s();
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if (TEST_BOOL1(rsp))
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pp->angle.ang = pp->angle.oang = buildang(rsp->ang);
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else
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pp->angle.ang = pp->angle.oang = bvectangbam(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy);
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}
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@ -6408,15 +6398,12 @@ void DoPlayerRun(PLAYERp pp)
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}
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else if (TEST(sector[pp->cursectnum].extra, SECTFX_TRIGGER))
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{
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SPRITEp sp;
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sp = FindNearSprite(&pp->Actor()->s(), STAT_TRIGGER);
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if (sp && SP_TAG5(sp) == TRIGGER_TYPE_REMOTE_SO)
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auto sActor = FindNearSprite(pp->Actor(), STAT_TRIGGER);
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if (sActor && SP_TAG5(&sActor->s()) == TRIGGER_TYPE_REMOTE_SO)
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{
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pp->remote_sprite = sp;
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pp->remoteActor = sActor;
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pp->KeyPressBits &= ~SB_OPEN;
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ASSERT(pp->remote_sprite);
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DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(pp->remote_sprite)]);
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DoPlayerBeginRemoteOperate(pp, &SectorObject[SP_TAG7(&sActor->s())]);
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return;
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}
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}
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@ -444,7 +444,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYERstruct& w, P
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("lv_x", w.lv_x)
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("lv_y", w.lv_y)
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("lv_z", w.lv_z)
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("remote_sprite", w.remote_sprite)
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("remote_sprite", w.remoteActor)
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("remote", w.remote)
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("sop_remote", w.sop_remote)
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("sop", w.sop)
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@ -45,7 +45,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny);
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void DoAutoTurretObject(SECTOR_OBJECTp sop);
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void DoTornadoObject(SECTOR_OBJECTp sop);
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int PickJumpSpeed(short SpriteNum, int pix_height);
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SPRITEp FindNearSprite(SPRITEp, short);
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DSWActor* FindNearSprite(DSWActor, short);
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ANIMATOR NinjaJumpActionFunc;
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#define ACTOR_STD_JUMP (-384)
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@ -3543,13 +3543,14 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
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//
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// Get angle and x,y pos from CLIMB_MARKER
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//
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lsp = FindNearSprite(sp, STAT_CLIMB_MARKER);
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auto lActor = FindNearSprite(actor, STAT_CLIMB_MARKER);
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if (!lsp)
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if (!lActor)
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{
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ActorLeaveTrack(SpriteNum);
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return false;
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}
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lsp = &lActor->s();
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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