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use symbolic constants for explosion types.
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1 changed files with 8 additions and 8 deletions
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@ -4126,7 +4126,7 @@ void actExplodeSprite(DBloodActor* actor)
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case kTrapExploder:
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case kTrapExploder:
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{
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{
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// Defaults for exploder
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// Defaults for exploder
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nType = 1;
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nType = kExplosionStandard;
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int nSnd = 304;
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int nSnd = 304;
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int nSeq = 4;
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int nSeq = 4;
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@ -4137,13 +4137,13 @@ void actExplodeSprite(DBloodActor* actor)
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int tSeq = actor->xspr.data2; // SEQ id
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int tSeq = actor->xspr.data2; // SEQ id
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int tSnd = actor->xspr.data3; // Sound Id
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int tSnd = actor->xspr.data3; // Sound Id
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if (nType <= 1 || nType > kExplodeMax) { nType = 1; nSeq = 4; nSnd = 304; }
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if (nType <= kExplosionStandard || nType > kExplodeMax) { nType = 1; nSeq = 4; nSnd = 304; }
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else if (nType == 2) { nSeq = 4; nSnd = 305; }
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else if (nType == kExplosionLarge) { nSeq = 4; nSnd = 305; }
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else if (nType == 3) { nSeq = 9; nSnd = 307; }
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else if (nType == kExplosionFireball) { nSeq = 9; nSnd = 307; }
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else if (nType == 4) { nSeq = 5; nSnd = 307; }
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else if (nType == kExplosionSpray) { nSeq = 5; nSnd = 307; }
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else if (nType <= 6) { nSeq = 4; nSnd = 303; }
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else if (nType <= kExplosion6) { nSeq = 4; nSnd = 303; }
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else if (nType == 7) { nSeq = 4; nSnd = 303; }
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else if (nType == kExplosionNapalm) { nSeq = 4; nSnd = 303; }
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else if (nType == 8) { nType = 0; nSeq = 3; nSnd = 303; }
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else if (nType == kExplosionMax) { nType = 0; nSeq = 3; nSnd = 303; }
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// Override previous sound and seq assigns
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// Override previous sound and seq assigns
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if (tSeq > 0) nSeq = tSeq;
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if (tSeq > 0) nSeq = tSeq;
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