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- very simple replacements
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parent
42cb8a74ea
commit
8e48911723
7 changed files with 11 additions and 11 deletions
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@ -198,7 +198,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6
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auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->set_int_ang(0);
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pFX->spr.angle = nullAngle;
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pFX->vel = actor->vel * (1./256);
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}
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evPostActor(actor, 6, kCallbackFXBloodSpurt);
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@ -623,7 +623,7 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18
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pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0);
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if (pFX)
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{
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pFX->set_int_ang(0);
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pFX->spr.angle = nullAngle;
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pFX->vel = actor->vel * (1./256);
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}
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evPostActor(actor, 6, kCallbackFXPodBloodSpray);
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@ -2971,7 +2971,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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actor->vel.X = 0;
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operateactivators(actor->spr.hitag + (short)actor->temp_data[3], -1);
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actor->SetOwner(nullptr);
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actor->add_int_ang(1024);
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actor->spr.angle += DAngle180;
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actor->temp_data[4] = 0;
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fi.operateforcefields(actor, actor->spr.hitag);
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}
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@ -2358,9 +2358,9 @@ static void operateweapon(int snum, ESyncBits actions)
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auto j = spawn(pact, SHOTGUNSHELL);
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if (j)
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{
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j->add_int_ang(1024);
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j->spr.angle += DAngle180;
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ssp(j, CLIPMASK0);
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j->add_int_ang(1024);
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j->spr.angle -= DAngle180;
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}
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p->kickback_pic++;
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break;
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@ -2386,7 +2386,7 @@ static void operateweapon(int snum, ESyncBits actions)
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auto j = spawn(pact, SHELL);
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if (j)
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{
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j->set_int_ang((j->int_ang() + 1024) & 2047);
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j->spr.angle += DAngle180;
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j->add_int_xvel( 32);
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j->spr.pos.Z += 3;
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ssp(j, CLIPMASK0);
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@ -117,9 +117,9 @@ void DoSpawn(player_struct *p, int snum)
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if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE2 ) )
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{
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// like shotgun shells
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j->add_int_ang(1024);
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j->spr.angle += DAngle180;
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ssp(j,CLIPMASK0);
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j->add_int_ang(1024);
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j->spr.angle += DAngle180;
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// p->kickback_pic++;
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}
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else if((aplWeaponFlags(p->curr_weapon, snum) & WEAPON_FLAG_SPAWNTYPE3 ) )
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@ -927,7 +927,7 @@ static void handle_st25(sectortype* sptr, DDukeActor* actor)
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if (act3->spr.lotag == 15)
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{
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act3->sector()->lotag ^= 0x8000; // Toggle the open or close
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act3->add_int_ang(1024);
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act3->spr.angle += DAngle180;
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if (act3->temp_data[4]) callsound(act3->sector(), act3);
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callsound(act3->sector(), act3);
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if (act3->sector()->lotag & 0x8000) act3->temp_data[4] = 1;
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@ -83,7 +83,7 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector
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pActor->spr.xrepeat = nRepeat;
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pActor->spr.yrepeat = nRepeat;
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pActor->spr.picnum = 1;
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pActor->set_int_ang(0);
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pActor->spr.angle = nullAngle;
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->vel.X = 0;
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@ -678,7 +678,7 @@ void CheckAmbience(sectortype* sect)
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{
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if (sect == pSector2)
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{
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amb = GetSoundPos(PlayerList[0].pActor->int_pos());
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amb = GetSoundPos(PlayerList[0].pActor->spr.pos);
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}
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else
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{
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