mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-31 04:20:42 +00:00
- eliminated sectortype aliases.
This commit is contained in:
parent
98492aae54
commit
8fb769649b
16 changed files with 52 additions and 54 deletions
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@ -309,7 +309,7 @@ void DoDebrisCurrent(DSWActor* actor)
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int DoActorSectorDamage(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (actor->user.Health <= 0)
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return false;
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@ -383,7 +383,7 @@ bool move_debris(DSWActor* actor, int xchange, int ychange, int zchange)
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int DoActorDebris(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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int nx, ny;
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// This was move from DoActorDie so actor's can't be walked through until they are on the floor
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@ -488,7 +488,7 @@ int DoGenerateSewerDebris(DSWActor* actor)
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void KeepActorOnFloor(DSWActor* actor)
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{
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SECTORp sectp;
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sectortype* sectp;
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int depth;
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sectp = actor->sector();
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@ -72,7 +72,7 @@ void precacheMap(void)
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{
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int i;
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int j;
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SECTORp sectp;
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sectortype* sectp;
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walltype* wp;
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for(auto& sec: sector)
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@ -43,7 +43,7 @@ extern int GlobSpeedSO;
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void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
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{
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SECTOR_OBJECTp sop;
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SECTORp *sectp;
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sectortype* *sectp;
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auto dwall = dest_sect->firstWall();
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auto swall = src_sect->firstWall();
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@ -106,7 +106,7 @@ void CopySectorWalls(sectortype* dest_sect, sectortype* src_sect)
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void CopySectorMatch(int match)
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{
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SECTORp dsectp,ssectp;
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sectortype* dsectp, *ssectp;
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int kill;
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SWStatIterator it(STAT_COPY_DEST);
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@ -394,8 +394,6 @@ typedef pANIMATOR *pANIMATORp;
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typedef void (*soANIMATORp) (SECTOR_OBJECTp);
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typedef sectortype SECTOR, *SECTORp;
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struct STATE
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{
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short Pic;
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@ -615,7 +613,7 @@ struct PLAYERstruct
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int climb_ndx;
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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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sectortype* hi_sectp, *lo_sectp;
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int circle_camera_dist;
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vec3_t si; // save player interp position for PlayerSprite
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@ -976,7 +974,7 @@ struct USER
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int hiz,loz;
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int zclip; // z height to move up for clipmove
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int active_range;
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SECTORp hi_sectp, lo_sectp;
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sectortype* hi_sectp, *lo_sectp;
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// if a player's sprite points to player structure
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@ -185,7 +185,7 @@ static void so_stopdatainterpolation(so_interp *interp, int element, DSWActor* a
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void so_addinterpolation(SECTOR_OBJECTp sop)
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{
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SECTORp *sectp;
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sectortype* *sectp;
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int32_t startwall, endwall;
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int32_t i;
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@ -297,7 +297,7 @@ void MorphTornado(SECTOR_OBJECTp sop)
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int mx, my;
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int ceilingz;
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int floorz;
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SECTORp *sectp;
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sectortype* *sectp;
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int j;
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int x,y,sx,sy;
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@ -377,7 +377,7 @@ 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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SECTORp *sectp;
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sectortype* *sectp;
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int j;
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int x,y;
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@ -454,7 +454,7 @@ void MorphFloor(SECTOR_OBJECTp sop)
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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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sectortype* *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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@ -469,7 +469,7 @@ void SOBJ_AlignFloorToPoint(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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sectortype* *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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@ -484,7 +484,7 @@ void SOBJ_AlignCeilingToPoint(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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sectortype* *sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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@ -1401,7 +1401,7 @@ void DoPlayerWarpTeleporter(PLAYERp pp)
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void DoPlayerSetWadeDepth(PLAYERp pp)
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{
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SECTORp sectp;
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sectortype* sectp;
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pp->WadeDepth = 0;
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@ -2246,7 +2246,7 @@ void DoTankTreads(PLAYERp pp)
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{
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int i;
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int vel;
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SECTORp *sectp;
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sectortype* *sectp;
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int j;
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int dot;
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bool reverse = false;
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@ -2360,7 +2360,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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SECTOR_OBJECTp sop = pp->sop_control;
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short stat;
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SECTORp *sectp;
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sectortype* *sectp;
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if (MoveSkip4 == 0)
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return;
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@ -2508,7 +2508,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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int wallcount;
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int count=0;
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SECTORp *sectp;
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sectortype* *sectp;
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SECTOR_OBJECTp sop = pp->sop;
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walltype* wp;
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int j,k;
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@ -3018,7 +3018,7 @@ void DoPlayerFall(PLAYERp pp)
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if (PlayerFloorHit(pp, pp->loz - PLAYER_HEIGHT + recoil_amt))
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{
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SECTORp sectp = pp->cursector;
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sectortype* sectp = pp->cursector;
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PlayerSectorBound(pp, Z(1));
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@ -3745,7 +3745,7 @@ bool DoPlayerTestCrawl(PLAYERp pp)
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int PlayerInDiveArea(PLAYERp pp)
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{
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SECTORp sectp;
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sectortype* sectp;
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if (pp->lo_sectp)
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{
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@ -5801,7 +5801,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
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void DoPlayerHeadDebris(PLAYERp pp)
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{
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SECTORp sectp = pp->cursector;
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sectortype* sectp = pp->cursector;
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if ((sectp->extra & SECTFX_SINK))
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{
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@ -864,7 +864,7 @@ void DoExplodeSector(short match)
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short orig_ang;
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int zh;
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SECTORp sectp;
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sectortype* sectp;
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orig_ang = 0; //actor->spr.ang;
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@ -1761,7 +1761,7 @@ void OperateTripTrigger(PLAYERp pp)
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if (!pp->insector())
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return;
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SECTORp sectp = pp->cursector;
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sectortype* sectp = pp->cursector;
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// old method
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switch (pp->cursector->lotag)
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@ -2280,7 +2280,7 @@ void PlayerOperateEnv(PLAYERp pp)
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//
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// ////////////////////////////
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SECTORp sectp = pp->cursector;
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sectortype* sectp = pp->cursector;
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if (pp->insector() && sectp->hasU() && sectp->damage)
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{
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if ((sectp->flags & SECTFU_DAMAGE_ABOVE_SECTOR))
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@ -2587,7 +2587,7 @@ void DoPanning(void)
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{
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int nx, ny;
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int i;
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SECTORp sectp;
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sectortype* sectp;
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walltype* wallp;
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SWStatIterator it(STAT_FLOOR_PAN);
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@ -86,7 +86,7 @@ bool SpikeSwitch(short match, short setting)
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void SetSpikeActive(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StartInterpolation(actor->sector(), Interp_Sect_Ceilingheinum);
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@ -112,7 +112,7 @@ void SetSpikeActive(DSWActor* actor)
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void SetSpikeInactive(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StopInterpolation(sectp, Interp_Sect_Ceilingheinum);
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@ -4612,7 +4612,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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int x, y, z, loz, hiz;
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DSWActor* highActor;
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DSWActor* lowActor;
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SECTORp lo_sectp, hi_sectp;
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sectortype* lo_sectp,* hi_sectp;
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short dist;
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int cliptype = CLIPMASK_ACTOR;
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@ -669,7 +669,7 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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DSWActor* BoundActor = nullptr;
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bool FoundOutsideLoop = false;
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bool SectorInBounds;
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SECTORp *sectp;
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sectortype* *sectp;
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DSWActor* child = sop->sp_child;
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static const uint8_t StatList[] =
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@ -1587,7 +1587,7 @@ void MovePoints(SECTOR_OBJECTp sop, short delta_ang, int nx, int ny)
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vec2_t rxy;
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int pnum;
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PLAYERp pp;
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SECTORp *sectp;
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sectortype* *sectp;
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int i, rot_ang;
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bool PlayerMove = true;
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@ -1827,7 +1827,7 @@ void RefreshPoints(SECTOR_OBJECTp sop, int nx, int ny, bool dynamic)
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if (dynamic && sop->PreMoveAnimator)
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(*sop->PreMoveAnimator)(sop);
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SECTORp* sectp;
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sectortype** sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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@ -1937,10 +1937,10 @@ void UpdateSectorObjectSprites(SECTOR_OBJECTp sop)
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}
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}
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SECTOR_OBJECTp DetectSectorObject(SECTORp sectph)
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SECTOR_OBJECTp DetectSectorObject(sectortype* sectph)
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{
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short j;
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SECTORp *sectp;
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sectortype* *sectp;
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SECTOR_OBJECTp sop;
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@ -1972,7 +1972,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
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if (SO_EMPTY(sop))
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continue;
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SECTORp* sectp;
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sectortype** sectp;
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int j;
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for (sectp = sop->sectp, j = 0; *sectp; sectp++, j++)
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{
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@ -1998,7 +1998,7 @@ SECTOR_OBJECTp DetectSectorObjectByWall(walltype* wph)
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void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
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{
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int j;
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SECTORp *sectp;
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sectortype* *sectp;
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// collapse the SO to a single point
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// move all points to nx,ny
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@ -2029,7 +2029,7 @@ void CollapseSectorObject(SECTOR_OBJECTp sop, int nx, int ny)
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void MoveZ(SECTOR_OBJECTp sop)
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{
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short i;
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SECTORp *sectp;
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sectortype* *sectp;
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if (sop->bob_amt)
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{
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@ -2367,7 +2367,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
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case TRACK_SO_SINK:
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{
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SECTORp *sectp;
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sectortype* *sectp;
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sectortype* dest_sector = nullptr;
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short i,ndx;
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@ -2402,7 +2402,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
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case TRACK_SO_FORM_WHIRLPOOL:
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{
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// for lowering the whirlpool in level 1
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SECTORp *sectp;
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sectortype* *sectp;
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int i;
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for (i = 0, sectp = &sop->sectp[0]; *sectp; sectp++, i++)
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@ -2581,7 +2581,7 @@ void DoTrack(SECTOR_OBJECTp sop, short locktics, int *nx, int *ny)
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void OperateSectorObjectForTics(SECTOR_OBJECTp sop, short newang, int newx, int newy, short locktics)
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{
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int i;
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SECTORp *sectp;
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sectortype* *sectp;
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if (Prediction)
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return;
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@ -2630,7 +2630,7 @@ void PlaceSectorObject(SECTOR_OBJECTp sop, int newx, int newy)
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void VehicleSetSmoke(SECTOR_OBJECTp sop, ANIMATORp animator)
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{
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SECTORp *sectp;
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sectortype* *sectp;
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for (sectp = sop->sectp; *sectp; sectp++)
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{
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@ -91,7 +91,7 @@ bool VatorSwitch(short match, short setting)
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void SetVatorActive(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StartInterpolation(actor->sector(), Interp_Sect_Ceilingz);
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@ -117,7 +117,7 @@ void SetVatorActive(DSWActor* actor)
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void SetVatorInactive(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (actor->spr.cstat & (CSTAT_SPRITE_YFLIP))
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StopInterpolation(actor->sector(), Interp_Sect_Ceilingz);
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@ -358,7 +358,7 @@ int DoVatorMove(DSWActor* actor, int *lptr)
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int DoVator(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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int *lptr;
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int amt;
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@ -515,7 +515,7 @@ int DoVator(DSWActor* actor)
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int DoVatorAuto(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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int *lptr;
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int amt;
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@ -43,7 +43,7 @@ void SOwallmove(SECTOR_OBJECTp sop, DSWActor* actor, walltype* find_wallp, int d
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int j,k,wallcount;
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walltype* wp;
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short startwall,endwall;
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SECTORp *sectp;
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sectortype* *sectp;
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if (!actor->hasU() || (sop->flags & SOBJ_SPRITE_OBJ))
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return;
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@ -4170,7 +4170,7 @@ bool VehicleMoveHit(DSWActor* actor)
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{
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case kHitSector:
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{
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SECTORp sectp = actor->user.coll.hitSector;
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sectortype* sectp = actor->user.coll.hitSector;
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if ((sectp->extra & SECTFX_SECTOR_OBJECT))
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{
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@ -4248,7 +4248,7 @@ bool WeaponMoveHit(DSWActor* actor)
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case kHitSector:
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{
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SECTORp sectp;
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sectortype* sectp;
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SECTOR_OBJECTp sop;
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sectp = actor->user.coll.hitSector;
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@ -17053,7 +17053,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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int SpawnSplash(DSWActor* actor)
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{
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auto sectu = actor->sector();
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if (Prediction)
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return 0;
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@ -17497,7 +17497,7 @@ STATE s_FloorBlood1[] =
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int QueueFloorBlood(DSWActor* actor)
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{
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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DSWActor* spawnedActor = nullptr;
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@ -17576,7 +17576,7 @@ int QueueFootPrint(DSWActor* actor)
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DSWActor* spawnedActor;
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short rnd_num=0;
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bool Found=false;
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SECTORp sectp = actor->sector();
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sectortype* sectp = actor->sector();
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if ((sectp->extra & SECTFX_SINK)||(sectp->extra & SECTFX_CURRENT))
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@ -81,7 +81,7 @@ extern TObjPtr<DSWActor*> LoWangsQueue[MAX_LOWANGS_QUEUE];
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void ChangeState(DSWActor* actor, STATEp statep);
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void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
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SECTOR_OBJECTp DetectSectorObject(SECTORp);
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SECTOR_OBJECTp DetectSectorObject(sectortype*);
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SECTOR_OBJECTp DetectSectorObjectByWall(walltype*);
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void ScaleSpriteVector(DSWActor* actor, int scale);
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
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|
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@ -800,7 +800,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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void SpawnZombie2(DSWActor* actor)
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||||
{
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||||
auto sectu = actor->sector();
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||||
SECTORp sectp = actor->sector();
|
||||
sectortype* sectp = actor->sector();
|
||||
|
||||
auto ownerActor = GetOwner(actor);
|
||||
|
||||
|
|
Loading…
Reference in a new issue