mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- deleted u variables from sprite.cpp.
This commit is contained in:
parent
b9a8647d73
commit
9485816cf7
1 changed files with 68 additions and 140 deletions
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@ -603,15 +603,13 @@ void SetAttach(DSWActor* ownr, DSWActor* child)
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{
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if (child && child->hasU() && ownr->hasU())
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{
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USERp cu = child->u();
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SET(ownr->user.Flags2, SPR2_CHILDREN);
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cu->attachActor = ownr;
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child->user.attachActor = ownr;
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}
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}
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void KillActor(DSWActor* actor)
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{
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USERp u = actor->u();
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int i;
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unsigned stat;
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//extern short Zombies;
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@ -626,7 +624,7 @@ void KillActor(DSWActor* actor)
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DeleteNoFollowSoundOwner(actor);
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//////////////////////////////////////////////
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if (u)
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if (actor->hasU())
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{
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PLAYERp pp;
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int pnum;
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@ -711,10 +709,9 @@ void KillActor(DSWActor* actor)
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while (auto itActor = it.Next())
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{
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if (!itActor->hasU()) continue;
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mu = itActor->u();
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if (mu->WpnGoalActor == itActor)
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if (itActor->user.WpnGoalActor == itActor)
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{
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mu->WpnGoalActor = nullptr;
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itActor->user.WpnGoalActor = nullptr;
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}
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}
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}
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@ -722,7 +719,6 @@ void KillActor(DSWActor* actor)
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// much faster
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if (TEST(actor->user.Flags2, SPR2_CHILDREN))
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//if (TEST(actor->spr.extra, SPRX_CHILDREN))
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{
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// check for children and alert them that the Owner is dead
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// don't bother th check if you've never had children
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@ -774,7 +770,6 @@ void ChangeState(DSWActor* actor, STATEp statep)
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if (!actor->hasU())
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return;
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USERp u = actor->u();
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actor->user.Tics = 0;
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actor->user.State = actor->user.StateStart = statep;
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// Just in case
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@ -788,7 +783,6 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
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if (actor->hasU() && !quick)
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{
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USERp u = actor->u();
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RESET(actor->user.Flags, SPR_SKIP2|SPR_SKIP4);
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if (stat >= STAT_SKIP4_START && stat <= STAT_SKIP4_END)
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@ -829,15 +823,12 @@ void change_actor_stat(DSWActor* actor, int stat, bool quick)
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USERp SpawnUser(DSWActor* actor, short id, STATEp state)
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{
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USERp u;
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ASSERT(!Prediction);
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actor->clearUser(); // make sure to delete old, stale content first!
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actor->allocUser();
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u = actor->u();
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PRODUCTION_ASSERT(u != nullptr);
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PRODUCTION_ASSERT(actor->hasU());
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// be careful State can be nullptr
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actor->user.State = actor->user.StateStart = state;
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@ -880,13 +871,11 @@ USERp SpawnUser(DSWActor* actor, short id, STATEp state)
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actor->user.lo_sectp = actor->spr.sector();
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actor->user.hi_sectp = actor->spr.sector();
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return u;
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return &actor->user;
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}
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DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, int y, int z, int init_ang, int vel)
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{
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USERp u;
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if (sect == nullptr)
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return nullptr;
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@ -896,7 +885,7 @@ DSWActor* SpawnActor(int stat, int id, STATEp state, sectortype* sect, int x, in
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spawnedActor->spr.pos = { x, y, z };
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u = SpawnUser(spawnedActor, id, state);
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SpawnUser(spawnedActor, id, state);
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// be careful State can be nullptr
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if (spawnedActor->user.State)
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@ -1404,9 +1393,6 @@ bool ActorSpawn(DSWActor* actor)
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void IconDefault(DSWActor* actor)
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{
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USERp u = actor->u();
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//if (actor->spr.statnum == STAT_ITEM)
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change_actor_stat(actor, STAT_ITEM);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -1435,8 +1421,6 @@ void PreMapCombineFloors(void)
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SWStatIterator it(0);
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while (auto actor = it.Next())
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{
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USERp u = actor->u();
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if (actor->spr.picnum != ST1)
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continue;
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@ -1513,7 +1497,6 @@ void PreMapCombineFloors(void)
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void SpriteSetupPost(void)
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{
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USERp u;
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int cz,fz;
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// Post processing of some sprites after gone through the main SpriteSetup()
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@ -1538,7 +1521,7 @@ void SpriteSetupPost(void)
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if (labs(jActor->spr.pos.Z - fz) > Z(4))
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continue;
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u = SpawnUser(jActor, 0, nullptr);
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SpawnUser(jActor, 0, nullptr);
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change_actor_stat(jActor, STAT_NO_STATE);
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jActor->user.ceiling_dist = Z(4);
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jActor->user.floor_dist = -Z(2);
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@ -1582,8 +1565,6 @@ void SpriteSetup(void)
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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USERp u = actor->u();
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// not used yetv
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getzsofslopeptr(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, &cz, &fz);
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if (actor->spr.pos.Z > DIV2(cz + fz))
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@ -1998,9 +1979,9 @@ void SpriteSetup(void)
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{
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ANIMATOR DoGenerateSewerDebris;
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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ASSERT(u != nullptr);
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ASSERT(actor->hasU());
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actor->user.RotNum = 0;
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actor->user.WaitTics = actor->spr.lotag * 120;
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@ -2014,7 +1995,7 @@ void SpriteSetup(void)
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case SECT_VATOR:
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{
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short speed,vel,time,type,start_on,floor_vator;
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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// vator already set - ceiling AND floor vator
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if (TEST(sectp->extra, SECTFX_VATOR))
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@ -2123,7 +2104,7 @@ void SpriteSetup(void)
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{
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short time,type;
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short wallcount,startwall,endwall,w;
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, true, true);
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@ -2177,7 +2158,7 @@ void SpriteSetup(void)
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{
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short time,type;
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, true, true);
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@ -2229,7 +2210,7 @@ void SpriteSetup(void)
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short speed,vel,time,type,start_on,floor_vator;
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int floorz,ceilingz;
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Collision trash;
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(actor->spr.sector(), WALLFX_DONT_STICK, false, true);
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SET(actor->spr.sector()->extra, SECTFX_DYNAMIC_AREA);
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@ -2337,7 +2318,7 @@ void SpriteSetup(void)
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}
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}
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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actor->user.WallShade.Resize(wallcount);
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wallcount = 0;
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wall_shade = actor->user.WallShade.Data();
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@ -2388,7 +2369,7 @@ void SpriteSetup(void)
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// !LIGHT
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// make an wall_shade array and put it in User
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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actor->user.WallShade.Resize(wallcount);
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wallcount = 0;
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wall_shade = actor->user.WallShade.Data();
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@ -2437,7 +2418,7 @@ void SpriteSetup(void)
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case LAVA_ERUPT:
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{
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u = SpawnUser(actor, ST1, nullptr);
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SpawnUser(actor, ST1, nullptr);
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change_actor_stat(actor, STAT_NO_STATE);
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actor->user.ActorActionFunc = DoLavaErupt;
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@ -2586,7 +2567,7 @@ void SpriteSetup(void)
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case SPAWN_SPOT:
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if (!actor->hasU())
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u = SpawnUser(actor, ST1, nullptr);
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SpawnUser(actor, ST1, nullptr);
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if (actor->spr.xrepeat == 64 && actor->spr.yrepeat == 64) // clear default xrepeat.
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actor->spr.xrepeat = actor->spr.yrepeat = 0;
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@ -2699,7 +2680,7 @@ void SpriteSetup(void)
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case BOLT_TRAP:
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case SPEAR_TRAP:
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{
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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ClearOwner(actor);
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change_actor_stat(actor, STAT_TRAP);
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break;
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@ -2834,9 +2815,8 @@ KeyMain:
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break;
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}
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u = SpawnUser(actor, 0, nullptr);
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SpawnUser(actor, 0, nullptr);
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ASSERT(u != nullptr);
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actor->spr.picnum = actor->user.ID = actor->spr.picnum;
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actor->user.spal = actor->spr.pal; // Set the palette from build
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@ -2875,7 +2855,7 @@ KeyMain:
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case FIRE_FLY0:
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/*
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* u = SpawnUser(actor, FIRE_FLY0, nullptr);
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* SpawnUser(actor, FIRE_FLY0, nullptr);
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*
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* actor->user.State = actor->user.StateStart = &s_FireFly[0]; actor->user.RotNum = 0;
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*
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@ -2899,7 +2879,7 @@ KeyMain:
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break;
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}
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u = SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit);
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SpawnUser(actor, ICON_REPAIR_KIT, s_RepairKit);
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IconDefault(actor);
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break;
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@ -2912,7 +2892,7 @@ KeyMain:
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break;
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}
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u = SpawnUser(actor, ICON_STAR, s_IconStar);
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SpawnUser(actor, ICON_STAR, s_IconStar);
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IconDefault(actor);
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break;
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@ -2925,7 +2905,7 @@ KeyMain:
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break;
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}
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u = SpawnUser(actor, ICON_LG_MINE, s_IconLgMine);
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SpawnUser(actor, ICON_LG_MINE, s_IconLgMine);
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IconDefault(actor);
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break;
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@ -2938,7 +2918,7 @@ KeyMain:
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break;
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}
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u = SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun);
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SpawnUser(actor, ICON_MICRO_GUN, s_IconMicroGun);
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IconDefault(actor);
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break;
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@ -2953,7 +2933,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery);
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SpawnUser(actor, ICON_MICRO_BATTERY, s_IconMicroBattery);
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IconDefault(actor);
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break;
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@ -2966,7 +2946,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_UZI, s_IconUzi);
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SpawnUser(actor, ICON_UZI, s_IconUzi);
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IconDefault(actor);
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break;
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@ -2978,7 +2958,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor);
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SpawnUser(actor, ICON_UZIFLOOR, s_IconUziFloor);
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IconDefault(actor);
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break;
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@ -2990,7 +2970,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo);
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SpawnUser(actor, ICON_LG_UZI_AMMO, s_IconLgUziAmmo);
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IconDefault(actor);
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break;
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@ -3002,7 +2982,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher);
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SpawnUser(actor, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher);
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IconDefault(actor);
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break;
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@ -3015,7 +2995,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade);
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SpawnUser(actor, ICON_LG_GRENADE, s_IconLgGrenade);
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IconDefault(actor);
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break;
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@ -3027,7 +3007,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun);
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SpawnUser(actor, ICON_RAIL_GUN, s_IconRailGun);
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IconDefault(actor);
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break;
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@ -3039,7 +3019,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo);
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SpawnUser(actor, ICON_RAIL_AMMO, s_IconRailAmmo);
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IconDefault(actor);
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break;
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@ -3052,7 +3032,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_ROCKET, s_IconRocket);
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SpawnUser(actor, ICON_ROCKET, s_IconRocket);
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IconDefault(actor);
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break;
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@ -3064,7 +3044,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket);
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SpawnUser(actor, ICON_LG_ROCKET, s_IconLgRocket);
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IconDefault(actor);
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break;
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@ -3076,7 +3056,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_SHOTGUN, s_IconShotgun);
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SpawnUser(actor, ICON_SHOTGUN, s_IconShotgun);
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actor->user.Radius = 350; // Shotgun is hard to pick up for some reason.
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@ -3091,7 +3071,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell);
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SpawnUser(actor, ICON_LG_SHOTSHELL, s_IconLgShotshell);
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IconDefault(actor);
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break;
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@ -3103,7 +3083,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot);
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SpawnUser(actor, ICON_AUTORIOT, s_IconAutoRiot);
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IconDefault(actor);
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break;
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@ -3116,7 +3096,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead);
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SpawnUser(actor, ICON_GUARD_HEAD, s_IconGuardHead);
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IconDefault(actor);
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break;
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@ -3128,7 +3108,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo);
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SpawnUser(actor, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo);
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IconDefault(actor);
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break;
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@ -3140,7 +3120,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_HEART, s_IconHeart);
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SpawnUser(actor, ICON_HEART, s_IconHeart);
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IconDefault(actor);
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break;
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@ -3152,7 +3132,7 @@ NUKE_REPLACEMENT:
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break;
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}
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u = SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo);
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SpawnUser(actor, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo);
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IconDefault(actor);
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break;
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@ -3165,7 +3145,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_ELECTRO, s_IconElectro);
|
||||
SpawnUser(actor, ICON_ELECTRO, s_IconElectro);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
#endif
|
||||
|
@ -3178,7 +3158,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_SPELL, s_IconSpell);
|
||||
SpawnUser(actor, ICON_SPELL, s_IconSpell);
|
||||
IconDefault(actor);
|
||||
|
||||
PicAnimOff(actor->spr.picnum);
|
||||
|
@ -3192,7 +3172,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_ARMOR, s_IconArmor);
|
||||
SpawnUser(actor, ICON_ARMOR, s_IconArmor);
|
||||
if (actor->spr.pal != PALETTE_PLAYER3)
|
||||
actor->spr.pal = actor->user.spal = PALETTE_PLAYER1;
|
||||
else
|
||||
|
@ -3208,7 +3188,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_MEDKIT, s_IconMedkit);
|
||||
SpawnUser(actor, ICON_MEDKIT, s_IconMedkit);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3220,7 +3200,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit);
|
||||
SpawnUser(actor, ICON_SM_MEDKIT, s_IconSmMedkit);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3232,7 +3212,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb);
|
||||
SpawnUser(actor, ICON_CHEMBOMB, s_IconChemBomb);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3244,7 +3224,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb);
|
||||
SpawnUser(actor, ICON_FLASHBOMB, s_IconFlashBomb);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3265,7 +3245,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_NUKE, s_IconNuke);
|
||||
SpawnUser(actor, ICON_NUKE, s_IconNuke);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3278,7 +3258,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops);
|
||||
SpawnUser(actor, ICON_CALTROPS, s_IconCaltrops);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3290,7 +3270,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_BOOSTER, s_IconBooster);
|
||||
SpawnUser(actor, ICON_BOOSTER, s_IconBooster);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3302,7 +3282,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard);
|
||||
SpawnUser(actor, ICON_HEAT_CARD, s_IconHeatCard);
|
||||
IconDefault(actor);
|
||||
break;
|
||||
|
||||
|
@ -3315,7 +3295,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit);
|
||||
SpawnUser(actor, ICON_ENVIRON_SUIT, s_IconEnvironSuit);
|
||||
IconDefault(actor);
|
||||
PicAnimOff(actor->spr.picnum);
|
||||
break;
|
||||
|
@ -3329,7 +3309,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_CLOAK, s_IconCloak);
|
||||
SpawnUser(actor, ICON_CLOAK, s_IconCloak);
|
||||
IconDefault(actor);
|
||||
PicAnimOff(actor->spr.picnum);
|
||||
break;
|
||||
|
@ -3342,7 +3322,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_FLY, s_IconFly);
|
||||
SpawnUser(actor, ICON_FLY, s_IconFly);
|
||||
IconDefault(actor);
|
||||
PicAnimOff(actor->spr.picnum);
|
||||
break;
|
||||
|
@ -3355,7 +3335,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision);
|
||||
SpawnUser(actor, ICON_NIGHT_VISION, s_IconNightVision);
|
||||
IconDefault(actor);
|
||||
PicAnimOff(actor->spr.picnum);
|
||||
break;
|
||||
|
@ -3368,7 +3348,7 @@ NUKE_REPLACEMENT:
|
|||
break;
|
||||
}
|
||||
|
||||
u = SpawnUser(actor, ICON_FLAG, s_IconFlag);
|
||||
SpawnUser(actor, ICON_FLAG, s_IconFlag);
|
||||
actor->user.spal = actor->spr.pal;
|
||||
actor->spr.sector()->hitag = 9000; // Put flag's color in sect containing it
|
||||
actor->spr.sector()->lotag = actor->user.spal;
|
||||
|
@ -3388,7 +3368,7 @@ NUKE_REPLACEMENT:
|
|||
case 3143:
|
||||
case 3157:
|
||||
{
|
||||
u = SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
|
||||
change_actor_stat(actor, STAT_STATIC_FIRE);
|
||||
|
||||
|
@ -3409,7 +3389,7 @@ NUKE_REPLACEMENT:
|
|||
case BLADE3:
|
||||
case 5011:
|
||||
{
|
||||
u = SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
|
||||
change_actor_stat(actor, STAT_DEFAULT);
|
||||
|
||||
|
@ -3430,7 +3410,7 @@ NUKE_REPLACEMENT:
|
|||
//if (TEST(actor->spr.extra, SPRX_BREAKABLE))
|
||||
// break;
|
||||
|
||||
u = SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
SpawnUser(actor, actor->spr.picnum, nullptr);
|
||||
|
||||
actor->spr.clipdist = ActorSizeX(actor);
|
||||
SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
|
||||
|
@ -3513,8 +3493,6 @@ bool ItemSpotClear(DSWActor* actor, short statnum, short id)
|
|||
|
||||
void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
// setup item for jumping
|
||||
if (SP_TAG7(spawner))
|
||||
{
|
||||
|
@ -3534,11 +3512,9 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
|
|||
|
||||
int ActorCoughItem(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
short choose;
|
||||
DSWActor* actorNew = nullptr;
|
||||
|
||||
|
||||
switch (actor->user.ID)
|
||||
{
|
||||
case SAILORGIRL_R0:
|
||||
|
@ -4276,15 +4252,10 @@ int SpawnItemsMatch(short match)
|
|||
|
||||
int NewStateGroup(DSWActor* actor, STATEp StateGroup[])
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
//if (Prediction)
|
||||
// return;
|
||||
|
||||
if (!StateGroup)
|
||||
return 0;
|
||||
|
||||
ASSERT(u);
|
||||
ASSERT(actor->hasU());
|
||||
|
||||
// Kind of a goofy check, but it should catch alot of invalid states!
|
||||
// BTW, 6144 is the max tile number allowed in editart.
|
||||
|
@ -4490,7 +4461,6 @@ void getzrangepoint(int x, int y, int z, sectortype* sect,
|
|||
|
||||
void DoActorZrange(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u(), wu;
|
||||
SPRITEp wp;
|
||||
Collision ceilhit, florhit;
|
||||
|
||||
|
@ -4537,8 +4507,6 @@ void DoActorZrange(DSWActor* actor)
|
|||
|
||||
int DoActorGlobZ(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
actor->user.loz = globloz;
|
||||
actor->user.hiz = globhiz;
|
||||
|
||||
|
@ -4652,8 +4620,6 @@ bool DropAhead(DSWActor* actor, int min_height)
|
|||
|
||||
int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
|
||||
int x, y, z, loz, hiz;
|
||||
DSWActor* highActor;
|
||||
DSWActor* lowActor;
|
||||
|
@ -4752,7 +4718,6 @@ int DoStayOnFloor(DSWActor* actor)
|
|||
|
||||
int DoGrating(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
int dir;
|
||||
const int GRATE_FACTOR = 3;
|
||||
|
||||
|
@ -4791,8 +4756,6 @@ int DoGrating(DSWActor* actor)
|
|||
|
||||
int DoKey(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
|
||||
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (14 * ACTORMOVETICS));
|
||||
|
||||
DoGet(actor);
|
||||
|
@ -4801,7 +4764,6 @@ int DoKey(DSWActor* actor)
|
|||
|
||||
int DoCoin(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
int offset;
|
||||
|
||||
actor->user.WaitTics -= ACTORMOVETICS * 2;
|
||||
|
@ -4836,8 +4798,6 @@ int DoCoin(DSWActor* actor)
|
|||
|
||||
int KillGet(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
|
@ -4873,8 +4833,6 @@ int KillGet(DSWActor* actor)
|
|||
|
||||
int KillGetAmmo(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
|
@ -4918,8 +4876,6 @@ int KillGetAmmo(DSWActor* actor)
|
|||
|
||||
int KillGetWeapon(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
|
@ -4998,8 +4954,6 @@ void ChoosePlayerGetSound(PLAYERp pp)
|
|||
|
||||
bool CanGetWeapon(PLAYERp pp, DSWActor* actor, int WPN)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
switch (gNet.MultiGameType)
|
||||
{
|
||||
case MULTI_GAME_NONE:
|
||||
|
@ -5052,8 +5006,6 @@ enum
|
|||
};
|
||||
int DoGet(DSWActor* actor)
|
||||
{
|
||||
USER* u = actor->u();
|
||||
USERp pu;
|
||||
PLAYERp pp;
|
||||
short pnum, key_num;
|
||||
int dist, a,b,c;
|
||||
|
@ -5929,7 +5881,6 @@ KeyMain:
|
|||
|
||||
void ProcessActiveVars(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
const int TIME_TILL_INACTIVE = (4 * 120);
|
||||
|
||||
if (!TEST(actor->user.Flags, SPR_ACTIVE))
|
||||
|
@ -5950,7 +5901,6 @@ void ProcessActiveVars(DSWActor* actor)
|
|||
|
||||
void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
DSWActor* plActor = pp->actor;
|
||||
int look_height;
|
||||
|
||||
|
@ -6000,7 +5950,6 @@ void AdjustActiveRange(PLAYERp pp, DSWActor* actor, int dist)
|
|||
|
||||
int StateControl(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
short StateTics;
|
||||
|
||||
if (!actor->user.State)
|
||||
|
@ -6041,9 +5990,9 @@ int StateControl(DSWActor* actor)
|
|||
// Call it once and go to the next state
|
||||
(*actor->user.State->Animator)(actor);
|
||||
|
||||
ASSERT(u); //put this in to see if actor was getting killed with in his QUICK_CALL state
|
||||
ASSERT(actor->hasU()); //put this in to see if actor was getting killed with in his QUICK_CALL state
|
||||
|
||||
if (!u)
|
||||
if (!actor->hasU())
|
||||
break;
|
||||
|
||||
// if still on the same QUICK_CALL should you
|
||||
|
@ -6052,7 +6001,7 @@ int StateControl(DSWActor* actor)
|
|||
actor->user.State = actor->user.State->NextState;
|
||||
}
|
||||
|
||||
if (!u)
|
||||
if (!actor->hasU())
|
||||
break;
|
||||
|
||||
if (!actor->user.State->Pic)
|
||||
|
@ -6061,7 +6010,7 @@ int StateControl(DSWActor* actor)
|
|||
}
|
||||
}
|
||||
|
||||
if (u)
|
||||
if (actor->hasU())
|
||||
{
|
||||
ASSERT(actor->user.State);
|
||||
// Set picnum to the correct pic
|
||||
|
@ -6091,7 +6040,6 @@ int StateControl(DSWActor* actor)
|
|||
void SpriteControl(void)
|
||||
{
|
||||
int32_t stat;
|
||||
USERp u;
|
||||
short pnum, CloseToPlayer;
|
||||
PLAYERp pp;
|
||||
int tx, ty, tmin, dist;
|
||||
|
@ -6124,8 +6072,6 @@ void SpriteControl(void)
|
|||
{
|
||||
if (!actor->hasU()) continue;
|
||||
|
||||
u = actor->u();
|
||||
|
||||
CloseToPlayer = false;
|
||||
|
||||
ProcessActiveVars(actor);
|
||||
|
@ -6176,8 +6122,7 @@ void SpriteControl(void)
|
|||
it.Reset(STAT_NO_STATE);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
if (u && actor->user.ActorActionFunc)
|
||||
if (actor->hasU() && actor->user.ActorActionFunc)
|
||||
actor->user.ActorActionFunc(actor);
|
||||
}
|
||||
|
||||
|
@ -6204,9 +6149,7 @@ void SpriteControl(void)
|
|||
it.Reset(STAT_VATOR);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
|
||||
if (u == 0)
|
||||
if (!actor->hasU())
|
||||
continue;
|
||||
if (actor->user.Tics)
|
||||
{
|
||||
|
@ -6225,8 +6168,6 @@ void SpriteControl(void)
|
|||
it.Reset(STAT_SPIKE);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
|
||||
if (actor->user.Tics)
|
||||
{
|
||||
if ((actor->user.Tics -= synctics) <= 0)
|
||||
|
@ -6244,8 +6185,6 @@ void SpriteControl(void)
|
|||
it.Reset(STAT_ROTATOR);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
|
||||
if (actor->user.Tics)
|
||||
{
|
||||
if ((actor->user.Tics -= synctics) <= 0)
|
||||
|
@ -6263,8 +6202,6 @@ void SpriteControl(void)
|
|||
it.Reset(STAT_SLIDOR);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
u = actor->u();
|
||||
|
||||
if (actor->user.Tics)
|
||||
{
|
||||
if ((actor->user.Tics -= synctics) <= 0)
|
||||
|
@ -6303,7 +6240,6 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
|
|||
Collision retval{};
|
||||
int zh;
|
||||
short tempshort;
|
||||
USERp u = actor->u();
|
||||
|
||||
ASSERT(actor->hasU());
|
||||
|
||||
|
@ -6412,7 +6348,6 @@ Collision move_sprite(DSWActor* actor, int xchange, int ychange, int zchange, in
|
|||
|
||||
void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
actor->spr.backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
ChangeActorSect(actor, sect);
|
||||
|
@ -6421,7 +6356,6 @@ void MissileWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
|||
|
||||
void ActorWarpUpdatePos(DSWActor* actor, sectortype* sect)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
actor->spr.backuppos();
|
||||
actor->user.oz = actor->spr.opos.Z;
|
||||
ChangeActorSect(actor, sect);
|
||||
|
@ -6467,8 +6401,6 @@ void ActorWarpType(DSWActor* actor, DSWActor* act_warp)
|
|||
|
||||
int MissileWaterAdjust(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
auto sectp = actor->user.lo_sectp;
|
||||
if (sectp && sectp->hasU())
|
||||
{
|
||||
|
@ -6480,8 +6412,6 @@ int MissileWaterAdjust(DSWActor* actor)
|
|||
|
||||
int MissileZrange(DSWActor* actor)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
|
||||
// Set the blocking bit to 0 temporarly so FAFgetzrange doesn't pick
|
||||
// up its own sprite
|
||||
auto tempshort = actor->spr.cstat;
|
||||
|
@ -6499,7 +6429,6 @@ int MissileZrange(DSWActor* actor)
|
|||
|
||||
Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
Collision retval{};
|
||||
int zh;
|
||||
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||||
|
@ -6623,7 +6552,6 @@ Collision move_missile(DSWActor* actor, int xchange, int ychange, int zchange, i
|
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|
||||
Collision move_ground_missile(DSWActor* actor, int xchange, int ychange, int ceildist, int flordist, uint32_t cliptype, int numtics)
|
||||
{
|
||||
USERp u = actor->u();
|
||||
int daz;
|
||||
Collision retval{};
|
||||
int ox,oy;
|
||||
|
|
Loading…
Reference in a new issue