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- function separators in quake.cpp.
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@ -52,6 +52,12 @@ inline uint8_t& QUAKE_Zamt(DSWActor* actor) { return SP_TAG3(actor); }
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// only for timed quakes
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#define QUAKE_WaitForTrigger(actor) (TEST_BOOL3(actor))
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CopyQuakeSpotToOn(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->sector(), STAT_QUAKE_SPOT);
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@ -66,6 +72,12 @@ void CopyQuakeSpotToOn(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoQuakeMatch(short match)
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{
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SWStatIterator it(STAT_QUAKE_SPOT);
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@ -92,6 +104,12 @@ void DoQuakeMatch(short match)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ProcessQuakeOn(void)
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{
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SWStatIterator it(STAT_QUAKE_ON);
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@ -107,6 +125,12 @@ void ProcessQuakeOn(void)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ProcessQuakeSpot(void)
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{
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int rand_test;
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@ -149,6 +173,11 @@ void ProcessQuakeSpot(void)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void QuakeViewChange(PLAYER* pp, DVector3& tpos, DAngle& tang)
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{
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DSWActor* save_act = nullptr;
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@ -214,6 +243,12 @@ void QuakeViewChange(PLAYER* pp, DVector3& tpos, DAngle& tang)
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tang += tangdiff;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SpawnQuake(sectortype* sect, const DVector3& pos, int tics, int amt, int radius)
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{
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@ -233,6 +268,12 @@ void SpawnQuake(sectortype* sect, const DVector3& pos, int tics, int amt, int ra
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PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool SetQuake(PLAYER* pp, short tics, short amt)
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{
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SpawnQuake(pp->cursector, pp->pos, tics, amt, 30000);
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