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- SW: migrate everything to the main clipmove function
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16f9d4ec36
commit
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15 changed files with 53 additions and 33 deletions
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@ -76,7 +76,7 @@ inline int pushmove(vec3_t *const vect, int *const sectnum, int32_t const walldi
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short sect16 = *sectnum;
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auto r = pushmove(vect, §16, walldist, ceildist, flordist, cliptype, clear);
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*sectnum = sect16;
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return r;
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return r;
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}
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[[deprecated]]
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@ -222,13 +222,12 @@ static void ValidateSprite(spritetype& spr)
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}
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else if ((unsigned)spr.sectnum >= (unsigned)numsectors)
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{
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const int32_t osectnum = spr.sectnum;
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int sectnum = -1;
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updatesector(spr.x, spr.y, §num);
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spr.sectnum = sectnum;
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spr.sectnum = -1;
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updatesector(spr.x, spr.y, &spr.sectnum);
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bugged = spr.sectnum < 0;
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if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.x, spr.y, spr.sectnum);
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bugged = sectnum < 0;
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if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.x, spr.y, sectnum);
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}
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if (bugged)
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{
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@ -322,7 +322,9 @@ void InitLevel(MapRecord *maprec)
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int16_t ang;
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currentLevel = maprec;
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engineLoadBoard(maprec->fileName, SW_SHAREWARE ? 1 : 0, &Player[0].pos, &ang, &Player[0].cursectnum);
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short sect16 = -1;
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engineLoadBoard(maprec->fileName, SW_SHAREWARE ? 1 : 0, &Player[0].pos, &ang, §16);
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Player[0].cursectnum = sect16;
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SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
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STAT_NewLevel(currentLevel->fileName);
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@ -736,7 +736,7 @@ typedef void (*PLAYER_ACTION_FUNCp)(PLAYERp);
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typedef struct
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{
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short cursectnum,lastcursectnum,pang,filler;
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int cursectnum,lastcursectnum,pang;
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int xvect,yvect,oxvect,oyvect,slide_xvect,slide_yvect;
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int posx,posy,posz;
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SECTOR_OBJECTp sop_control;
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@ -789,7 +789,7 @@ struct PLAYERstruct
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short circle_camera_ang;
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short camera_check_time_delay;
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short cursectnum,lastcursectnum;
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int cursectnum,lastcursectnum;
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fixed_t turn180_target; // 180 degree turn
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// variables that do not fit into sprite structure
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@ -132,7 +132,7 @@ short MultiClipTurn(PLAYERp pp, short new_ang, int z, int floor_dist)
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int x,y;
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short ang;
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int xvect, yvect;
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short cursectnum = pp->cursectnum;
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int cursectnum = pp->cursectnum;
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for (i = 0; i < sop->clipbox_num; i++)
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{
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@ -19,10 +19,29 @@ void MapColors(short num,COLOR_MAP cm,short create);
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int32_t CONFIG_ReadSetup(void);
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bool WarpPlaneSectorInfo(short sectnum, SPRITEp* sp_ceiling, SPRITEp* sp_floor);
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SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
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SPRITEp WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
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SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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SPRITEp WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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bool WarpSectorInfo(short sectnum, SPRITEp* sp_warp);
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SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum);
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SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int* sectnum);
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[[deprecated]]
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SPRITEp Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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{
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int sect16 = *sectnum;
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auto p= Warp(x, y, z, §16);
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*sectnum = sect16;
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return p;
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}
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[[deprecated]]
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SPRITEp WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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{
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int sect16 = *sectnum;
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auto p= WarpPlane(x, y, z, §16);
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*sectnum = sect16;
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return p;
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}
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void ProcessVisOn(void);
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void VisViewChange(PLAYERp pp, int* vis);
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@ -2142,7 +2142,7 @@ DoPlayerMove(PLAYERp pp)
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if (TEST(pp->Flags, PF_CLIP_CHEAT))
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{
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short sectnum=pp->cursectnum;
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int sectnum = pp->cursectnum;
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if (interpolate_ride)
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{
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pp->oposx = pp->posx;
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@ -6311,7 +6311,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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SPRITEp sp = pp->SpriteP;
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USERp u = User[pp->PlayerSprite].Data();
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int dax,day;
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short sectnum;
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int sectnum;
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dax = MOVEx(u->slide_vel, u->slide_ang);
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day = MOVEy(u->slide_vel, u->slide_ang);
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@ -264,7 +264,7 @@ FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
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int32_t xe, int32_t ye, int32_t ze, int16_t secte)
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{
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int loz, hiz;
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short newsectnum = sects;
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int newsectnum = sects;
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int xvect, yvect, zvect;
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short ang;
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hitdata_t hitinfo;
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@ -413,7 +413,6 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, REMOTE_CONTROL& w,
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arc("cursectnum", w.cursectnum)
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("lastcursectnum", w.lastcursectnum)
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("pang", w.pang)
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("filler", w.filler)
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("xvect", w.xvect)
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("yvect", w.yvect)
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("slide_xvect", w.slide_xvect)
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@ -5021,7 +5021,7 @@ DropAhead(short SpriteNum, short min_height)
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SPRITEp sp = &sprite[SpriteNum];
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int dax, day;
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short newsector;
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int newsector;
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// dax = sp->x + MOVEx(128, sp->ang);
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// day = sp->y + MOVEy(128, sp->ang);
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@ -6831,7 +6831,8 @@ int
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move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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int retval=0, zh;
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short dasectnum, tempshort;
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int dasectnum;
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short tempshort;
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SPRITEp spr;
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USERp u = User[spritenum].Data();
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short lastsectnum;
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@ -7078,7 +7079,7 @@ int
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move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics)
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{
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int retval, zh;
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short dasectnum, tempshort;
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int dasectnum, tempshort;
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SPRITEp sp;
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USERp u = User[spritenum].Data();
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short lastsectnum;
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@ -7216,7 +7217,7 @@ move_ground_missile(short spritenum, int xchange, int ychange, int ceildist, int
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{
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int daz;
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int retval=0;
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short dasectnum;
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int dasectnum;
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SPRITEp sp;
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USERp u = User[spritenum].Data();
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short lastsectnum;
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@ -124,7 +124,7 @@ ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_
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SPRITEp sp = User[SpriteNum]->SpriteP;
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int dist, near_dist = 999999, zdiff;
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short track_sect=0;
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int track_sect=0;
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short i;
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short end_point[2] = {0,0};
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@ -2886,7 +2886,7 @@ void
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DoTornadoObject(SECTOR_OBJECTp sop)
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{
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int xvect,yvect;
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short cursect;
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int cursect;
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// this made them move together more or less - cool!
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//static short ang = 1024;
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int floor_dist;
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@ -81,7 +81,7 @@ WarpPlaneSectorInfo(short sectnum, SPRITEp *sp_ceiling, SPRITEp *sp_floor)
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}
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SPRITEp
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WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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WarpPlane(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
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{
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SPRITEp sp_floor, sp_ceiling;
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@ -111,7 +111,7 @@ WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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}
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SPRITEp
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WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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WarpToArea(SPRITEp sp_from, int32_t* x, int32_t* y, int32_t* z, int* sectnum)
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{
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int xoff;
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int yoff;
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@ -245,7 +245,7 @@ WarpSectorInfo(short sectnum, SPRITEp *sp_warp)
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}
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SPRITEp
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Warp(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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Warp(int32_t* x, int32_t* y, int32_t* z, int* sectnum)
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{
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SPRITEp sp_warp;
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@ -12830,7 +12830,7 @@ DoSerpRing(DSWActor* actor)
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// if ((dist ok and random ok) OR very few skulls left)
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if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || User[sp->owner]->Counter < 4)
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{
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short sectnum = sp->sectnum;
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int sectnum = sp->sectnum;
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updatesector(sp->x,sp->y,§num);
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// if (valid sector and can see target)
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@ -17420,7 +17420,7 @@ HitscanSpriteAdjust(short SpriteNum, short hit_wall)
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SPRITEp sp = &sprite[SpriteNum];
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int16_t ang;
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int xvect,yvect;
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short sectnum;
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int sectnum;
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#if 1
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if (hit_wall >= 0)
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@ -20265,7 +20265,7 @@ int QueueHole(short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z)
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short SpriteNum;
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int nx,ny;
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SPRITEp sp;
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short sectnum;
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int sectnum;
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if (TestDontStick(-1,hit_wall))
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@ -20544,7 +20544,7 @@ int QueueWallBlood(short hit_sprite, short ang)
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short SpriteNum;
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int nx,ny;
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SPRITEp sp;
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short sectnum;
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int sectnum;
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short rndnum;
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int daz;
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hitdata_t hitinfo;
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@ -843,7 +843,7 @@ SpawnZombie2(short Weapon)
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if (FAF_ConnectArea(sp->sectnum))
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{
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short sectnum = sp->sectnum;
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int sectnum = sp->sectnum;
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updatesectorz(sp->x, sp->y, sp->z + Z(10), §num);
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if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum))
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return -1;
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@ -211,7 +211,7 @@ struct SWPlayer native
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native int16 circle_camera_ang;
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native int16 camera_check_time_delay;
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native int16 cursectnum,lastcursectnum;
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native int cursectnum,lastcursectnum;
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native int turn180_target; // 180 degree turn
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// variables that do not fit into sprite structure
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