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- Duke: Clean up actor accesses in player.cpp
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a51521381f
commit
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1 changed files with 40 additions and 28 deletions
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@ -181,12 +181,13 @@ double hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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double hitawall(DDukePlayer* p, walltype** hitw)
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{
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const auto pact = p->GetActor();
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HitInfo hit{};
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hitscan(p->GetActor()->getPosWithOffsetZ(), p->cursector, DVector3(p->GetActor()->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK0);
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hitscan(pact->getPosWithOffsetZ(), p->cursector, DVector3(pact->spr.Angles.Yaw.ToVector() * 1024, 0), hit, CLIPMASK0);
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if (hitw) *hitw = hit.hitWall;
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return (hit.hitpos.XY() - p->GetActor()->spr.pos.XY()).Length();
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return (hit.hitpos.XY() - pact->spr.pos.XY()).Length();
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}
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@ -222,7 +223,7 @@ DDukeActor* aim(DDukeActor* actor, int abase, bool force, bool* b)
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setFreeAimVelocity(vel, zvel, plr->Angles.getPitchWithView(), 16.);
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HitInfo hit{};
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hitscan(plr->GetActor()->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
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hitscan(actor->getPosWithOffsetZ().plusZ(4), actor->sector(), DVector3(actor->spr.Angles.Yaw.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
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if (hit.actor() != nullptr)
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{
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@ -739,17 +740,19 @@ void DDukePlayer::apply_seasick()
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void DDukePlayer::backuppos(bool noclipping)
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{
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const auto pact = GetActor();
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if (!noclipping)
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{
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GetActor()->backupvec2();
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pact->backupvec2();
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}
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else
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{
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GetActor()->restorevec2();
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pact->restorevec2();
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}
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GetActor()->backupz();
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bobpos = GetActor()->spr.pos.XY();
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pact->backupz();
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bobpos = pact->spr.pos.XY();
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opyoff = pyoff;
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}
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@ -1062,11 +1065,13 @@ void purplelavacheck(DDukePlayer* p)
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void addphealth(DDukePlayer* p, int amount, bool bigitem)
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{
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const auto pact = p->GetActor();
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if (p->newOwner != nullptr)
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{
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p->newOwner = nullptr;
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p->GetActor()->restoreloc();
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updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
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pact->restoreloc();
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updatesector(pact->getPosWithOffsetZ(), &p->cursector);
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DukeStatIterator it(STAT_ACTOR);
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while (auto actj = it.Next())
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@ -1076,7 +1081,7 @@ void addphealth(DDukePlayer* p, int amount, bool bigitem)
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}
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}
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int curhealth = p->GetActor()->spr.extra;
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int curhealth = pact->spr.extra;
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if (!bigitem)
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{
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@ -1108,13 +1113,13 @@ void addphealth(DDukePlayer* p, int amount, bool bigitem)
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{
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if ((curhealth - amount) < (gs.max_player_health >> 2) &&
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curhealth >= (gs.max_player_health >> 2))
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
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p->last_extra = curhealth;
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}
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p->GetActor()->spr.extra = curhealth;
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pact->spr.extra = curhealth;
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}
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}
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@ -1126,6 +1131,8 @@ void addphealth(DDukePlayer* p, int amount, bool bigitem)
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int playereat(DDukePlayer* p, int amount, bool bigitem)
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{
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const auto pact = p->GetActor();
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p->eat += amount;
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if (p->eat > 100)
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{
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@ -1134,7 +1141,7 @@ int playereat(DDukePlayer* p, int amount, bool bigitem)
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p->drink_amt -= amount;
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if (p->drink_amt < 0)
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p->drink_amt = 0;
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int curhealth = p->GetActor()->spr.extra;
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int curhealth = pact->spr.extra;
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if (!bigitem)
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{
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if (curhealth > gs.max_player_health && amount > 0)
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@ -1165,12 +1172,12 @@ int playereat(DDukePlayer* p, int amount, bool bigitem)
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{
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if ((curhealth - amount) < (gs.max_player_health >> 2) &&
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curhealth >= (gs.max_player_health >> 2))
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
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p->last_extra = curhealth;
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}
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p->GetActor()->spr.extra = curhealth;
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pact->spr.extra = curhealth;
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}
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return true;
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}
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@ -1183,8 +1190,10 @@ int playereat(DDukePlayer* p, int amount, bool bigitem)
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void playerdrink(DDukePlayer* p, int amount)
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{
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const auto pact = p->GetActor();
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p->drink_amt += amount;
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int curhealth = p->GetActor()->spr.extra;
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int curhealth = pact->spr.extra;
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if (curhealth > 0)
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curhealth += amount;
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if (curhealth > gs.max_player_health * 2)
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@ -1198,19 +1207,19 @@ void playerdrink(DDukePlayer* p, int amount)
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{
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if ((curhealth - amount) < (gs.max_player_health >> 2) &&
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curhealth >= (gs.max_player_health >> 2))
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, p->GetActor());
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S_PlayActorSound(PLAYER_GOTHEALTHATLOW, pact);
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p->last_extra = curhealth;
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}
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p->GetActor()->spr.extra = curhealth;
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pact->spr.extra = curhealth;
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}
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if (p->drink_amt > 100)
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p->drink_amt = 100;
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if (p->GetActor()->spr.extra >= gs.max_player_health)
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if (pact->spr.extra >= gs.max_player_health)
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{
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p->GetActor()->spr.extra = gs.max_player_health;
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pact->spr.extra = gs.max_player_health;
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p->last_extra = gs.max_player_health;
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}
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}
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@ -1464,8 +1473,10 @@ int playercheckinventory(DDukePlayer* p, DDukeActor* item, int type, int amount)
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void playerstomp(DDukePlayer* p, DDukeActor* stomped)
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{
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if (p->knee_incs == 0 && p->GetActor()->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
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if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), p->GetActor()->getPosWithOffsetZ().plusZ(16), p->GetActor()->sector()))
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const auto pact = p->GetActor();
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if (p->knee_incs == 0 && pact->spr.scale.X >= (isRR() ? 0.140625 : 0.625))
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if (cansee(stomped->spr.pos.plusZ(-4), stomped->sector(), pact->getPosWithOffsetZ().plusZ(16), pact->sector()))
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{
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p->knee_incs = 1;
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if (p->weapon_pos == 0)
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@ -1489,13 +1500,14 @@ void playerreset(DDukePlayer* p, DDukeActor* g_ac)
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else
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{
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// I am not convinced this is even remotely smart to be executed from here..
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const auto pact = p->GetActor();
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pickrandomspot(p->pnum);
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g_ac->spr.pos = p->GetActor()->getPosWithOffsetZ();
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p->GetActor()->backuppos();
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g_ac->spr.pos = pact->getPosWithOffsetZ();
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pact->backuppos();
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p->setbobpos();
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g_ac->backuppos();
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updatesector(p->GetActor()->getPosWithOffsetZ(), &p->cursector);
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SetActor(p->GetActor(), p->GetActor()->spr.pos);
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updatesector(pact->getPosWithOffsetZ(), &p->cursector);
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SetActor(pact, pact->spr.pos);
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g_ac->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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g_ac->spr.shade = -12;
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@ -1507,7 +1519,7 @@ void playerreset(DDukePlayer* p, DDukeActor* g_ac)
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p->last_extra = g_ac->spr.extra = gs.max_player_health;
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p->wantweaponfire = -1;
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p->GetActor()->PrevAngles.Pitch = p->GetActor()->spr.Angles.Pitch = nullAngle;
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pact->PrevAngles.Pitch = pact->spr.Angles.Pitch = nullAngle;
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p->on_crane = nullptr;
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p->frag_ps = p->pnum;
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p->Angles.PrevViewAngles.Pitch = p->Angles.ViewAngles.Pitch = nullAngle;
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@ -1531,7 +1543,7 @@ void playerreset(DDukePlayer* p, DDukeActor* g_ac)
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g_ac->tempval = 0;
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g_ac->actorstayput = nullptr;
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g_ac->dispictex = FNullTextureID();
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g_ac->SetHitOwner(p->GetActor());
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g_ac->SetHitOwner(pact);
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g_ac->temp_data[4] = 0;
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resetinventory(p);
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