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- renamed u-> in vator.cpp
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2ef7fc9bc2
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1 changed files with 68 additions and 68 deletions
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@ -48,30 +48,30 @@ void ReverseVator(DSWActor* actor)
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USERp u = actor->u();
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// if paused go ahead and start it up again
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if (u->Tics)
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if (actor->user.Tics)
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{
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u->Tics = 0;
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actor->user.Tics = 0;
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SetVatorActive(actor);
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return;
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}
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// moving toward to OFF pos
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if (u->z_tgt == u->oz)
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if (actor->user.z_tgt == actor->user.oz)
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{
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if (actor->spr.pos.Z == u->oz)
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u->z_tgt = u->sz;
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else if (u->sz == u->oz)
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u->z_tgt = actor->spr.pos.Z;
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->user.sz;
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else if (actor->user.sz == actor->user.oz)
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actor->user.z_tgt = actor->spr.pos.Z;
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}
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else if (u->z_tgt == u->sz)
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else if (actor->user.z_tgt == actor->user.sz)
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{
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if (actor->spr.pos.Z == u->oz)
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u->z_tgt = actor->spr.pos.Z;
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else if (u->sz == u->oz)
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u->z_tgt = u->sz;
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->spr.pos.Z;
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else if (actor->user.sz == actor->user.oz)
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actor->user.z_tgt = actor->user.sz;
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}
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u->vel_rate = -u->vel_rate;
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actor->user.vel_rate = -actor->user.vel_rate;
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}
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bool VatorSwitch(short match, short setting)
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@ -106,15 +106,15 @@ void SetVatorActive(DSWActor* actor)
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(actor), 1, SOUND_OBJECT_TYPE);
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SET(u->Flags, SPR_ACTIVE);
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u->Tics = 0;
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SET(actor->user.Flags, SPR_ACTIVE);
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actor->user.Tics = 0;
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// moving to the ON position
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if (u->z_tgt == actor->spr.pos.Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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VatorSwitch(SP_TAG2(actor), true);
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else
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// moving to the OFF position
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if (u->z_tgt == u->sz)
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if (actor->user.z_tgt == actor->user.sz)
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VatorSwitch(SP_TAG2(actor), false);
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}
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@ -133,7 +133,7 @@ void SetVatorInactive(DSWActor* actor)
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// play inactivate sound
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DoSoundSpotMatch(SP_TAG2(actor), 2, SOUND_OBJECT_TYPE);
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RESET(u->Flags, SPR_ACTIVE);
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RESET(actor->user.Flags, SPR_ACTIVE);
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}
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// called for operation from the space bar
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@ -186,14 +186,14 @@ void DoVatorOperate(PLAYERp pp, sectortype* sect)
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// returns first vator found
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void DoVatorMatch(PLAYERp pp, short match)
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{
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USERp fu;
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USERp u;
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SWStatIterator it(STAT_VATOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
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{
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fu = actor->u();
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u = actor->u();
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// single play only vator
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// bool 8 must be set for message to display
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@ -216,9 +216,9 @@ void DoVatorMatch(PLAYERp pp, short match)
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}
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// remember the player than activated it
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fu->PlayerP = pp;
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actor->user.PlayerP = pp;
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if (TEST(fu->Flags, SPR_ACTIVE))
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if (TEST(actor->user.Flags, SPR_ACTIVE))
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{
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ReverseVator(actor);
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continue;
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@ -232,20 +232,20 @@ void DoVatorMatch(PLAYERp pp, short match)
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bool TestVatorMatchActive(short match)
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{
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USERp fu;
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USERp u;
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SWStatIterator it(STAT_VATOR);
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while (auto actor = it.Next())
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{
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if (SP_TAG1(actor) == SECT_VATOR && SP_TAG2(actor) == match)
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{
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fu = actor->u();
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u = actor->u();
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(actor))
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continue;
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if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
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if (TEST(actor->user.Flags, SPR_ACTIVE) || actor->user.Tics)
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return true;
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}
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}
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@ -261,10 +261,10 @@ void InterpSectorSprites(sectortype* sect, bool state)
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if (actor->hasU())
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{
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auto u = actor->u();
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if (TEST(u->Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
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if (TEST(actor->user.Flags, SPR_SKIP4) && actor->spr.statnum <= STAT_SKIP4_INTERP_END)
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continue;
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if (TEST(u->Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
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if (TEST(actor->user.Flags, SPR_SKIP2) && actor->spr.statnum <= STAT_SKIP2_INTERP_END)
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continue;
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}
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}
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@ -339,28 +339,28 @@ int DoVatorMove(DSWActor* actor, int *lptr)
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zval = *lptr;
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// if LESS THAN goal
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if (zval < u->z_tgt)
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if (zval < actor->user.z_tgt)
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{
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// move it DOWN
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zval += (synctics * u->jump_speed);
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zval += (synctics * actor->user.jump_speed);
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u->jump_speed += u->vel_rate * synctics;
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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// if the other way make it equal
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if (zval > u->z_tgt)
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zval = u->z_tgt;
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if (zval > actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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// if GREATER THAN goal
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if (zval > u->z_tgt)
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if (zval > actor->user.z_tgt)
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{
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// move it UP
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zval -= (synctics * u->jump_speed);
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zval -= (synctics * actor->user.jump_speed);
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u->jump_speed += u->vel_rate * synctics;
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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if (zval < u->z_tgt)
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zval = u->z_tgt;
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if (zval < actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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move_amt = zval - *lptr;
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@ -377,11 +377,11 @@ int DoVator(DSWActor* actor)
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int *lptr;
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int amt;
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// u->sz - where the sector z started
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// u->z_tgt - current target z
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// u->oz - original z - where it initally starts off
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// actor->user.sz - where the sector z started
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// actor->user.z_tgt - current target z
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// actor->user.oz - original z - where it initally starts off
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// actor->spr.z - z of the sprite
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// u->vel_rate - velocity
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// actor->user.vel_rate - velocity
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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{
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@ -397,31 +397,31 @@ int DoVator(DSWActor* actor)
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}
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// EQUAL this entry has finished
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if (*lptr == u->z_tgt)
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if (*lptr == actor->user.z_tgt)
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{
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// in the ON position
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if (u->z_tgt == actor->spr.pos.Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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u->z_tgt = u->sz;
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u->vel_rate = -u->vel_rate;
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actor->user.z_tgt = actor->user.sz;
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actor->user.vel_rate = -actor->user.vel_rate;
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SetVatorInactive(actor);
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// if tag6 and nothing blocking door
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if (SP_TAG6(actor) && !TEST_BOOL8(actor))
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DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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else
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// in the OFF position
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if (u->z_tgt == u->sz)
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if (actor->user.z_tgt == actor->user.sz)
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{
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short match = SP_TAG2(actor);
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = short(abs(u->vel_rate));
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u->z_tgt = actor->spr.pos.Z;
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actor->user.jump_speed = actor->user.vel_tgt;
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actor->user.vel_rate = short(abs(actor->user.vel_rate));
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actor->user.z_tgt = actor->spr.pos.Z;
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RESET_BOOL8(actor);
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SetVatorInactive(actor);
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@ -434,7 +434,7 @@ int DoVator(DSWActor* actor)
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}
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if (SP_TAG6(actor) && TEST_BOOL5(actor))
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DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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// operate only once
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@ -446,16 +446,16 @@ int DoVator(DSWActor* actor)
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}
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// setup to go back to the original z
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if (*lptr != u->oz)
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if (*lptr != actor->user.oz)
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{
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if (u->WaitTics)
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u->Tics = u->WaitTics;
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if (actor->user.WaitTics)
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actor->user.Tics = actor->user.WaitTics;
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}
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}
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else // if (*lptr == u->z_tgt)
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else // if (*lptr == actor->user.z_tgt)
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{
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// if heading for the OFF (original) position and should NOT CRUSH
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if (TEST_BOOL3(actor) && u->z_tgt == u->oz)
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if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
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{
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int i;
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bool found = false;
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@ -498,7 +498,7 @@ int DoVator(DSWActor* actor)
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{
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ReverseVator(actor);
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u->vel_rate = -u->vel_rate;
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actor->user.vel_rate = -actor->user.vel_rate;
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found = true;
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}
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}
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@ -549,28 +549,28 @@ int DoVatorAuto(DSWActor* actor)
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}
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// EQUAL this entry has finished
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if (*lptr == u->z_tgt)
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if (*lptr == actor->user.z_tgt)
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{
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// in the UP position
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if (u->z_tgt == actor->spr.pos.Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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u->z_tgt = u->sz;
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u->vel_rate = -u->vel_rate;
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u->Tics = u->WaitTics;
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actor->user.z_tgt = actor->user.sz;
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actor->user.vel_rate = -actor->user.vel_rate;
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actor->user.Tics = actor->user.WaitTics;
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if (SP_TAG6(actor))
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DoMatchEverything(u->PlayerP, SP_TAG6(actor), -1);
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DoMatchEverything(actor->user.PlayerP, SP_TAG6(actor), -1);
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}
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else
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// in the DOWN position
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if (u->z_tgt == u->sz)
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if (actor->user.z_tgt == actor->user.sz)
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{
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// change target
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u->jump_speed = u->vel_tgt;
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u->vel_rate = short(abs(u->vel_rate));
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u->z_tgt = actor->spr.pos.Z;
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u->Tics = u->WaitTics;
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actor->user.jump_speed = actor->user.vel_tgt;
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actor->user.vel_rate = short(abs(actor->user.vel_rate));
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actor->user.z_tgt = actor->spr.pos.Z;
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actor->user.Tics = actor->user.WaitTics;
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if (SP_TAG6(actor) && TEST_BOOL5(actor))
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DoMatchEverything(nullptr, SP_TAG6(actor), -1);
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