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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- some leftover shorts plus utilities that ended up unused but may be useful later.
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parent
35b9318580
commit
ae08ae1d8d
12 changed files with 68 additions and 27 deletions
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@ -168,6 +168,11 @@ inline walltype* walltype::nextWall() const
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return &::wall[nextwall];
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}
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inline walltype* walltype::point2Wall() const
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{
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return &::wall[point2];
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}
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inline walltype* sectortype::firstWall() const
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{
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return &wall[wallptr];
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@ -138,6 +138,7 @@ struct walltype
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void addypan(float add) { ypan_ = fmodf(ypan_ + add + 512, 256); } // +512 is for handling negative offsets
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sectortype* nextSector() const;
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walltype* nextWall() const;
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walltype* point2Wall() const;
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bool twoSided() const { return nextsector >= 0; }
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#if 0
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@ -152,3 +152,11 @@ inline int I_GetBuildTime()
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{
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return I_GetTime(120);
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}
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inline int32_t getangle(walltype* wal)
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{
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return getangle(
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wall[wal->point2].x - wal->x,
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wall[wal->point2].y - wal->y);
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}
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@ -278,6 +278,19 @@ struct Collision
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else { index = -1; actor = &bloodActors[value & kHitIndexMask]; }
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return type;
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}
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walltype* wall()
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{
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assert(type == kHitWall);
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return &::wall[index];
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}
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sectortype* sector()
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{
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assert(type == kHitSector);
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return &::sector[index];
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}
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};
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inline DBloodActor* getUpperLink(int sect)
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@ -40,7 +40,6 @@ BEGIN_DUKE_NS
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void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
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{
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int i, j, k, p;
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short sect;
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int l, t1, t3, t4;
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spritetype* s;
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tspritetype* t;
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@ -174,7 +173,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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t->pos = s->interpolatedvec3(smoothratio);
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}
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sect = s->sectnum;
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//sect = s->sectnum;
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auto sectp = s->sector();
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t1 = h->temp_data[1];
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t3 = h->temp_data[3];
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t4 = h->temp_data[4];
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@ -485,8 +485,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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PALONLY:
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if (sector[sect].floorpal)
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copyfloorpal(t, §or[sect]);
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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if (!h->GetOwner()) continue;
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@ -617,8 +617,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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t->picnum = s->yvel;
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else t->picnum += h->temp_data[0];
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if (sector[sect].floorpal)
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copyfloorpal(t, §or[sect]);
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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break;
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case WATERBUBBLE:
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@ -630,8 +630,8 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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default:
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default_case:
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if (sector[sect].floorpal)
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copyfloorpal(t, §or[sect]);
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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break;
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}
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@ -740,9 +740,9 @@ void animatesprites_r(spritetype* tsprite, int& spritesortcnt, int x, int y, int
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{
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int daz;
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if (isRRRA() && sector[sect].lotag == 160) continue;
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if ((sector[sect].lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE)
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daz = sector[sect].floorz;
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if (isRRRA() && sectp->lotag == 160) continue;
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if ((sectp->lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE)
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daz = sectp->floorz;
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else
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daz = h->floorz;
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@ -19,6 +19,7 @@
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#include "soundefs.h"
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#include "gamestruct.h"
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#include "v_draw.h"
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#include "gamefuncs.h"
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BEGIN_DUKE_NS
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@ -136,7 +136,7 @@ int madenoise(int playerNum);
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int haskey(int sect, int snum);
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void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
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void breakwall(short newpn, DDukeActor* spr, short dawallnum);
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void breakwall(int newpn, DDukeActor* spr, int dawallnum);
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int callsound(int sectnum,DDukeActor* snum);
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int hitasprite(DDukeActor* snum,DDukeActor **hitSprite);
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int findplayer(const DDukeActor* s, int* dist);
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@ -3330,8 +3330,8 @@ void processinput_r(int snum)
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{
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int i, k, doubvel, fz, cz, truefdist;
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Collision chz, clz;
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char shrunk;
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short psect, psectlotag;
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bool shrunk;
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int psect, psectlotag;
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auto p = &ps[snum];
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auto pact = p->GetActor();
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@ -418,15 +418,15 @@ void cacheit_r(void)
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void prelevel_r(int g)
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{
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struct player_struct* p;
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short i;
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short j;
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short startwall;
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short endwall;
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short lotaglist;
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int i;
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int j;
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int startwall;
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int endwall;
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int lotaglist;
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short lotags[65];
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int speed;
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int dist;
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short sound;
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int sound;
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sound = 0;
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prelevel_common(g);
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@ -981,7 +981,7 @@ void operatesectors(int sn, DDukeActor *actor)
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case ST_30_ROTATE_RISE_BRIDGE:
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{
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auto act = ScriptIndexToActor(sector[sn].hitag);
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auto act = ScriptIndexToActor(sptr->hitag);
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if (!act) break;
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if (act->tempang == 0 || act->tempang == 256) callsound(sn, actor);
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if (act->s->extra == 1) act->s->extra = 3;
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@ -991,7 +991,7 @@ void operatesectors(int sn, DDukeActor *actor)
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case ST_31_TWO_WAY_TRAIN:
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{
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auto act = ScriptIndexToActor(sector[sn].hitag);
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auto act = ScriptIndexToActor(sptr->hitag);
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if (!act) break;
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if (act->temp_data[4] == 0)
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act->temp_data[4] = 1;
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@ -1218,7 +1218,7 @@ void operateforcefields_common(DDukeActor *effector, int low, const std::initial
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//
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//---------------------------------------------------------------------------
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void breakwall(short newpn, DDukeActor* spr, short dawallnum)
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void breakwall(int newpn, DDukeActor* spr, int dawallnum)
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{
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wall[dawallnum].picnum = newpn;
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S_PlayActorSound(VENT_BUST, spr);
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@ -199,7 +199,7 @@ struct player_struct
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int aim_mode, ftt;
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int cursectnum, one_parallax_sectnum; // sector references. Make them pointers later?
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int cursectnum, one_parallax_sectnum, access_wallnum; // wall + sector references. Make them pointers later?
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short last_extra, subweapon;
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short ammo_amount[MAX_WEAPONS], frag, fraggedself;
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@ -207,7 +207,7 @@ struct player_struct
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short curr_weapon, last_weapon, tipincs, wantweaponfire;
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short holoduke_amount, hurt_delay, hbomb_hold_delay;
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short jumping_counter, airleft, knee_incs, access_incs;
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short ftq, access_wallnum;
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short ftq;
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short got_access, weapon_ang, firstaid_amount;
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short i;
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short over_shoulder_on, fist_incs;
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@ -374,6 +374,19 @@ struct Collision
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else { index = -1; actor = &hittype[value & kHitIndexMask]; }
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return type;
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}
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walltype* wall() const
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{
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assert(type == kHitWall);
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return &::wall[index];
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}
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sectortype* sector() const
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{
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assert(type == kHitSector);
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return &::sector[index];
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}
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};
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@ -159,7 +159,7 @@ struct DukePlayer
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native int randomflamex, crack_time;
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native int aim_mode, ftt;
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native int cursectnum, one_parallax_sectnum;
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native int cursectnum, one_parallax_sectnum, access_wallnum;
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native int16 last_extra, subweapon;
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native int16 ammo_amount[DukeWpn.MAX_WEAPONS], frag, fraggedself;
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@ -167,7 +167,7 @@ struct DukePlayer
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native int16 curr_weapon, last_weapon, tipincs, wantweaponfire;
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native int16 holoduke_amount, hurt_delay, hbomb_hold_delay;
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native int16 jumping_counter, airleft, knee_incs, access_incs;
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native int16 ftq, access_wallnum;
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native int16 ftq;
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native int16 got_access, weapon_ang, firstaid_amount;
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native int16 i;
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native int16 over_shoulder_on, fist_incs;
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