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- added temp_angle variable to DDukeActor
To avoid using temp_data as storage for angles in TRIPBOMB.
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3 changed files with 3 additions and 4 deletions
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@ -3185,18 +3185,14 @@ void handle_se03(DDukeActor *actor)
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int palvals = actor->palvals;
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// if(actor->temp_data[5] > 0) { actor->temp_data[5]--; break; }
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if ((global_random / (sh + 1) & 31) < 4 && !actor->temp_data[2])
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{
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// actor->temp_data[5] = 4+(global_random&7);
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sc->ceilingpal = palvals >> 8;
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sc->floorpal = palvals & 0xff;
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actor->temp_data[0] = actor->spr.shade + (global_random & 15);
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}
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else
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{
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// actor->temp_data[5] = 4+(global_random&3);
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sc->ceilingpal = actor->spr.pal;
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sc->floorpal = actor->spr.pal;
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actor->temp_data[0] = actor->temp_data[3];
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@ -314,6 +314,7 @@ void DDukeActor::Serialize(FSerializer& arc)
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("seek_actor", seek_actor)
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.Array("temp_data", temp_data, 6)
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.Array("temo_wall", temp_walls, 2)
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("temp_angle", temp_angle)
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("temp_sect", temp_sect)
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("uservars", uservars)
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("flags1", flags1)
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@ -57,10 +57,12 @@ public:
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int palvals;
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int tempsound;
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};
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// note: all this temp shit needs to be moved to subclass specific variables once things get cleaned up. This is a major issue with code readability.
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int temp_data[6];
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// Some SE's stored indices in temp_data. For purposes of clarity avoid that. These variables are meant to store these elements now
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walltype* temp_walls[2]; // SE20 + SE128
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sectortype* temp_sect, *actorstayput;
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DAngle temp_angle; // only used by TRIPBOMB
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TObjPtr<DDukeActor*> temp_actor, seek_actor;
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