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https://github.com/ZDoom/Raze.git
synced 2025-01-19 15:11:04 +00:00
- Exhumed: Clean up stack pointer names in RestartPlayer()
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This commit is contained in:
parent
c79a979395
commit
b4028cb250
1 changed files with 95 additions and 95 deletions
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@ -188,25 +188,25 @@ int GetPlayerFromActor(DExhumedActor* pActor)
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void RestartPlayer(int nPlayer)
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{
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auto plr = &PlayerList[nPlayer];
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auto pActor = plr->pActor;
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DExhumedActor* pDopSprite = plr->pDoppleSprite;
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const auto pPlayer = &PlayerList[nPlayer];
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DExhumedActor* pPlayerActor = pPlayer->pActor;
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DExhumedActor* pDopSprite = pPlayer->pDoppleSprite;
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DExhumedActor* floorsprt;
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DExhumedActor* pFloorSprite;
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plr->nPlayer = nPlayer;
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pPlayer->nPlayer = nPlayer;
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if (pActor)
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if (pPlayerActor)
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{
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runlist_DoSubRunRec(pActor->spr.intowner);
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runlist_FreeRun(pActor->spr.lotag - 1);
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runlist_DoSubRunRec(pPlayerActor->spr.intowner);
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runlist_FreeRun(pPlayerActor->spr.lotag - 1);
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ChangeActorStat(pActor, 0);
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ChangeActorStat(pPlayerActor, 0);
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plr->pActor = nullptr;
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plr->Angles = {};
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pPlayer->pActor = nullptr;
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pPlayer->Angles = {};
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DExhumedActor* pFloorSprite = plr->pPlayerFloorSprite;
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DExhumedActor* pFloorSprite = pPlayer->pPlayerFloorSprite;
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if (pFloorSprite != nullptr) {
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DeleteActor(pFloorSprite);
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}
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@ -219,13 +219,13 @@ void RestartPlayer(int nPlayer)
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}
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}
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pActor = GrabBody();
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pPlayerActor = GrabBody();
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ChangeActorSect(pActor, plr->sPlayerSave.pSector);
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ChangeActorStat(pActor, 100);
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ChangeActorSect(pPlayerActor, pPlayer->sPlayerSave.pSector);
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ChangeActorStat(pPlayerActor, 100);
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auto pDActor = insertActor(pActor->sector(), 100);
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plr->pDoppleSprite = pDActor;
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pDopSprite = insertActor(pPlayerActor->sector(), 100);
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pPlayer->pDoppleSprite = pDopSprite;
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if (nTotalPlayers > 1)
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{
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@ -236,102 +236,102 @@ void RestartPlayer(int nPlayer)
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nCurStartSprite = 0;
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}
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pActor->spr.pos = nNStartSprite->spr.pos;
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ChangeActorSect(pActor, nNStartSprite->sector());
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pActor->spr.Angles.Yaw = nNStartSprite->spr.Angles.Yaw;
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pPlayerActor->spr.pos = nNStartSprite->spr.pos;
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ChangeActorSect(pPlayerActor, nNStartSprite->sector());
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pPlayerActor->spr.Angles.Yaw = nNStartSprite->spr.Angles.Yaw;
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floorsprt = insertActor(pActor->sector(), 0);
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pFloorSprite = insertActor(pPlayerActor->sector(), 0);
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floorsprt->spr.pos = pActor->spr.pos;
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floorsprt->spr.scale = DVector2(1, 1);
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floorsprt->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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floorsprt->spr.picnum = nPlayer + kTile3571;
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pFloorSprite->spr.pos = pPlayerActor->spr.pos;
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pFloorSprite->spr.scale = DVector2(1, 1);
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pFloorSprite->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FLOOR;
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pFloorSprite->spr.picnum = nPlayer + kTile3571;
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}
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else
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{
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pActor->spr.pos.XY() = plr->sPlayerSave.pos.XY();
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pActor->spr.pos.Z = plr->sPlayerSave.pSector->floorz;
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pActor->spr.Angles.Yaw = plr->sPlayerSave.nAngle;
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pPlayerActor->spr.pos.XY() = pPlayer->sPlayerSave.pos.XY();
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pPlayerActor->spr.pos.Z = pPlayer->sPlayerSave.pSector->floorz;
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pPlayerActor->spr.Angles.Yaw = pPlayer->sPlayerSave.nAngle;
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floorsprt = nullptr;
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pFloorSprite = nullptr;
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}
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pActor->backuploc();
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pPlayerActor->backuploc();
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plr->pPlayerFloorSprite = floorsprt;
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pPlayer->pPlayerFloorSprite = pFloorSprite;
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.shade = -12;
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pActor->clipdist = 14.5;
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pActor->spr.pal = 0;
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pActor->spr.scale = DVector2(0.625, 0.625);
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pActor->spr.xoffset = 0;
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pActor->spr.yoffset = 0;
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pActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
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pPlayerActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pPlayerActor->spr.shade = -12;
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pPlayerActor->clipdist = 14.5;
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pPlayerActor->spr.pal = 0;
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pPlayerActor->spr.scale = DVector2(0.625, 0.625);
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pPlayerActor->spr.xoffset = 0;
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pPlayerActor->spr.yoffset = 0;
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pPlayerActor->spr.picnum = seq_GetSeqPicnum(kSeqJoe, 18, 0);
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pPlayerActor->vel.X = 0;
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pPlayerActor->vel.Y = 0;
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pPlayerActor->vel.Z = 0;
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nStandHeight = GetActorHeight(pActor);
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nStandHeight = GetActorHeight(pPlayerActor);
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pActor->spr.hitag = 0;
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pActor->spr.extra = -1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pPlayerActor->spr.hitag = 0;
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pPlayerActor->spr.extra = -1;
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pPlayerActor->spr.lotag = runlist_HeadRun() + 1;
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pDActor->spr.pos = pActor->spr.pos;
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pDActor->spr.scale = pActor->spr.scale;
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pDActor->spr.xoffset = 0;
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pDActor->spr.yoffset = 0;
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pDActor->spr.shade = pActor->spr.shade;
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pDActor->spr.Angles.Yaw = pActor->spr.Angles.Yaw;
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pDActor->spr.cstat = pActor->spr.cstat;
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pDopSprite->spr.pos = pPlayerActor->spr.pos;
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pDopSprite->spr.scale = pPlayerActor->spr.scale;
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pDopSprite->spr.xoffset = 0;
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pDopSprite->spr.yoffset = 0;
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pDopSprite->spr.shade = pPlayerActor->spr.shade;
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pDopSprite->spr.Angles.Yaw = pPlayerActor->spr.Angles.Yaw;
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pDopSprite->spr.cstat = pPlayerActor->spr.cstat;
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pDActor->spr.lotag = runlist_HeadRun() + 1;
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pDopSprite->spr.lotag = runlist_HeadRun() + 1;
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plr->nAction = 0;
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plr->nHealth = 800; // TODO - define
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pPlayer->nAction = 0;
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pPlayer->nHealth = 800; // TODO - define
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if (nNetPlayerCount) {
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plr->nHealth = 1600; // TODO - define
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pPlayer->nHealth = 1600; // TODO - define
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}
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plr->nSeqSize = 0;
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plr->pActor = pActor;
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plr->Angles = {};
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plr->Angles.initialize(plr->pActor);
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plr->bIsMummified = false;
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pPlayer->nSeqSize = 0;
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pPlayer->pActor = pPlayerActor;
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pPlayer->Angles = {};
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pPlayer->Angles.initialize(pPlayer->pActor);
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pPlayer->bIsMummified = false;
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if (plr->invincibility >= 0) {
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plr->invincibility = 0;
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if (pPlayer->invincibility >= 0) {
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pPlayer->invincibility = 0;
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}
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plr->nTorch = 0;
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plr->nMaskAmount = 0;
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pPlayer->nTorch = 0;
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pPlayer->nMaskAmount = 0;
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SetTorch(nPlayer, 0);
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plr->nInvisible = 0;
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pPlayer->nInvisible = 0;
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plr->bIsFiring = 0;
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plr->nSeqSize2 = 0;
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plr->pPlayerViewSect = plr->sPlayerSave.pSector;
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plr->nState = 0;
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pPlayer->bIsFiring = 0;
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pPlayer->nSeqSize2 = 0;
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pPlayer->pPlayerViewSect = pPlayer->sPlayerSave.pSector;
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pPlayer->nState = 0;
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plr->nDouble = 0;
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pPlayer->nDouble = 0;
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plr->nSeq = kSeqJoe;
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pPlayer->nSeq = kSeqJoe;
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plr->nPlayerPushSound = -1;
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pPlayer->nPlayerPushSound = -1;
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plr->nNextWeapon = -1;
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pPlayer->nNextWeapon = -1;
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if (plr->nCurrentWeapon == 7) {
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plr->nCurrentWeapon = plr->nLastWeapon;
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if (pPlayer->nCurrentWeapon == 7) {
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pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
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}
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plr->nLastWeapon = 0;
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plr->nAir = 100;
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pPlayer->nLastWeapon = 0;
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pPlayer->nAir = 100;
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if (!(currentLevel->gameflags & LEVEL_EX_MULTI))
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{
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@ -340,27 +340,27 @@ void RestartPlayer(int nPlayer)
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else
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{
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ResetPlayerWeapons(nPlayer);
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plr->nMagic = 0;
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pPlayer->nMagic = 0;
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}
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plr->pPlayerGrenade = nullptr;
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pActor->oviewzoffset = pActor->viewzoffset = -55.;
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plr->dVertPan = 0;
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pPlayer->pPlayerGrenade = nullptr;
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pPlayerActor->oviewzoffset = pPlayerActor->viewzoffset = -55.;
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pPlayer->dVertPan = 0;
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nTemperature[nPlayer] = 0;
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plr->nThrust.Zero();
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pPlayer->nThrust.Zero();
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plr->nDestVertPan = plr->pActor->PrevAngles.Pitch = plr->pActor->spr.Angles.Pitch = nullAngle;
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plr->nBreathTimer = 90;
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pPlayer->nDestVertPan = pPlayerActor->PrevAngles.Pitch = pPlayerActor->spr.Angles.Pitch = nullAngle;
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pPlayer->nBreathTimer = 90;
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plr->nTauntTimer = RandomSize(3) + 3;
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pPlayer->nTauntTimer = RandomSize(3) + 3;
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pDActor->spr.intowner = runlist_AddRunRec(pDActor->spr.lotag - 1, nPlayer, 0xA0000);
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pActor->spr.intowner = runlist_AddRunRec(pActor->spr.lotag - 1, nPlayer, 0xA0000);
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pDopSprite->spr.intowner = runlist_AddRunRec(pDopSprite->spr.lotag - 1, nPlayer, 0xA0000);
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pPlayerActor->spr.intowner = runlist_AddRunRec(pPlayerActor->spr.lotag - 1, nPlayer, 0xA0000);
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if (plr->nRun < 0) {
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plr->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000);
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if (pPlayer->nRun < 0) {
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pPlayer->nRun = runlist_AddRunRec(NewRun, nPlayer, 0xA0000);
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}
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BuildRa(nPlayer);
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@ -370,12 +370,12 @@ void RestartPlayer(int nPlayer)
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RestoreGreenPal();
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}
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plr->ototalvel = plr->totalvel = 0;
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pPlayer->ototalvel = pPlayer->totalvel = 0;
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PlayerList[nPlayer].nCurrentItem = -1;
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pPlayer->nCurrentItem = -1;
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plr->nDeathType = 0;
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plr->nQuake = 0;
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pPlayer->nDeathType = 0;
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pPlayer->nQuake = 0;
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}
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//---------------------------------------------------------------------------
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