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- made patrolBonkles local to the only function using this array.
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1 changed files with 8 additions and 13 deletions
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@ -38,9 +38,6 @@ BEGIN_BLD_NS
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inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
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inline int mulscale8(int a, int b) { return MulScale(a, b, 8); }
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enum { kMaxPatrolFoundSounds = 256 }; // should be the maximum amount of sound channels the engine can play at the same time.
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PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds];
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bool gAllowTrueRandom = false;
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bool gAllowTrueRandom = false;
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bool gEventRedirectsUsed = false;
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bool gEventRedirectsUsed = false;
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DBloodActor* gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity
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DBloodActor* gProxySpritesList[]; // list of additional sprites which can be triggered by Proximity
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@ -255,15 +252,6 @@ CONDITION_TYPE_NAMES gCondTypeNames[7] = {
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};
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};
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void nnExResetPatrolBonkles() {
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for (int i = 0; i < kMaxPatrolFoundSounds; i++) {
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patrolBonkles[i].snd = patrolBonkles[i].cur = 0;
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patrolBonkles[i].max = ClipLow((gGameOptions.nDifficulty + 1) >> 1, 1);
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}
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}
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// for actor.cpp
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// for actor.cpp
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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@ -7143,10 +7131,17 @@ bool readyForCrit(spritetype* pHunter, spritetype* pVictim) {
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int aiPatrolSearchTargets(spritetype* pSprite, XSPRITE* pXSprite) {
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int aiPatrolSearchTargets(spritetype* pSprite, XSPRITE* pXSprite) {
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enum { kMaxPatrolFoundSounds = 256 }; // should be the maximum amount of sound channels the engine can play at the same time.
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PATROL_FOUND_SOUNDS patrolBonkles[kMaxPatrolFoundSounds];
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); PLAYER* pPlayer = NULL;
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); PLAYER* pPlayer = NULL;
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nnExResetPatrolBonkles();
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for (int i = 0; i < kMaxPatrolFoundSounds; i++) {
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patrolBonkles[i].snd = patrolBonkles[i].cur = 0;
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patrolBonkles[i].max = ClipLow((gGameOptions.nDifficulty + 1) >> 1, 1);
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}
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int i, j, f, mod, x, y, z, dx, dy, nDist, eyeAboveZ, target = -1, sndCnt = 0, seeDist, hearDist, feelDist, seeChance, hearChance;
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int i, j, f, mod, x, y, z, dx, dy, nDist, eyeAboveZ, target = -1, sndCnt = 0, seeDist, hearDist, feelDist, seeChance, hearChance;
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bool stealth = (pXSprite->unused1 & kDudeFlagStealth); bool blind = (pXSprite->dudeGuard); bool deaf = (pXSprite->dudeDeaf);
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bool stealth = (pXSprite->unused1 & kDudeFlagStealth); bool blind = (pXSprite->dudeGuard); bool deaf = (pXSprite->dudeDeaf);
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