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- cleaned out Bunny_Count declarations.
One is enough.
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4 changed files with 2 additions and 12 deletions
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@ -38,7 +38,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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short Bunny_Count = 0;
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int Bunny_Count = 0;
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ANIMATOR DoActorMoveJump;
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ANIMATOR DoBunnyMoveJump;
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ANIMATOR DoBunnyQuickJump;
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@ -740,18 +740,10 @@ int SetupBunny(DSWActor* actor)
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}
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Bunny_Count++;
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//if(Bunny_Count > 20)
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// {
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// KillActor(actor);
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// Bunny_Count--;
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// return(0);
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// }
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ChangeState(actor, s_BunnyRun[0]);
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u->StateEnd = s_BunnyDie;
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u->Rot = sg_BunnyRun;
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//sp->xrepeat = 64;
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//sp->yrepeat = 64;
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u->ShellNum = 0; // Not Pregnant right now
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u->FlagOwner = 0;
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@ -2145,7 +2145,7 @@ extern bool left_foot;
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extern bool bosswasseen[3];
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extern DSWActor* BossSpriteNum[3];
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extern int ChopTics;
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extern short Bunny_Count;
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extern int Bunny_Count;
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#define ANIM_SERP 1
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@ -69,7 +69,6 @@ TO DO
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void InitLevelGlobals(void);
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extern int lastUpdate;
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extern short Bunny_Count;
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extern bool NewGame;
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extern int GodMode;
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extern int FinishTimer;
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@ -4856,7 +4856,6 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
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break;
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case BUNNY_RUN_R0:
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{
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extern short Bunny_Count;
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Bunny_Count--; // Bunny died, decrease the population
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}
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break;
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