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https://github.com/ZDoom/Raze.git
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- Replace spritetypebase
z
with pos.Z
calls and eliminate spritetypebase
pos
union.
This commit is contained in:
parent
cecb8dc48e
commit
baf78848eb
138 changed files with 1690 additions and 1693 deletions
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@ -1172,7 +1172,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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// Only look at closest ones
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//if ((dist = Distance(sp->x, sp->y, ep->x, ep->y)) > PICK_DIST)
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if ((dist = FindDistance3D(sp->pos.X - ep->pos.X, sp->pos.Y - ep->pos.Y, sp->z - ep->z)) > PICK_DIST)
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if ((dist = FindDistance3D(sp->pos.X - ep->pos.X, sp->pos.Y - ep->pos.Y, sp->pos.Z - ep->pos.Z)) > PICK_DIST)
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continue;
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if (skip_targets != 2) // Used for spriteinfo mode
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@ -1691,7 +1691,7 @@ void DoPlayerSpriteBob(PLAYERp pp, short player_height, short bob_amt, short bob
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pp->bob_amt = MulScale(bob_amt, bsin(pp->bob_ndx), 14);
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sp->z = (pp->posz + player_height) + pp->bob_amt;
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sp->pos.Z = (pp->posz + player_height) + pp->bob_amt;
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}
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void UpdatePlayerUnderSprite(PLAYERp pp)
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@ -1744,7 +1744,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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sp->pos.X = over_sp->pos.X;
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sp->pos.Y = over_sp->pos.Y;
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sp->z = over_sp->z;
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sp->pos.Z = over_sp->pos.Z;
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ChangeActorSect(pp->PlayerUnderActor, over_sp->sector());
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SpriteWarpToUnderwater(pp->PlayerUnderActor);
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@ -1754,7 +1754,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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zdiff = SPRITEp_BOS(over_sp) - water_level_z;
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// add diff to ceiling
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sp->z = sp->sector()->ceilingz + zdiff;
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sp->pos.Z = sp->sector()->ceilingz + zdiff;
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u->State = over_u->State;
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u->Rot = over_u->Rot;
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@ -1785,12 +1785,12 @@ void UpdatePlayerSprite(PLAYERp pp)
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if (pp->sop_control)
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{
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sp->z = pp->cursector->floorz;
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sp->pos.Z = pp->cursector->floorz;
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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else if (pp->DoPlayerAction == DoPlayerCrawl)
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{
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sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
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sp->pos.Z = pp->posz + PLAYER_CRAWL_HEIGHT;
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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#if 0
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@ -1802,7 +1802,7 @@ void UpdatePlayerSprite(PLAYERp pp)
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#endif
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else if (pp->DoPlayerAction == DoPlayerWade)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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sp->pos.Z = pp->posz + PLAYER_HEIGHT;
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ChangeActorSect(pp->Actor(), pp->cursector);
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if (pp->WadeDepth > Z(29))
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@ -1813,12 +1813,12 @@ void UpdatePlayerSprite(PLAYERp pp)
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else if (pp->DoPlayerAction == DoPlayerDive)
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{
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// bobbing and sprite position taken care of in DoPlayerDive
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sp->z = pp->posz + Z(10);
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sp->pos.Z = pp->posz + Z(10);
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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else if (pp->DoPlayerAction == DoPlayerClimb)
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{
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sp->z = pp->posz + Z(17);
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sp->pos.Z = pp->posz + Z(17);
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// move it forward a bit to look like its on the ladder
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//sp->x += MOVEx(256+64, sp->ang);
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@ -1837,17 +1837,17 @@ void UpdatePlayerSprite(PLAYERp pp)
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}
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else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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sp->pos.Z = pp->posz + PLAYER_HEIGHT;
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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else if (pp->DoPlayerAction == DoPlayerTeleportPause)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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sp->pos.Z = pp->posz + PLAYER_HEIGHT;
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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else
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{
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sp->z = pp->loz;
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sp->pos.Z = pp->loz;
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ChangeActorSect(pp->Actor(), pp->cursector);
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}
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@ -1900,7 +1900,7 @@ void DoPlayerZrange(PLAYERp pp)
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if (fsp->statnum == STAT_ENEMY && floorColl.actor()->u()->ID == ZOMBIE_RUN_R0)
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{
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pp->lo_sectp = fsp->sector();
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pp->loz = fsp->z;
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pp->loz = fsp->pos.Z;
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pp->lowActor = nullptr;
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}
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}
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@ -2439,7 +2439,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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if (sp->statnum > STAT_DONT_DRAW)
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continue;
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if (sp->z < sop->crush_z)
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if (sp->pos.Z < sop->crush_z)
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continue;
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SpriteQueueDelete(actor);
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@ -2456,7 +2456,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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if (testpointinquad(sp->pos.X, sp->pos.Y, x, y))
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{
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//if (sp->z < pp->posz)
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if (sp->z < sop->crush_z)
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if (sp->pos.Z < sop->crush_z)
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continue;
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int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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@ -2484,7 +2484,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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if (testpointinquad(sp->pos.X, sp->pos.Y, x, y))
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{
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if (sp->z < sop->crush_z)
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if (sp->pos.Z < sop->crush_z)
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continue;
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SpriteQueueDelete(actor);
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@ -2512,7 +2512,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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int damage;
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//if (sp->z < pp->posz)
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if (sp->z < sop->crush_z)
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if (sp->pos.Z < sop->crush_z)
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continue;
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damage = -(u->Health + 100);
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@ -2533,7 +2533,7 @@ void DriveCrush(PLAYERp pp, int *x, int *y)
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u = actor->u();
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// give some extra buffer
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if (sp->z < sop->crush_z + Z(40))
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if (sp->pos.Z < sop->crush_z + Z(40))
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continue;
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if (TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
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@ -3355,7 +3355,7 @@ void DoPlayerClimb(PLAYERp pp)
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}
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// setsprite to players location
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sp->z = pp->posz + PLAYER_HEIGHT;
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sp->pos.Z = pp->posz + PLAYER_HEIGHT;
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ChangeActorSect(pp->Actor(), pp->cursector);
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if (!SyncInput())
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@ -5836,7 +5836,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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sp->pos.X = pp->posx;
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sp->pos.Y = pp->posy;
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sp->z = pp->posz+PLAYER_HEIGHT;
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sp->pos.Z = pp->posz+PLAYER_HEIGHT;
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sp->ang = pp->angle.ang.asbuild();
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DoSpawnTeleporterEffect(ppActor);
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@ -6090,7 +6090,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
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{
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pp->posz += Z(2);
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if (MoveSkip2 == 0)
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sp->z += Z(4);
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sp->pos.Z += Z(4);
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// Stick like glue when you hit the ground
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if (pp->posz > pp->loz - PLAYER_DEATH_HEIGHT)
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@ -6185,7 +6185,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
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}
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DoPlayerDeathCheckKeys(pp);
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sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
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sp->pos.Z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
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DoPlayerHeadDebris(pp);
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}
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@ -6239,7 +6239,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
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}
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DoPlayerDeathCheckKeys(pp);
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sp->z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
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sp->pos.Z = pp->posz+PLAYER_DEAD_HEAD_FLOORZ_OFFSET;
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DoPlayerHeadDebris(pp);
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}
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@ -6900,7 +6900,7 @@ int SearchSpawnPosition(PLAYERp pp)
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if (opp != pp) // don't test for yourself
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{
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if (FindDistance3D(sp->pos.X - opp->posx, sp->pos.Y - opp->posy, sp->z - opp->posz) < 1000)
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if (FindDistance3D(sp->pos.X - opp->posx, sp->pos.Y - opp->posy, sp->pos.Z - opp->posz) < 1000)
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{
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blocked = true;
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break;
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@ -6984,7 +6984,7 @@ void PlayerSpawnPosition(PLAYERp pp)
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pp->posx = pp->oposx = sp->pos.X;
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pp->posy = pp->oposy = sp->pos.Y;
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pp->posz = pp->oposz = sp->z;
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pp->posz = pp->oposz = sp->pos.Z;
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pp->angle.ang = pp->angle.oang = buildang(sp->ang);
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pp->setcursector(sp->sector());
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