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renamed at* fields in gib.cpp
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3625a510d2
commit
bcad8a85d2
1 changed files with 38 additions and 38 deletions
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@ -33,11 +33,11 @@ BEGIN_BLD_NS
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struct GIBFX
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{
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FX_ID fxId;
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int at1;
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int palcopy;
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int chance;
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int at9;
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int atd;
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int at11;
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int counts;
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int randxy;
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int randz;
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};
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@ -46,18 +46,18 @@ struct GIBTHING
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int type;
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int picno;
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int chance;
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int atc;
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int at10;
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int randxy;
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int randz;
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FTextureID textureID() const { return tileGetTextureID(picno); }
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};
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struct GIBLIST
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{
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GIBFX* gibFX;
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int Kills;
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GIBTHING* at8;
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int atc;
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int at10;
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int FXCount;
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GIBTHING* things;
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int thingcount;
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int sound;
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};
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GIBFX gibFxGlassT[] = {
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@ -280,7 +280,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
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double ceilZ, floorZ;
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calcSlope(pSector, gPos.XY(), &ceilZ, &floorZ);
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int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
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int nCount = ChanceToCount(pGFX->chance, pGFX->counts);
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double dz1 = floorZ - gPos.Z;
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double dz2 = gPos.Z - ceilZ;
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double top, bottom;
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@ -295,20 +295,20 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
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auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos);
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if (pFX)
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{
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if (pGFX->at1 < 0)
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if (pGFX->palcopy < 0)
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pFX->spr.pal = actor->spr.pal;
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if (pVel)
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{
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pFX->vel = *pVel + DVector3(Random2F(pGFX->atd, 4), Random2F(pGFX->atd, 4), -RandomF(pGFX->at11, 8));
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pFX->vel = *pVel + DVector3(Random2F(pGFX->randxy, 4), Random2F(pGFX->randxy, 4), -RandomF(pGFX->randz, 8));
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}
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else
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{
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pFX->vel.X = Random2F((pGFX->atd << 18) / 120);
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pFX->vel.Y = Random2F((pGFX->atd << 18) / 120);
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pFX->vel.X = Random2F((pGFX->randxy << 18) / 120);
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pFX->vel.Y = Random2F((pGFX->randxy << 18) / 120);
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switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case 16:
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pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
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pFX->vel.Z = Random2F((pGFX->randz << 18) / 120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x400)
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@ -317,14 +317,14 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel)
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}
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else if (dz2 > dz1 && dz1 < 0x400)
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{
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pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
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pFX->vel.Z = -Random2F((abs(pGFX->randz) << 18) / 120);
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}
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else
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{
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if ((pGFX->at11 << 18) / 120 < 0)
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pFX->vel.Z = -Random2F((abs(pGFX->at11) << 18) / 120);
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if ((pGFX->randz << 18) / 120 < 0)
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pFX->vel.Z = -Random2F((abs(pGFX->randz) << 18) / 120);
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else
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pFX->vel.Z = Random2F((pGFX->at11 << 18) / 120);
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pFX->vel.Z = Random2F((pGFX->randz << 18) / 120);
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}
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break;
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}
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@ -374,16 +374,16 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
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gibactor->spr.setspritetexture(pGThing->textureID());
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if (pVel)
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{
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gibactor->vel = *pVel + DVector3(Random2F(pGThing->atc, 4), Random2F(pGThing->atc, 4), -RandomF(pGThing->at10, 8));
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gibactor->vel = *pVel + DVector3(Random2F(pGThing->randxy, 4), Random2F(pGThing->randxy, 4), -RandomF(pGThing->randz, 8));
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}
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else
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{
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gibactor->vel.X = Random2F((pGThing->atc << 18) / 120);
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gibactor->vel.Y = Random2F((pGThing->atc << 18) / 120);
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gibactor->vel.X = Random2F((pGThing->randxy << 18) / 120);
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gibactor->vel.Y = Random2F((pGThing->randxy << 18) / 120);
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switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case 16:
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gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
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gibactor->vel.Z = Random2F((pGThing->randz << 18) / 120);
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break;
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default:
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if (dz2 < dz1 && dz2 < 0x400)
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@ -392,11 +392,11 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
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}
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else if (dz2 > dz1 && dz1 < 0x400)
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{
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gibactor->vel.Z = -Random2F((pGThing->at10 << 18) / 120);
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gibactor->vel.Z = -Random2F((pGThing->randz << 18) / 120);
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}
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else
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{
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gibactor->vel.Z = Random2F((pGThing->at10 << 18) / 120);
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gibactor->vel.Z = Random2F((pGThing->randz << 18) / 120);
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}
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break;
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}
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@ -418,15 +418,15 @@ void GibSprite(DBloodActor* actor, GIBTYPE nGibType, DVector3* pPos, DVector3* p
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if (!actor->insector())
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return;
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GIBLIST* pGib = &gibList[nGibType];
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for (int i = 0; i < pGib->Kills; i++)
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for (int i = 0; i < pGib->FXCount; i++)
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{
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GIBFX* pGibFX = &pGib->gibFX[i];
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assert(pGibFX->chance > 0);
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GibFX(actor, pGibFX, pPos, pVel);
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}
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for (int i = 0; i < pGib->atc; i++)
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for (int i = 0; i < pGib->thingcount; i++)
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{
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GIBTHING* pGibThing = &pGib->at8[i];
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GIBTHING* pGibThing = &pGib->things[i];
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assert(pGibThing->chance > 0);
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GibThing(actor, pGibThing, pPos, pVel);
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}
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@ -441,7 +441,7 @@ void GibSprite(DBloodActor* actor, GIBTYPE nGibType, DVector3* pPos, DVector3* p
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void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, DVector3* pVel)
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{
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assert(pWall);
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int nCount = ChanceToCount(pGFX->chance, pGFX->at9);
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int nCount = ChanceToCount(pGFX->chance, pGFX->counts);
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auto pSector = pWall->sectorp();
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for (int i = 0; i < nCount; i++)
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{
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@ -452,13 +452,13 @@ void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, D
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auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r);
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if (pGib)
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{
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if (pGFX->at1 < 0)
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if (pGFX->palcopy < 0)
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pGib->spr.pal = pWall->pal;
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if (!pVel)
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{
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pGib->vel.X = Random2F((pGFX->atd << 18) / 120);
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pGib->vel.Y = Random2F((pGFX->atd << 18) / 120);
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pGib->vel.Z = -Random2F((pGFX->at11 << 18) / 120);
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pGib->vel.X = Random2F((pGFX->randxy << 18) / 120);
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pGib->vel.Y = Random2F((pGFX->randxy << 18) / 120);
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pGib->vel.Z = -Random2F((pGFX->randz << 18) / 120);
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}
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else
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{
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@ -498,8 +498,8 @@ void GibWall(walltype* pWall, GIBTYPE nGibType, DVector3* pVel)
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center.Z = (ceilZ + floorZ) * 0.5;
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GIBLIST* pGib = &gibList[nGibType];
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sfxPlay3DSound(center, pGib->at10, pSector);
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for (int i = 0; i < pGib->Kills; i++)
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sfxPlay3DSound(center, pGib->sound, pSector);
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for (int i = 0; i < pGib->FXCount; i++)
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{
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GIBFX* pGibFX = &pGib->gibFX[i];
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assert(pGibFX->chance > 0);
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@ -517,10 +517,10 @@ void gibPrecache()
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{
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for (int i = 0; i < kGibMax; i++)
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{
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auto const pThing = gibList[i].at8;
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auto const pThing = gibList[i].things;
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if (pThing)
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{
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for (int j = 0; j < gibList[i].atc; j++)
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for (int j = 0; j < gibList[i].thingcount; j++)
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{
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if (pThing[j].textureID().isValid())
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tilePrecacheTile(pThing[j].textureID(), -1, 0);
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