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- SW: Remove ON
pre-processor define and eliminate mytypes.h
.
This commit is contained in:
parent
3cf9450bd8
commit
bf7437c827
17 changed files with 17 additions and 75 deletions
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@ -31,7 +31,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "mytypes.h"
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#include "misc.h"
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#include "gamecontrol.h"
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@ -36,7 +36,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "jsector.h"
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#include "mytypes.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "network.h"
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@ -49,7 +49,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "i_interface.h"
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#include "mytypes.h"
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#include "menus.h"
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@ -37,7 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "gamefuncs.h"
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#include "coreactor.h"
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#include "mytypes.h"
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#include "sounds.h"
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#include "gamecvars.h"
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#include "raze_sound.h"
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@ -59,6 +58,10 @@ class DSWActor;
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using HitInfo = THitInfo<DSWActor>;
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using Collision = TCollision<DSWActor>;
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constexpr int BIT(int shift)
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{
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return 1 << shift;
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}
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typedef struct
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{
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@ -1962,7 +1962,7 @@ int DoCarryFlag(DSWActor* actor)
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if (fown != nullptr)
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{
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if (fown->spr.lotag) // Trigger everything if there is a lotag
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DoMatchEverything(nullptr, fown->spr.lotag, ON);
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DoMatchEverything(nullptr, fown->spr.lotag, 1);
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}
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if (!TEST_BOOL1(fown))
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{
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@ -1974,7 +1974,7 @@ int DoCarryFlag(DSWActor* actor)
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if (fown->user.filler >= SP_TAG5(fown))
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{
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fown->user.filler = 0;
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DoMatchEverything(nullptr, SP_TAG6(fown), ON);
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DoMatchEverything(nullptr, SP_TAG6(fown), 1);
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}
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}
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}
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@ -2092,7 +2092,7 @@ int DoCarryFlagNoDet(DSWActor* actor)
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if (actor->user.flagOwnerActor != nullptr)
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{
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if (fown->spr.lotag) // Trigger everything if there is a lotag
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DoMatchEverything(nullptr, fown->spr.lotag, ON);
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DoMatchEverything(nullptr, fown->spr.lotag, 1);
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fown->user.WaitTics = 0; // Tell it to respawn
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}
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if (!TEST_BOOL1(fown))
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@ -2105,7 +2105,7 @@ int DoCarryFlagNoDet(DSWActor* actor)
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if (fown->user.filler >= SP_TAG5(fown))
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{
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fown->user.filler = 0;
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DoMatchEverything(nullptr, SP_TAG6(fown), ON);
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DoMatchEverything(nullptr, SP_TAG6(fown), 1);
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}
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}
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}
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@ -136,7 +136,7 @@ void DoLightingMatch(short match, short state)
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if (state == -1)
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state = !TEST_BOOL1(itActor);
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if (state == ON)
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if (state == 1)
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{
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SET_BOOL1(itActor);
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itActor->spr.shade = -LIGHT_MaxBright(itActor);
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@ -163,7 +163,7 @@ void DoLightingMatch(short match, short state)
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if (state == -1)
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state = !TEST_BOOL1(itActor);
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if (state == ON)
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if (state == 1)
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{
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// allow fade or flicker
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SET_BOOL1(itActor);
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@ -186,7 +186,7 @@ void DoLightingMatch(short match, short state)
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//if (state == -1)
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// state = !TEST_BOOL1(itActor);
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if (state == ON)
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if (state == 1)
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{
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if (LIGHT_Dir(itActor) == 1)
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{
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@ -214,7 +214,7 @@ void DoLightingMatch(short match, short state)
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if (state == -1)
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state = !TEST_BOOL1(itActor);
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if (state == ON)
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if (state == 1)
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{
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// allow fade or flicker
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SET_BOOL1(itActor);
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@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "build.h"
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#include "mytypes.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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@ -751,7 +751,7 @@ int PachinkoCheckWin(DSWActor* actor)
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// Do a possible combo switch
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if (ComboSwitchTest(TAG_COMBO_SWITCH_EVERYTHING, actor->spr.hitag))
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{
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DoMatchEverything(Player+myconnectindex, actor->spr.hitag, ON);
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DoMatchEverything(Player+myconnectindex, actor->spr.hitag, 1);
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}
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ActorCoughItem(actor); // I WON! I WON!
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@ -148,11 +148,11 @@ short DoSOevent(short match, short state)
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else
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{
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SET_BOOL3(me_act);
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state = ON;
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state = 1;
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}
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}
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if (state == ON)
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if (state == 1)
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{
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spin_adj = (int)SP_TAG3(me_act);
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vel_adj = SP_TAG7(me_act);
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@ -1,52 +0,0 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#ifndef TYPES_H
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#define TYPES_H
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#define ON 1
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/*
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===========================
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=
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= Bit manipulation
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=
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===========================
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*/
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// mask definitions
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constexpr int BIT(int shift)
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{
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return 1 << shift;
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}
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#endif
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@ -30,7 +30,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "mytypes.h"
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#include "gamecontrol.h"
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#include "gstrings.h"
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@ -28,7 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#define PANEL_H
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#include "mytypes.h"
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#include "game.h"
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BEGIN_SW_NS
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@ -27,7 +27,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "build.h"
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#include "mytypes.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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@ -794,7 +794,7 @@ int DoSerpMove(DSWActor* actor)
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int DoDeathSpecial(DSWActor* actor)
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{
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DoMatchEverything(nullptr, actor->spr.lotag, ON);
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DoMatchEverything(nullptr, actor->spr.lotag, 1);
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if (!SW_SHAREWARE)
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{
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@ -28,7 +28,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "build.h"
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#include "names2.h"
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#include "mytypes.h"
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#include "panel.h"
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#include "game.h"
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@ -30,7 +30,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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//
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//****************************************************************************
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#include "mytypes.h"
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#ifndef sw_sounds_public_
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@ -741,7 +741,7 @@ int DoSumoDeathMelt(DSWActor* actor)
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InitChemBomb(actor);
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actor->user.ID = 0;
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DoMatchEverything(nullptr, actor->spr.lotag, ON);
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DoMatchEverything(nullptr, actor->spr.lotag, 1);
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if (!SW_SHAREWARE)
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{
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// Resume the regular music - in a hack-free fashion.
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