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- SpawnVis
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parent
1457cf2c0d
commit
c4f29772ae
4 changed files with 27 additions and 27 deletions
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@ -43,7 +43,7 @@ DSWActor* WarpPlane(int32_t* x, int32_t* y, int32_t* z, int16_t* sectnum)
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void ProcessVisOn(void);
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void VisViewChange(PLAYERp pp, int* vis);
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void SpawnVis(DSWActor* Parent, short sectnum, int x, int y, int z, int amt);
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void SpawnVis(DSWActor* Parent, sectortype* sect, int x, int y, int z, int amt);
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enum TriggerType { TRIGGER_TYPE_REMOTE_SO };
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@ -2345,7 +2345,7 @@ pUziFire(PANEL_SPRITEp psp)
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}
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else
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{
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
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if (!WeaponOK(psp->PlayerP))
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return;
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@ -3005,7 +3005,7 @@ pShotgunAction(PANEL_SPRITEp psp)
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void
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pShotgunFire(PANEL_SPRITEp psp)
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{
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
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InitShotgun(psp->PlayerP);
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//SpawnShotgunShell(psp);
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}
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@ -3376,7 +3376,7 @@ pRailAction(PANEL_SPRITEp psp)
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void
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pRailFire(PANEL_SPRITEp psp)
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{
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 16);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 16);
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InitRail(psp->PlayerP);
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}
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@ -3780,15 +3780,15 @@ pHotheadAttack(PANEL_SPRITEp psp)
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switch (psp->PlayerP->WpnFlameType)
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{
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case 0:
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
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InitFireball(psp->PlayerP);
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break;
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case 1:
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 20);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 20);
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InitSpellRing(psp->PlayerP);
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break;
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case 2:
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 16);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 16);
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InitSpellNapalm(psp->PlayerP);
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break;
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}
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@ -4331,7 +4331,7 @@ pMicroAction(PANEL_SPRITEp psp)
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void
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pMicroFire(PANEL_SPRITEp psp)
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{
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 20);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 20);
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switch (psp->PlayerP->WpnRocketType)
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{
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case 0:
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@ -5151,7 +5151,7 @@ pGrenadeAction(PANEL_SPRITEp psp)
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void
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pGrenadeFire(PANEL_SPRITEp psp)
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{
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SpawnVis(psp->PlayerP->Actor(), -1, -1, -1, -1, 32);
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SpawnVis(psp->PlayerP->Actor(), nullptr, -1, -1, -1, 32);
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InitGrenade(psp->PlayerP);
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}
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@ -127,7 +127,7 @@ void VisViewChange(PLAYERp pp, int *vis)
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*vis = BrightestVis;
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}
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void SpawnVis(DSWActor* parentActor, short sectnum, int x, int y, int z, int amt)
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void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int amt)
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{
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SPRITEp sp;
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if (parentActor != nullptr)
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@ -167,10 +167,10 @@ void SpawnVis(DSWActor* parentActor, short sectnum, int x, int y, int z, int amt
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}
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else
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{
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if (sector[sectnum].floorpal == PALETTE_FOG)
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if (sect->floorpal == PALETTE_FOG)
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return;
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auto actorNew = InsertActor(sectnum, STAT_VIS_ON);
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auto actorNew = InsertActor(sect, STAT_VIS_ON);
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sp = &actorNew->s();
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sp->x = x;
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@ -10385,7 +10385,7 @@ void SpawnBoltExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(actor); // !JIM! made rocket launcher shake things
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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}
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int SpawnBunnyExp(DSWActor* actor)
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@ -10441,7 +10441,7 @@ void SpawnTankShellExp(DSWActor* actor)
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SpawnExpZadjust(actor, expActor, Z(40), Z(40));
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DoExpDamageTest(expActor);
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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}
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@ -10651,7 +10651,7 @@ void SpawnMicroExp(DSWActor* actor)
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//
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SpawnExpZadjust(actor, expActor, Z(20), Z(20));
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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}
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void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
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@ -10865,7 +10865,7 @@ void SpawnGrenadeExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 0);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 0);
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}
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize)
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@ -10950,7 +10950,7 @@ void SpawnMineExp(DSWActor* actor)
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//
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SpawnExpZadjust(actor, expActor, Z(100), Z(20));
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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SetExpQuake(expActor);
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}
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@ -11003,7 +11003,7 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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return expActor;
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}
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@ -11036,7 +11036,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
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// Should not cause other sectors to explode
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DoExpDamageTest(expActor);
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SetExpQuake(expActor);
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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return expActor;
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}
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@ -11109,7 +11109,7 @@ void SpawnLittleExp(DSWActor* actor)
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RESET(exp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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eu->Radius = DamageData[DMG_BASIC_EXP].radius;
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DoExpDamageTest(expActor);
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SpawnVis(nullptr, exp->sectnum, exp->x, exp->y, exp->z, 16);
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SpawnVis(nullptr, exp->sector(), exp->x, exp->y, exp->z, 16);
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}
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int DoFireball(DSWActor* actor)
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@ -16841,7 +16841,7 @@ int InitSobjGun(PLAYERp pp)
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{
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case 32:
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case 0:
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SpawnVis(actor, -1, -1, -1, -1, 8);
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SpawnVis(actor, nullptr, -1, -1, -1, 8);
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SpawnBigGunFlames(actor, pp->Actor(), pp->sop, false);
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SetGunQuake(actor);
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InitTankShell(actor, pp);
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@ -16851,7 +16851,7 @@ int InitSobjGun(PLAYERp pp)
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pp->FirePause = SP_TAG5(sp);
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break;
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case 1:
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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SpawnBigGunFlames(actor, pp->Actor(), pp->sop, true);
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InitSobjMachineGun(actor, pp);
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if (!SP_TAG5(sp))
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@ -16861,7 +16861,7 @@ int InitSobjGun(PLAYERp pp)
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break;
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case 2:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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InitTurretLaser(actor, pp);
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if (!SP_TAG5(sp))
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pp->FirePause = 120;
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@ -16870,7 +16870,7 @@ int InitSobjGun(PLAYERp pp)
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break;
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case 3:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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InitTurretRail(actor, pp);
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if (!SP_TAG5(sp))
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pp->FirePause = 120;
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@ -16879,7 +16879,7 @@ int InitSobjGun(PLAYERp pp)
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break;
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case 4:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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InitTurretFireball(actor, pp);
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if (!SP_TAG5(sp))
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pp->FirePause = 20;
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@ -16888,7 +16888,7 @@ int InitSobjGun(PLAYERp pp)
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break;
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case 5:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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InitTurretRocket(actor, pp);
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if (!SP_TAG5(sp))
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pp->FirePause = 100;
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@ -16897,7 +16897,7 @@ int InitSobjGun(PLAYERp pp)
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break;
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case 6:
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if (SW_SHAREWARE) break;
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SpawnVis(actor, -1, -1, -1, -1, 32);
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SpawnVis(actor, nullptr, -1, -1, -1, 32);
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InitTurretMicro(actor, pp);
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if (!SP_TAG5(sp))
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pp->FirePause = 100;
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