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- wrapped most remaining clipdist access
Only modifying operators left
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5 changed files with 6 additions and 6 deletions
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@ -6139,7 +6139,7 @@ void actCheckFlares()
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if (target->hasX() && target->xspr.health > 0)
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{
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DVector3 pos = target->spr.pos;
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pos.XY() += (actor->xspr.goalAng + target->spr.angle).ToVector() * target->spr.clipdist * 2 * inttoworld;
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pos.XY() += (actor->xspr.goalAng + target->spr.angle).ToVector() * target->fClipdist() * 0.5;
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pos.Z += actor->xspr.TargetPos.Z;
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SetActor(actor, pos);
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actor->vel = target->vel;
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@ -179,7 +179,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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case kDudeBat:
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if (actor->spr.clipdist > nDist)
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if (actor->native_clipdist() > nDist)
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return 0;
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if (Depth)
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{
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@ -1896,7 +1896,7 @@ DBloodActor* genDudeSpawn(DBloodActor* source, DBloodActor* actor, int nDist)
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spawned->xspr.busyTime = source->xspr.busyTime;
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// inherit clipdist?
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if (source->spr.clipdist > 0)
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if (source->native_clipdist() > 0)
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spawned->copy_clipdist(source);
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// inherit custom hp settings
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@ -1175,7 +1175,7 @@ void nnExtProcessSuperSprites()
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if (!pProx->xspr.Proximity || (!pProx->xspr.Interrutable && pProx->xspr.state != pProx->xspr.restState) || pProx->xspr.locked == 1
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|| pProx->xspr.isTriggered) continue; // don't process locked or triggered sprites
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int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->spr.clipdist * 3, 32);
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int okDist = (pProx->IsDudeActor()) ? 96 : ClipLow(pProx->native_clipdist() * 3, 32);
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auto pos = pProx->spr.pos;
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auto pSect = pProx->sector();
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@ -1735,8 +1735,8 @@ int InitPhosphorus(DSWActor* actor)
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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if (actor->spr.clipdist > 0)
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actorNew->set_native_clipdist(actor->spr.clipdist-1);
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if (actor->native_clipdist() > 0)
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actorNew->set_native_clipdist(actor->native_clipdist() - 1);
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else
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actorNew->copy_clipdist(actor);
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actorNew->user.WeaponNum = actor->user.WeaponNum;
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