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- some simple replacements.
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3 changed files with 15 additions and 16 deletions
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@ -738,7 +738,7 @@ int SetupSerp(DSWActor* actor)
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actor->user.lo_step = Z(40);
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actor->user.floor_dist = actor->user.zclip - actor->user.lo_step * zinttoworld;
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actor->user.ceiling_dist = int_ActorSizeZ(actor) * zinttoworld - actor->user.zclip;
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actor->user.ceiling_dist = ActorSizeZ(actor) - actor->user.zclip;
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return 0;
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}
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@ -456,7 +456,7 @@ int DoVator(DSWActor* actor)
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{
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if (itActor->spr.statnum == STAT_ENEMY)
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{
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if (abs(sectp->int_ceilingz() - sectp->int_floorz()) < int_ActorSizeZ(itActor))
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if (abs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
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{
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InitBloodSpray(itActor, true, -1);
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UpdateSinglePlayKills(itActor);
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@ -502,7 +502,7 @@ int DoVator(DSWActor* actor)
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{
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if (itActor->spr.statnum == STAT_ENEMY)
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{
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if (abs(sectp->int_ceilingz() - sectp->int_floorz()) < int_ActorSizeZ(itActor))
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if (abs(sectp->ceilingz - sectp->floorz) < ActorSizeZ(itActor))
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{
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InitBloodSpray(itActor, true, -1);
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UpdateSinglePlayKills(itActor);
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@ -4310,7 +4310,7 @@ bool WeaponMoveHit(DSWActor* actor)
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if ((sectp->ceilingstat & CSTAT_SECTOR_SKY) && sectp->ceilingpicnum != FAF_MIRROR_PIC)
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{
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if (labs(actor->int_pos().Z - sectp->int_ceilingz()) < int_ActorSizeZ(actor))
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if (abs(actor->spr.pos.Z - sectp->ceilingz) < ActorSizeZ(actor))
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{
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SetSuicide(actor);
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return true;
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@ -8715,7 +8715,7 @@ int DoMine(DSWActor* actor)
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SetMineStuck(actor);
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// Set the Z position
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actor->set_int_z(hitActor->int_pos().Z - (int_ActorSizeZ(hitActor) >> 1));
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actor->spr.pos.Z = hitActor->spr.pos.Z - (ActorSizeZ(hitActor) * 0.5);
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// If it's not alive, don't stick it
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if (hitActor->hasU() && hitActor->user.Health <= 0) return false; // JBF: added null check
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@ -10967,7 +10967,7 @@ int DoRing(DSWActor* actor)
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auto own = GetOwner(actor);
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if (!own) return 0; // this would crash.
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PLAYER* pp = own->user.PlayerP;;
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int cz,fz;
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double cz,fz;
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if (actor->user.Flags & (SPR_UNDERWATER))
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{
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@ -11026,14 +11026,14 @@ int DoRing(DSWActor* actor)
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getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
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// bound the sprite by the sectors ceiling and floor
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if (actor->int_pos().Z > fz)
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if (actor->spr.pos.Z > fz)
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{
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actor->set_int_z(fz);
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actor->spr.pos.Z = fz;
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}
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if (actor->int_pos().Z < cz + int_ActorSizeZ(actor))
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if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
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{
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actor->set_int_z(cz + int_ActorSizeZ(actor));
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actor->spr.pos.Z = (cz + ActorSizeZ(actor));
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}
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// Done last - check for damage
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@ -11102,7 +11102,7 @@ void InitSpellRing(PLAYER* pp)
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int DoSerpRing(DSWActor* actor)
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{
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int dist,a,b,c;
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int cz,fz;
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double cz,fz;
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auto own = GetOwner(actor);
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// if Owner does not exist or he's dead on the floor
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@ -11152,14 +11152,14 @@ int DoSerpRing(DSWActor* actor)
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getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
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// bound the sprite by the sectors ceiling and floor
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if (actor->int_pos().Z > fz)
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if (actor->spr.pos.Z > fz)
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{
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actor->set_int_z(fz);
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actor->spr.pos.Z = fz;
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}
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if (actor->int_pos().Z < cz + int_ActorSizeZ(actor))
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if (actor->spr.pos.Z < cz + ActorSizeZ(actor))
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{
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actor->set_int_z(cz + int_ActorSizeZ(actor));
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actor->spr.pos.Z = cz + ActorSizeZ(actor);
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}
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if (actor->user.Counter2 > 0)
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@ -12209,7 +12209,6 @@ int WeaponAutoAim(DSWActor* actor, DSWActor* mislActor, short ang, bool test)
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int WeaponAutoAimZvel(DSWActor* actor, DSWActor* missileActor, int *zvel, short ang, bool test)
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{
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int dist;
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int zh;
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#if 0
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//formula for leading a player
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