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- deleted u variables in ninja.cpp
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parent
8ab8d219b3
commit
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1 changed files with 2 additions and 29 deletions
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@ -1817,7 +1817,6 @@ ACTOR_ACTION_SET PlayerNinjaActionSet =
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int SetupNinja(DSWActor* actor)
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int SetupNinja(DSWActor* actor)
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{
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{
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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short pic = actor->spr.picnum;
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short pic = actor->spr.picnum;
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@ -1825,14 +1824,9 @@ int SetupNinja(DSWActor* actor)
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int RedNinjaHealth = MinEnemySkill <= Skill ? HEALTH_RED_NINJA : HEALTH_NINJA;
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int RedNinjaHealth = MinEnemySkill <= Skill ? HEALTH_RED_NINJA : HEALTH_NINJA;
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if (Skill < MinEnemySkill - 1) actor->spr.pal = 0;
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if (Skill < MinEnemySkill - 1) actor->spr.pal = 0;
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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{
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{
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u = actor->u();
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SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
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ASSERT(u);
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}
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else
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{
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u = SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
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actor->user.Health = HEALTH_NINJA;
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actor->user.Health = HEALTH_NINJA;
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}
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}
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@ -1937,8 +1931,6 @@ int SetupNinja(DSWActor* actor)
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int DoNinjaHariKari(DSWActor* actor)
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int DoNinjaHariKari(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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UpdateSinglePlayKills(actor);
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UpdateSinglePlayKills(actor);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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@ -1964,8 +1956,6 @@ int DoNinjaHariKari(DSWActor* actor)
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int DoNinjaGrabThroat(DSWActor* actor)
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int DoNinjaGrabThroat(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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{
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{
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UpdateSinglePlayKills(actor);
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UpdateSinglePlayKills(actor);
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@ -2001,8 +1991,6 @@ int DoNinjaGrabThroat(DSWActor* actor)
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int DoNinjaMove(DSWActor* actor)
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int DoNinjaMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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if (TEST(actor->user.Flags2, SPR2_DYING))
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if (TEST(actor->user.Flags2, SPR2_DYING))
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{
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{
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if (sw_ninjahack)
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if (sw_ninjahack)
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@ -2047,7 +2035,6 @@ int DoNinjaMove(DSWActor* actor)
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int NinjaJumpActionFunc(DSWActor* actor)
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int NinjaJumpActionFunc(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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@ -2077,8 +2064,6 @@ int NinjaJumpActionFunc(DSWActor* actor)
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int NullNinja(DSWActor* actor)
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int NullNinja(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
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if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
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if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
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if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
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@ -2095,8 +2080,6 @@ int NullNinja(DSWActor* actor)
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int DoNinjaPain(DSWActor* actor)
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int DoNinjaPain(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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NullNinja(actor);
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NullNinja(actor);
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if (TEST(actor->user.Flags2, SPR2_DYING))
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if (TEST(actor->user.Flags2, SPR2_DYING))
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@ -2116,8 +2099,6 @@ int DoNinjaPain(DSWActor* actor)
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int DoNinjaSpecial(DSWActor* actor)
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int DoNinjaSpecial(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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if (actor->user.spal == PALETTE_PLAYER5)
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if (actor->user.spal == PALETTE_PLAYER5)
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{
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{
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RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
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RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
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@ -2161,7 +2142,6 @@ void InitAllPlayerSprites(void)
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void PlayerLevelReset(PLAYERp pp)
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void PlayerLevelReset(PLAYERp pp)
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{
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{
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DSWActor* actor = pp->actor;
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DSWActor* actor = pp->actor;
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USERp u = actor->u();
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT)
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if (gNet.MultiGameType == MULTI_GAME_COMMBAT)
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{
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{
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@ -2201,7 +2181,6 @@ void PlayerLevelReset(PLAYERp pp)
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void PlayerDeathReset(PLAYERp pp)
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void PlayerDeathReset(PLAYERp pp)
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{
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{
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DSWActor* actor = pp->actor;
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DSWActor* actor = pp->actor;
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USERp u = actor->u();
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if (TEST(pp->Flags, PF_DIVING))
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if (TEST(pp->Flags, PF_DIVING))
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DoPlayerStopDiveNoWarp(pp);
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DoPlayerStopDiveNoWarp(pp);
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@ -2284,7 +2263,6 @@ void PlayerPanelSetup(void)
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void PlayerGameReset(PLAYERp pp)
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void PlayerGameReset(PLAYERp pp)
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{
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{
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DSWActor* actor = pp->actor;
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DSWActor* actor = pp->actor;
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USERp u = actor->u();
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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pp->Reverb = 0;
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@ -2343,7 +2321,6 @@ extern ACTOR_ACTION_SET PlayerNinjaActionSet;
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void InitPlayerSprite(PLAYERp pp)
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void InitPlayerSprite(PLAYERp pp)
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{
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{
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USERp u;
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int pnum = int(pp - Player);
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int pnum = int(pp - Player);
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extern bool NewGame;
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extern bool NewGame;
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@ -2359,8 +2336,6 @@ void InitPlayerSprite(PLAYERp pp)
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SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
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SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
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RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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u = actor->u();
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// Grouping items that need to be reset after a LoadLevel
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// Grouping items that need to be reset after a LoadLevel
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ChangeState(actor, s_NinjaRun[0]);
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ChangeState(actor, s_NinjaRun[0]);
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actor->user.Rot = sg_NinjaRun;
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actor->user.Rot = sg_NinjaRun;
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@ -2416,7 +2391,6 @@ void InitPlayerSprite(PLAYERp pp)
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void SpawnPlayerUnderSprite(PLAYERp pp)
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void SpawnPlayerUnderSprite(PLAYERp pp)
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{
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{
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DSWActor* plActor = pp->actor;
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DSWActor* plActor = pp->actor;
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USERp u;
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int pnum = int(pp - Player);
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int pnum = int(pp - Player);
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@ -2424,7 +2398,6 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
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NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
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NINJA_RUN_R0, nullptr, pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
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DSWActor* actor = pp->PlayerUnderActor;
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DSWActor* actor = pp->PlayerUnderActor;
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u = actor->u();
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SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
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SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
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