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- most InsertActor calls.
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cab2181ddc
commit
d1f156dec3
7 changed files with 18 additions and 14 deletions
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@ -1155,7 +1155,7 @@ void BunnyHatch(DSWActor* actor)
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for (int i = 0; i < MAX_BUNNYS; i++)
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{
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auto actorNew = InsertActor(sp->sectnum, STAT_DEFAULT);
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auto actorNew = InsertActor(sp->sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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np->sectnum = sp->sectnum;
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@ -1220,7 +1220,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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SPRITEp wp = &actor->s();
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auto actorNew = InsertActor(wp->sectnum, STAT_DEFAULT);
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auto actorNew = InsertActor(wp->sector(), STAT_DEFAULT);
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auto np = &actorNew->s();
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np->clear();
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np->sectnum = wp->sectnum;
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@ -2107,6 +2107,10 @@ void SetSpikeActive(DSWActor*); // spike.c
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#define NTAG_SEARCH_LO_HI 3
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DSWActor* InsertActor(int sectnum, int statnum);
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inline DSWActor* InsertActor(sectortype* sect, int statnum)
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{
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return InsertActor(sectnum(sect), statnum);
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}
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void AudioUpdate(void); // stupid
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@ -54,7 +54,7 @@ BEGIN_SW_NS
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void CopyQuakeSpotToOn(SPRITEp sp)
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{
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auto actorNew = InsertActor(sp->sectnum, STAT_QUAKE_SPOT);
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auto actorNew = InsertActor(sp->sector(), STAT_QUAKE_SPOT);
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auto np = &actorNew->s();
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memcpy(np, sp, sizeof(SPRITE));
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@ -1217,7 +1217,7 @@ void RipperHatch(DSWActor* actor)
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for (int i = 0; i < MAX_RIPPERS; i++)
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{
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auto actorNew = InsertActor(wp->sectnum, STAT_DEFAULT);
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auto actorNew = InsertActor(wp->sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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ClearOwner(actorNew);
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@ -1234,7 +1234,7 @@ void Ripper2Hatch(DSWActor* actor)
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for (int i = 0; i < MAX_RIPPER2S; i++)
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{
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auto actorNew = InsertActor(wp->sectnum, STAT_DEFAULT);
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auto actorNew = InsertActor(wp->sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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ClearOwner(actorNew);
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@ -992,7 +992,7 @@ bool ActorTestSpawn(DSWActor* actor)
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auto sp = &actor->s();
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if (sp->statnum == STAT_DEFAULT && sp->lotag == TAG_SPAWN_ACTOR)
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{
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auto actorNew = InsertActor(sp->sectnum, STAT_DEFAULT);
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auto actorNew = InsertActor(sp->sector(), STAT_DEFAULT);
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int t = actorNew->s().time; // must be preserved!
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actorNew->s() = *sp;
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actorNew->s().time = t;
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@ -2653,7 +2653,7 @@ void SpriteSetup(void)
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change_actor_stat(actor, STAT_CLIMB_MARKER);
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// make a QUICK_LADDER sprite automatically
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auto ns = InsertActor(sp->sectnum, STAT_QUICK_LADDER);
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auto ns = InsertActor(sp->sector(), STAT_QUICK_LADDER);
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auto np = &ns->s();
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np->cstat = 0;
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@ -3706,7 +3706,7 @@ int ActorCoughItem(DSWActor* actor)
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{
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case SAILORGIRL_R0:
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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@ -3747,7 +3747,7 @@ int ActorCoughItem(DSWActor* actor)
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return 0;
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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@ -3775,7 +3775,7 @@ int ActorCoughItem(DSWActor* actor)
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return 0;
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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@ -3806,7 +3806,7 @@ int ActorCoughItem(DSWActor* actor)
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return 0;
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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@ -3869,7 +3869,7 @@ int ActorCoughItem(DSWActor* actor)
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return 0;
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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@ -3927,7 +3927,7 @@ int ActorCoughItem(DSWActor* actor)
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case PACHINKO4:
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ASSERT(sp->sectnum >= 0);
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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actorNew = InsertActor(sp->sector(), STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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@ -320,7 +320,7 @@ DSWActor* TrackClonePoint(DSWActor* actor)
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{
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SPRITEp sp = &actor->s(), np;
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auto actorNew = InsertActor(sp->sectnum, sp->statnum);
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auto actorNew = InsertActor(sp->sector(), sp->statnum);
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np = &actorNew->s();
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