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https://github.com/ZDoom/Raze.git
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- exhumed: made all nAngle variables full ints
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parent
28eca1a023
commit
d63b6cda37
16 changed files with 36 additions and 36 deletions
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@ -83,7 +83,7 @@ DExhumedActor* BuildBullet(DExhumedActor* pActor, int nType, int val1, int nAngl
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void IgniteSprite(DExhumedActor* nSprite);
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void FuncBullet(int, int, int, int);
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void BackUpBullet(int *x, int *y, short nAngle);
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void BackUpBullet(int *x, int *y, int nAngle);
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// fish
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@ -171,7 +171,7 @@ void DoRegenerates();
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// lavadude
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void BuildLava(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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DExhumedActor* BuildLavaLimb(DExhumedActor* nSprite, int edx, int ebx);
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void FuncLavaLimb(int, int, int, int);
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void FuncLava(int, int, int, int);
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@ -194,7 +194,7 @@ extern short bTorch;
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// lion
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle);
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void BuildLion(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void FuncLion(int, int, int, int);
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// move
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@ -340,7 +340,7 @@ void FuncRat(int a, int, int b, int nRun);
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// rex
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void BuildRex(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void FuncRex(int, int, int, int);
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// roach
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@ -707,12 +707,12 @@ void runlist_ExecObjects();
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// scorp
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void BuildScorp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void FuncScorp(int, int, int, int);
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// set
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, int nChannel);
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void BuildSet(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, int nChannel);
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void FuncSoul(int, int, int, int);
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void FuncSet(int, int, int, int);
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@ -772,7 +772,7 @@ std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall);
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// wasp
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, short nAngle, bool bEggWasp);
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DExhumedActor* BuildWasp(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle, bool bEggWasp);
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void FuncWasp(int eax, int, int edx, int nRun);
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@ -228,7 +228,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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if (nStat == kStatAnubisDrum)
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{
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short nAngle = (pSprite->ang + 256) - RandomSize(9);
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int nAngle = (pSprite->ang + 256) - RandomSize(9);
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pHitSprite->xvel = bcos(nAngle, 1);
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pHitSprite->yvel = bsin(nAngle, 1);
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@ -291,7 +291,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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}
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void BackUpBullet(int *x, int *y, short nAngle)
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void BackUpBullet(int *x, int *y, int nAngle)
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{
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*x -= bcos(nAngle, -11);
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*y -= bsin(nAngle, -11);
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@ -37,7 +37,7 @@ void DestroyGrenade(DExhumedActor* pActor)
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DeleteActor(pActor);
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}
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void BounceGrenade(DExhumedActor* pActor, short nAngle)
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void BounceGrenade(DExhumedActor* pActor, int nAngle)
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{
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pActor->nTurn >>= 1;
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@ -57,7 +57,7 @@ void ThrowGrenade(short nPlayer, int, int, int ecx, int push1)
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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short nAngle = pPlayerSprite->ang;
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int nAngle = pPlayerSprite->ang;
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ChangeActorSect(pActor, PlayerList[nPlayer].nPlayerViewSect);
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@ -180,7 +180,7 @@ void ExplodeGrenade(DExhumedActor* pActor)
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{
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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auto pPlayerSprite = &pPlayerActor->s();
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short nAngle = pPlayerSprite->ang;
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int nAngle = pPlayerSprite->ang;
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pGrenadeSprite->z = pPlayerSprite->z;
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pGrenadeSprite->x = bcos(nAngle, -5) + pPlayerSprite->x;
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@ -668,7 +668,7 @@ loc_flag:
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}
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short nAmmoType = WeaponInfo[nWeapon].nAmmoType;
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short nAngle = pPlayerSprite->ang;
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int nAngle = pPlayerSprite->ang;
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int theX = pPlayerSprite->x;
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int theY = pPlayerSprite->y;
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int theZ = pPlayerSprite->z;
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@ -104,7 +104,7 @@ void AILavaDudeLimb::Draw(RunListEvent* ev)
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}
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void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, short nAngle, int nChannel)
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void BuildLava(DExhumedActor* pActor, int x, int y, int, int nSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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@ -691,7 +691,7 @@ void AddFlow(int nIndex, int nSpeed, int b, int nAngle)
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StartInterpolation(nIndex, Interp_Wall_PanX);
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StartInterpolation(nIndex, Interp_Wall_PanY);
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short nAngle;
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int nAngle;
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if (b == 2) {
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nAngle = 512;
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@ -41,7 +41,7 @@ static actionSeq LionSeq[] = {
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};
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle)
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void BuildLion(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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@ -395,7 +395,7 @@ void AILion::Tick(RunListEvent* ev)
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int nCheckDist = 0x7FFFFFFF;
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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short nScanAngle = (pSprite->ang - 512) & kAngleMask;
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for (int i = 0; i < 5; i++)
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@ -1206,7 +1206,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int
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nClipType = CLIPMASK0;
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}
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short nAngle;
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int nAngle;
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if (pActor2 == nullptr)
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{
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@ -1498,7 +1498,7 @@ void AICreatureChunk::Tick(RunListEvent* ev)
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if (!nVal.type && !nVal.exbits)
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return;
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short nAngle;
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int nAngle;
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if (nVal.exbits & kHitAux2)
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{
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@ -98,7 +98,7 @@ void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short
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*nAngle = PlayerList[nPlayer].sPlayerSave.nAngle;
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}
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void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle)
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void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, int nAngle)
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{
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PlayerList[nPlayer].sPlayerSave.x = x;
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PlayerList[nPlayer].sPlayerSave.y = y;
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@ -25,7 +25,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle);
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void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, short nAngle);
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void SetSavePoint(int nPlayer, int x, int y, int z, int nSector, int nAngle);
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void InitPlayer();
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void InitPlayerKeys(short nPlayer);
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int GrabPlayer();
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@ -53,7 +53,7 @@ struct PlayerSave
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int y;
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int z;
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int nSector;
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short nAngle;
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int16_t nAngle;
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};
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struct Player
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@ -270,7 +270,7 @@ void DestroyAllEggs()
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void SetHeadVel(DExhumedActor* pActor)
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{
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auto pSprite = &pActor->s();
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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pSprite->xvel = bcos(nAngle, nVelShift);
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pSprite->yvel = bsin(nAngle, nVelShift);
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@ -278,7 +278,7 @@ void SetHeadVel(DExhumedActor* pActor)
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Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val1, int val2)
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{
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short nAngle;
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int nAngle;
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spritetype* pSprite = &pActor->s();
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if (pActor2 == nullptr)
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@ -439,7 +439,7 @@ void BuildQueenEgg(short nQueen, int nVal)
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int y = pSprite->y;
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int nSector =pSprite->sectnum;
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int nFloorZ = sector[nSector].floorz;
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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auto pActor2 = insertActor(nSector, 121);
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auto pSprite2 = &pActor2->s();
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@ -570,7 +570,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
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}
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else
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{
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short nAngle;
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int nAngle;
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switch (nMov.type)
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{
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@ -697,7 +697,7 @@ void BuildQueenHead(short nQueen)
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int x = pSprite->x;
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int y = pSprite->y;
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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int nSector =pSprite->sectnum;
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int z = sector[nSector].floorz;
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@ -37,7 +37,7 @@ static actionSeq RexSeq[] = {
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{28, 1}
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};
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void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
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void BuildRex(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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@ -213,7 +213,7 @@ void AIRex::Tick(RunListEvent* ev)
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{
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if (pTarget == nullptr)
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{
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short nAngle = pSprite->ang; // make backup of this variable
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auto nAngle = pSprite->ang; // make backup of this variable
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pActor->pTarget = FindPlayer(pActor, 60);
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pSprite->ang = nAngle;
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}
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@ -345,7 +345,7 @@ void AIRex::Tick(RunListEvent* ev)
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if (pSprite2->statnum && pSprite2->statnum < 107)
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{
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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runlist_DamageEnemy(nMov.actor, pActor, 15);
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@ -38,7 +38,7 @@ static actionSeq ScorpSeq[] = {
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{53, 1}
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};
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
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void BuildScorp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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@ -39,7 +39,7 @@ static actionSeq SetSeq[] = {
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{74, 1}
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};
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, int nChannel)
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, int nChannel)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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@ -129,7 +129,7 @@ void BuildSnake(short nPlayer, short zVal)
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int x = pPlayerSprite->x;
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int y = pPlayerSprite->y;
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int z = (pPlayerSprite->z + zVal) - 2560;
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short nAngle = pPlayerSprite->ang;
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int nAngle = pPlayerSprite->ang;
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short hitsect;
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int hitx, hity, hitz;
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@ -272,7 +272,7 @@ DExhumedActor* FindSnakeEnemy(short nSnake)
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auto pActor = SnakeList[nSnake].pSprites[0]; // CHECKME
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auto pSprite = &pActor->s();
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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int nSector =pSprite->sectnum;
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int esi = 2048;
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@ -370,7 +370,7 @@ void AISnake::Tick(RunListEvent* ev)
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}
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else
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{
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short nAngle = pSprite->ang;
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int nAngle = pSprite->ang;
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int var_30 = -bcos(nAngle, 6);
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int var_34 = -bsin(nAngle, 6);
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@ -40,7 +40,7 @@ void SetWaspVel(spritetype* pSprite)
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pSprite->yvel = bsin(pSprite->ang);
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}
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DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, short nAngle, bool bEggWasp)
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DExhumedActor* BuildWasp(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle, bool bEggWasp)
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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