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- renamed disassembly variables in bubbles.cpp.
# Conflicts: # source/games/exhumed/src/bubbles.cpp # source/games/exhumed/src/exhumedactor.h
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1 changed files with 13 additions and 13 deletions
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@ -37,14 +37,14 @@ struct Bubble
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short nFrame;
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short nSeq;
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short nSprite;
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short nRun;
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short nRunIndex;
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};
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struct machine
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{
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short _0;
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short nCount;
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short nSprite;
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short _4;
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short nFrame;
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};
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short nMachineCount;
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@ -58,7 +58,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bubble& w, Bubble*
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{
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arc("seq", w.nSeq)
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("frame", w.nFrame)
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("run", w.nRun)
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("run", w.nRunIndex)
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("sprite", w.nSprite)
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.EndObject();
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}
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@ -69,8 +69,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machin
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{
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if (arc.BeginObject(keyname))
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{
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arc("at0", w._0)
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("at4", w._4)
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arc("at0", w.nCount)
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("at4", w.nFrame)
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("sprite", w.nSprite)
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.EndObject();
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}
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@ -101,7 +101,7 @@ void DestroyBubble(short nBubble)
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runlist_DoSubRunRec(pSprite->lotag - 1);
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runlist_DoSubRunRec(pSprite->owner);
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runlist_SubRunRec(BubbleList[nBubble].nRun);
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runlist_SubRunRec(BubbleList[nBubble].nRunIndex);
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mydeletesprite(nSprite);
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@ -158,7 +158,7 @@ int BuildBubble(int x, int y, int z, short nSector)
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nBubble, 0x140000);
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BubbleList[nBubble].nRun = runlist_AddRunRec(NewRun, nBubble, 0x140000);
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BubbleList[nBubble].nRunIndex = runlist_AddRunRec(NewRun, nBubble, 0x140000);
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return nBubble | 0x140000;
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}
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@ -214,11 +214,11 @@ void DoBubbleMachines()
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{
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for (int i = 0; i < nMachineCount; i++)
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{
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Machine[i]._0--;
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Machine[i].nCount--;
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if (Machine[i]._0 <= 0)
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if (Machine[i].nCount <= 0)
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{
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Machine[i]._0 = (RandomWord() % Machine[i]._4) + 30;
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Machine[i].nCount = (RandomWord() % Machine[i].nFrame) + 30;
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int nSprite = Machine[i].nSprite;
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auto pSprite = &sprite[nSprite];
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@ -234,9 +234,9 @@ void BuildBubbleMachine(int nSprite)
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exit(-1);
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}
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Machine[nMachineCount]._4 = 75;
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Machine[nMachineCount].nFrame = 75;
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Machine[nMachineCount].nSprite = nSprite;
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Machine[nMachineCount]._0 = Machine[nMachineCount]._4;
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Machine[nMachineCount].nCount = Machine[nMachineCount].nFrame;
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nMachineCount++;
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auto pSprite = &sprite[nSprite];
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