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- SW: Remove some unnecessary ternaries in some inline bools and fix a few return types.
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1 changed files with 7 additions and 8 deletions
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@ -1944,21 +1944,20 @@ BEGIN_SW_NS
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// OVER and UNDER water macros
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inline bool SectorIsDiveArea(sectortype* sect)
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{
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return (sect->extra & SECTFX_DIVE_AREA) ? true : false;
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return sect->extra & SECTFX_DIVE_AREA;
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}
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inline bool SectorIsUnderwaterArea(sectortype* sect)
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{
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if (!sect) return false;
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return (sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
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return sect ? sect->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2) : false;
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}
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inline int PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
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inline bool PlayerFacingRange(PLAYER* pp, DSWActor* a, int range)
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{
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return (abs(getincangle(getangle(a->spr.pos.X - (pp)->pos.X, a->spr.pos.Y - (pp)->pos.Y), (pp)->angle.ang.asbuild())) < (range));
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}
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inline int FacingRange(DSWActor* a1, DSWActor* a2, int range)
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inline bool FacingRange(DSWActor* a1, DSWActor* a2, int range)
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{
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return (abs(getincangle(getangle(a1->spr.pos.X - a2->spr.pos.X, a1->spr.pos.Y - a2->spr.pos.Y), a2->spr.ang)) < (range));
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}
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@ -2066,7 +2065,7 @@ inline int ActorSizeY(DSWActor* sp)
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return MulScale(tileHeight(sp->spr.picnum), sp->spr.yrepeat, 6);
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}
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inline int Facing(DSWActor* actor1, DSWActor* actor2)
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inline bool Facing(DSWActor* actor1, DSWActor* actor2)
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{
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return (abs(getincangle(getangle(actor1->spr.pos.X - actor2->spr.pos.X, actor1->spr.pos.Y - actor2->spr.pos.Y), actor2->spr.ang)) < 512);
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}
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@ -2079,12 +2078,12 @@ inline int GetRepeatFromHeight(DSWActor* sp, int zh)
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inline bool SpriteInDiveArea(DSWActor* a)
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{
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return (a->sector()->extra & SECTFX_DIVE_AREA) ? true : false;
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return a->sector()->extra & SECTFX_DIVE_AREA;
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}
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inline bool SpriteInUnderwaterArea(DSWActor* a)
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{
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return (a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2)) ? true : false;
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return a->sector()->extra & (SECTFX_UNDERWATER | SECTFX_UNDERWATER2);
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}
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