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- deleted all exp variables from weapon.cpp.
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1 changed files with 1 additions and 37 deletions
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@ -9973,7 +9973,6 @@ int SpawnCoolieExp(DSWActor* actor)
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USER* u = actor->u();
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USERp eu;
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SPRITEp exp;
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int zh,nx,ny;
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ASSERT(u);
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@ -10195,7 +10194,6 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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void SpawnFireballExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10233,7 +10231,6 @@ void SpawnFireballExp(DSWActor* actor)
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void SpawnGoroFireballExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10267,7 +10264,6 @@ void SpawnGoroFireballExp(DSWActor* actor)
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void SpawnBoltExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10279,7 +10275,6 @@ void SpawnBoltExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10324,7 +10319,6 @@ int SpawnBunnyExp(DSWActor* actor)
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void SpawnTankShellExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10336,7 +10330,6 @@ void SpawnTankShellExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, TANK_SHELL_EXP, s_TankShellExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10359,14 +10352,13 @@ void SpawnTankShellExp(DSWActor* actor)
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void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 512);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10401,7 +10393,6 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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void SpawnNuclearExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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short ang=0;
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PLAYERp pp = nullptr;
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@ -10430,7 +10421,6 @@ void SpawnNuclearExp(DSWActor* actor)
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// Spawn big mushroom cloud
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auto expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_NukeMushroom, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10449,7 +10439,6 @@ void SpawnNuclearExp(DSWActor* actor)
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// Do central explosion
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expActor = SpawnActor(STAT_MISSILE, MUSHROOM_CLOUD, s_GrenadeExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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SetOwner(own, expActor);
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@ -10486,7 +10475,6 @@ void SpawnNuclearExp(DSWActor* actor)
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void SpawnTracerExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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DSWActor* expActor;
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@ -10501,7 +10489,6 @@ void SpawnTracerExp(DSWActor* actor)
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expActor = SpawnActor(STAT_MISSILE, TRACER_EXP, s_TracerExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10527,7 +10514,6 @@ void SpawnTracerExp(DSWActor* actor)
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void SpawnMicroExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10536,7 +10522,6 @@ void SpawnMicroExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_MicroExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10595,7 +10580,6 @@ void AddSpriteToSectorObject(DSWActor* actor, SECTOR_OBJECTp sop)
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void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop, bool smallflames)
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{
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USERp u;
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SPRITEp exp;
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USERp eu;
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unsigned sn;
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@ -10603,7 +10587,6 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
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auto expActor = SpawnActor(STAT_MISSILE, MICRO_EXP, s_BigGunFlame, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10662,14 +10645,12 @@ void SpawnBigGunFlames(DSWActor* actor, DSWActor* Operator, SECTOR_OBJECTp sop,
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void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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int vel;
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ASSERT(u);
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeSmallExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 1024);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10711,7 +10692,6 @@ int SpawnGrenadeSmallExp(DSWActor* actor)
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void SpawnGrenadeExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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int dx,dy,dz;
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@ -10744,7 +10724,6 @@ void SpawnGrenadeExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->spr.sector(),
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dx, dy, dz, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10775,7 +10754,6 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
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USERp u = actor->u();
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USERp eu = expActor->u();
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int tos_z, bos_z;
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auto exp = &expActor->s();
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ASSERT(eu);
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@ -10820,7 +10798,6 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
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void SpawnMineExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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ASSERT(u);
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@ -10833,7 +10810,6 @@ void SpawnMineExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, MINE_EXP, s_MineExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10876,7 +10852,6 @@ int DoSectorExp(DSWActor* actor)
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DSWActor* SpawnSectorExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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short explosion;
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@ -10889,7 +10864,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10910,7 +10884,6 @@ DSWActor* SpawnSectorExp(DSWActor* actor)
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// called from SpawnShrap
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DSWActor* SpawnLargeExp(DSWActor* actor)
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{
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SPRITEp exp;
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USERp eu;
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PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
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@ -10918,7 +10891,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_SectorExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10942,7 +10914,6 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
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void SpawnMeteorExp(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp exp;
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USERp eu;
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DSWActor* expActor;
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@ -10962,7 +10933,6 @@ void SpawnMeteorExp(DSWActor* actor)
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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}
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -10987,7 +10957,6 @@ void SpawnMeteorExp(DSWActor* actor)
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void SpawnLittleExp(DSWActor* actor)
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{
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SPRITEp exp;
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USERp eu;
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short explosion;
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@ -10995,7 +10964,6 @@ void SpawnLittleExp(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, BOLT_EXP, s_SectorExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -11183,7 +11151,6 @@ int DoFindGroundPoint(DSWActor* actor)
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int DoNapalm(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp exp;
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int ox, oy, oz;
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@ -11245,7 +11212,6 @@ int DoNapalm(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, NAP_EXP, s_NapExp, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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@ -14834,7 +14800,6 @@ int InitSerpSpell(DSWActor* actor)
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int SpawnDemonFist(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp exp;
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USERp eu;
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if (TEST(u->Flags, SPR_SUICIDE))
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@ -14843,7 +14808,6 @@ int SpawnDemonFist(DSWActor* actor)
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auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->spr.sector(),
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actor->spr.pos.X, actor->spr.pos.Y, ActorZOfMiddle(actor), actor->spr.ang, 0);
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exp = &expActor->s();
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eu = expActor->u();
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expActor->spr.hitag = LUMINOUS; //Always full brightness
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