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- SW: QueueHole
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parent
661655fb67
commit
e8d18e42d1
2 changed files with 8 additions and 8 deletions
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@ -12781,7 +12781,7 @@ int ContinueHitscan(PLAYER* pp, sectortype* sect, int x, int y, int z, short ang
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return 0;
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}
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QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
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QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
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}
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// hit a sprite?
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@ -12935,7 +12935,7 @@ int InitShotgun(PLAYER* pp)
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continue;
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}
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QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
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QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
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}
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// hit a sprite?
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@ -15241,7 +15241,7 @@ int InitUzi(PLAYER* pp)
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return 0;
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}
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QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
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QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
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}
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// hit a sprite?
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@ -16096,7 +16096,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
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continue;
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}
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QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
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QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
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}
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// hit a sprite?
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@ -16229,7 +16229,7 @@ int InitEnemyUzi(DSWActor* actor)
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return 0;
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}
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QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
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QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
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}
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if (hit.actor() != nullptr)
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@ -17380,7 +17380,7 @@ int QueueStar(DSWActor* actor)
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return 0;
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}
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z)
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
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{
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short w,nw,wall_ang;
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DSWActor* spawnedActor;
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@ -17403,7 +17403,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i
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spawnedActor->spr.extra = 0;
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spawnedActor->spr.clipdist = 0;
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spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
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spawnedActor->set_int_pos({ hit_x, hit_y, hit_z });
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spawnedActor->spr.pos = pos;
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spawnedActor->spr.picnum = 2151;
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ChangeActorSect(spawnedActor, hit_sect);
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@ -84,7 +84,7 @@ void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt);
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SECTOR_OBJECT* DetectSectorObject(sectortype*);
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SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
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void ScaleSpriteVector(DSWActor* actor, int scale);
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
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void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos);
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DSWActor* QueueWallBlood(DSWActor* hit, short ang);
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bool SlopeBounce(DSWActor*, bool *hit_wall);
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int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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