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- cleanup
mostly redundant comments.
This commit is contained in:
parent
da683ddf7a
commit
eb3131df97
5 changed files with 11 additions and 28 deletions
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@ -370,7 +370,7 @@ int DoSpike(DSWActor* actor)
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SetSpikeInactive(SpriteNum);
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// set owner swith back to OFF
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// set Owner swith back to OFF
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// only if ALL spikes are inactive
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if (!TestSpikeMatchActive(match))
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{
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@ -752,7 +752,7 @@ void KillSprite(int16_t SpriteNum)
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if (TEST(u->Flags2, SPR2_CHILDREN))
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//if (TEST(sp->extra, SPRX_CHILDREN))
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{
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// check for children and allert them that the owner is dead
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// check for children and alert them that the Owner is dead
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// don't bother th check if you've never had children
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for (stat = 0; stat < STAT_DONT_DRAW; stat++)
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{
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@ -723,7 +723,7 @@ void
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SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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{
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int xlow, ylow, xhigh, yhigh;
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int sp_num, startwall, endwall;
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int startwall, endwall;
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int i, k, j;
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SPRITEp BoundSprite;
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bool FoundOutsideLoop = false;
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@ -484,7 +484,7 @@ int DoVator(DSWActor* actor)
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RESET_BOOL8(sp);
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SetVatorInactive(SpriteNum);
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// set owner swith back to OFF
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// set Owner swith back to OFF
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// only if ALL vators are inactive
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if (!TestVatorMatchActive(match))
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{
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@ -4537,8 +4537,7 @@ WeaponMoveHit(short SpriteNum)
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if (TEST(hsp->extra, SPRX_PLAYER_OR_ENEMY))
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{
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// make sure you didn't hit the owner of the missile
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//if (sp->owner != -1 && hit_sprite != sp->owner)
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// make sure you didn't hit the Owner of the missile
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if (hit_sprite != sp->owner)
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{
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if (u->ID == STAR1)
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@ -4717,7 +4716,7 @@ DoFireballFlames(DSWActor* actor)
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SPRITEp sp = &sprite[SpriteNum],ap;
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bool jumping = false;
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// if no owner then stay where you are
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// if no Owner then stay where you are
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if (u->attachActor != nullptr)
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{
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ap = &u->attachActor->s();
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@ -5478,8 +5477,6 @@ ActorStdMissile(short SpriteNum, short Weapon)
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// Only if hes still alive
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if (wp->owner >= 0)
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{
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// Commented out line will make actors attack each other, it's been removed as feature
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// if (User[wp->owner]->PlayerP || User[wp->owner]->SpriteP)
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if (User[wp->owner]->PlayerP && sp->owner != wp->owner)
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{
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u->targetActor = &swActors[wp->owner];
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@ -6634,7 +6631,7 @@ DoDamage(short SpriteNum, short Weapon)
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else
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{
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// this is special code to prevent the Zombie from taking out the Bosses to quick
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// if rail gun weapon owner is not player
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// if rail gun weapon Owner is not player
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if (wp->owner >= 0 && User[wp->owner].Data() && !User[wp->owner]->PlayerP)
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{
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// if actor is a boss
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@ -7735,7 +7732,7 @@ int DoExpDamageTest(DSWActor* actor)
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if (wu->ID != MUSHROOM_CLOUD)
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WeaponExplodeSectorInRange(Weapon);
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// Just like DoDamageTest() except that it doesn't care about the owner
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// Just like DoDamageTest() except that it doesn't care about the Owner
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max_stat = SIZ(StatDamageList);
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// don't check for mines if the weapon is a mine
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@ -8587,7 +8584,7 @@ DoPlasmaFountain(DSWActor* actor)
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SPRITEp ap;
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short bak_cstat;
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// if no owner then die
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// if no Owner then die
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if (u->attachActor == nullptr)
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{
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KillActor(actor);
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@ -9357,7 +9354,7 @@ DoMineStuck(DSWActor* actor)
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SPRITEp sp = &sprite[Weapon];
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#define MINE_DETONATE_STATE 99
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// if no owner then die
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// if no Owner then die
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auto attachActor = u->attachActor;
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if (attachActor != nullptr)
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{
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@ -12103,7 +12100,6 @@ DoNapalm(DSWActor* actor)
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eu = User[explosion].Data();
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exp->hitag = LUMINOUS; //Always full brightness
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//exp->owner = sp->owner;
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SetOwner(sp->owner, explosion);
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exp->shade = -40;
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exp->cstat = sp->cstat;
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@ -12383,7 +12379,6 @@ DoMirv(DSWActor* actor)
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NewStateGroup(actorNew, &sg_MirvMeteor[0]);
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nu->StateEnd = s_MirvMeteorExp;
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//np->owner = Weapon;
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SetOwner(Weapon, New);
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np->shade = -40;
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np->xrepeat = 40;
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@ -12683,7 +12678,7 @@ DoSerpRing(DSWActor* actor)
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int dist,a,b,c;
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int cz,fz;
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// if owner does not exist or he's dead on the floor
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// if Owner does not exist or he's dead on the floor
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// kill off all of his skull children
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if (sp->owner == -1 || ou->RotNum < 5)
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{
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@ -12770,8 +12765,6 @@ DoSerpRing(DSWActor* actor)
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change_sprite_stat(Weapon, STAT_ENEMY);
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NewStateGroup_(Weapon, sg_SkullJump);
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DoBeginJump(actor);
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// tell owner that one is gone
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// User[sp->owner]->Counter--;
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return 0;
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}
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}
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@ -12970,7 +12963,6 @@ InitSerpRing(DSWActor* actor)
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nu = User[New].Data();
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np->xvel = 500;
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//np->owner = SpriteNum;
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SetOwner(SpriteNum, New);
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np->shade = -20;
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np->xrepeat = 64;
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@ -13061,7 +13053,6 @@ InitSpellNapalm(PLAYERp pp)
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Set3DSoundOwner(u->SpriteNum);
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}
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//sp->owner = pp->SpriteP - sprite;
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SetOwner(pp->Actor(), actor);
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sp->shade = -40;
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sp->xrepeat = 32;
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@ -13216,7 +13207,6 @@ InitSpellMirv(PLAYERp pp)
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PlaySound(DIGI_MIRVWIZ, sp, v3df_follow);
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Set3DSoundOwner(SpriteNum);
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//sp->owner = pp->SpriteP - sprite;
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
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sp->shade = -40;
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sp->xrepeat = 72;
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@ -14349,7 +14339,6 @@ InitHeartAttack(PLAYERp pp)
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sp->hitag = LUMINOUS; //Always full brightness
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//sp->owner = pp->SpriteP - sprite;
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SetOwner(short(pp->SpriteP - sprite), SpriteNum);
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sp->shade = -10;
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sp->xrepeat = 52;
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@ -14424,7 +14413,6 @@ InitHeartAttack(PLAYERp pp)
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sp->hitag = LUMINOUS; //Always full brightness
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//sp->owner = pp->SpriteP - sprite;
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SetOwner(pp->SpriteP - sprite, SpriteNum);
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sp->shade = -10;
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sp->xrepeat = 52;
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@ -15054,7 +15042,6 @@ InitRocket(PLAYERp pp)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = pp->PlayerSprite;
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SetOwner(pp->PlayerSprite, w);
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wp->yrepeat = 90;
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wp->xrepeat = 90;
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@ -15184,7 +15171,6 @@ InitBunnyRocket(PLAYERp pp)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = pp->PlayerSprite;
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SetOwner(pp->PlayerSprite, w);
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wp->yrepeat = 64;
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wp->xrepeat = 64;
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@ -15297,7 +15283,6 @@ InitNuke(PLAYERp pp)
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wp = &sprite[w];
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wu = User[w].Data();
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//wp->owner = pp->PlayerSprite;
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SetOwner(pp->PlayerSprite, w);
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wp->yrepeat = 128;
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wp->xrepeat = 128;
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@ -15983,7 +15968,6 @@ InitSerpSpell(DSWActor* actor)
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NewStateGroup(actorNew, &sg_SerpMeteor[0]);
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nu->StateEnd = s_MirvMeteorExp;
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//np->owner = SpriteNum;
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SetOwner(SpriteNum, New);
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np->shade = -40;
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PlaySound(DIGI_SERPMAGICLAUNCH, sp, v3df_none);
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@ -17053,7 +17037,6 @@ InitTracerUzi(PLAYERp pp)
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wu = User[w].Data();
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wp->hitag = LUMINOUS; //Always full brightness
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//wp->owner = pp->PlayerSprite;
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SetOwner(pp->PlayerSprite, w);
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wp->yrepeat = 10;
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wp->xrepeat = 10;
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