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- fixed SpawnFireballFlames and deleted leftover sprite pointers.
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2543a46278
commit
f1c60e4a52
1 changed files with 1 additions and 16 deletions
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@ -4147,7 +4147,6 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, short hit_ang, int hit_x, i
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bool VehicleMoveHit(DSWActor* actor)
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{
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SPRITEp cp;
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SECTOR_OBJECTp sop;
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SECTOR_OBJECTp hsop;
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bool TestKillSectorObject(SECTOR_OBJECTp);
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@ -4311,8 +4310,6 @@ bool WeaponMoveHit(DSWActor* actor)
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case kHitSprite:
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{
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SPRITEp hsp;
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auto hitActor = actor->user.coll.actor();
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ASSERT(hitActor->spr.extra != -1);
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@ -7655,8 +7652,7 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1
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int zh;
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short ang2tgt, delta_ang;
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SPRITEp hp;
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if (actor->user.WaitTics <= delay_tics)
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actor->user.WaitTics += MISSILEMOVETICS;
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@ -7730,8 +7726,6 @@ int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*,
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int zh;
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short ang2tgt, delta_ang;
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SPRITEp hp;
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if (actor->user.WaitTics <= delay_tics)
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actor->user.WaitTics += MISSILEMOVETICS;
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@ -8241,7 +8235,6 @@ int DoGrenade(DSWActor* actor)
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case kHitSprite:
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{
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short wall_ang;
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SPRITEp hsp;
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PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
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@ -8462,7 +8455,6 @@ int DoVulcanBoulder(DSWActor* actor)
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case kHitSprite:
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{
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short wall_ang;
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SPRITEp hsp;
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auto hitActor = actor->user.coll.actor();
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@ -9727,8 +9719,6 @@ int SpawnCoolieExp(DSWActor* actor)
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void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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{
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SPRITEp ep = nullptr;
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if (TEST(actor->user.Flags, SPR_UNDERWATER))
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return;
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@ -10671,7 +10661,6 @@ int DoFireball(DSWActor* actor)
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int DoFindGround(DSWActor* actor)
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{
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SPRITEp hsp;
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Collision ceilhit, florhit;
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// recursive routine to find the ground - either sector or floor sprite
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@ -10724,7 +10713,6 @@ int DoFindGround(DSWActor* actor)
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int DoFindGroundPoint(DSWActor* actor)
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{
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SPRITEp hsp;
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Collision ceilhit, florhit;
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// recursive routine to find the ground - either sector or floor sprite
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@ -16751,10 +16739,8 @@ int InitFireball(PLAYERp pp)
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int InitEnemyFireball(DSWActor* actor)
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{
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SPRITEp fp = nullptr;
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int nz, dist;
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int size_z;
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SPRITEp tsp;
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int i, targ_z, xchange, ychange;
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static short lat_ang[] =
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@ -18064,7 +18050,6 @@ int DoShrapVelocity(DSWActor* actor)
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case kHitSprite:
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{
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short wall_ang;
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SPRITEp hsp;
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auto hit_sprite = actor->user.coll.actor();
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