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- proper way to get player actor.
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parent
1cb98593f1
commit
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1 changed files with 7 additions and 7 deletions
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@ -1064,7 +1064,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
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void FirePitchfork(int, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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Aim *aim = &pPlayer->aim;
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int r1 = Random2(2000);
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int r2 = Random2(2000);
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@ -1205,7 +1205,7 @@ enum { kMaxShotgunBarrels = 4 };
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void FireShotgun(int nTrigger, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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assert(nTrigger > 0 && nTrigger <= kMaxShotgunBarrels);
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if (nTrigger == 1)
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{
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@ -1252,7 +1252,7 @@ void EjectShell(int, PLAYER *pPlayer)
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void FireTommy(int nTrigger, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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Aim *aim = &pPlayer->aim;
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sfxPlay3DSound(pPlayer->pSprite, 431, -1, 0);
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switch (nTrigger)
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@ -1291,7 +1291,7 @@ enum { kMaxSpread = 14 };
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void FireSpread(int nTrigger, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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Aim *aim = &pPlayer->aim;
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int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
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@ -1313,7 +1313,7 @@ void FireSpread(int nTrigger, PLAYER *pPlayer)
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void AltFireSpread(int nTrigger, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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Aim *aim = &pPlayer->aim;
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int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
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@ -1343,7 +1343,7 @@ void AltFireSpread(int nTrigger, PLAYER *pPlayer)
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void AltFireSpread2(int nTrigger, PLAYER *pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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assert(nTrigger > 0 && nTrigger <= kMaxSpread);
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Aim *aim = &pPlayer->aim;
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int angle = (getangle(aim->dx, aim->dy)+((112*(nTrigger-1))/14-56))&2047;
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@ -1752,7 +1752,7 @@ void AltFireLifeLeech(int , PLAYER *pPlayer)
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void FireBeast(int , PLAYER * pPlayer)
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{
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auto actor = &bloodActors[pPlayer->pSprite->index];
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auto actor = pPlayer->actor();
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int r1 = Random2(2000);
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int r2 = Random2(2000);
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int r3 = Random2(2000);
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