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- use copyXY method where possible.
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coelckers committed Aug 10, 2022
1 parent 36669b1 commit fa78723
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Showing 7 changed files with 7 additions and 7 deletions.
2 changes: 1 addition & 1 deletion source/games/blood/src/nnexts.cpp
Expand Up @@ -3030,7 +3030,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
if (actor->sector() != sourceactor->sector())
ChangeActorSect(actor, sourceactor->sector());

actor->set_int_xy(sourceactor->int_pos().X, sourceactor->int_pos().Y);
actor->copyXY(sourceactor);
int zTop, zBot;
GetActorExtents(sourceactor, &zTop, &zBot);
actor->set_int_z(zBot);
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2 changes: 1 addition & 1 deletion source/games/duke/src/actors.cpp
Expand Up @@ -2666,7 +2666,7 @@ void handle_se00(DDukeActor* actor)
if (actor->temp_data[3] == 0)
actor->temp_data[3] = ldist(actor, Owner);
actor->spr.xvel = actor->temp_data[3];
actor->set_int_xy(Owner->int_pos().X, Owner->int_pos().Y);
actor->copyXY(Owner);
actor->spr.ang += (l * q);
actor->temp_data[2] += (l * q);
}
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2 changes: 1 addition & 1 deletion source/games/duke/src/spawn.cpp
Expand Up @@ -931,7 +931,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
{
if (actor->spr.ang == 512)
{
actor->set_int_xy(act2->int_pos().X, act2->int_pos().Y);
actor->copyXY(act2);
}
found = true;
actor->SetOwner(act2);
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2 changes: 1 addition & 1 deletion source/games/exhumed/src/object.cpp
Expand Up @@ -1355,7 +1355,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
{
auto pSpark = insertActor(pActor->sector(), 0);

pSpark->set_int_xy(pActor->int_pos().X, pActor->int_pos().Y);
pSpark->copyXY(pActor);
pSpark->spr.cstat = 0;
pSpark->spr.shade = -127;
pSpark->spr.pal = 1;
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2 changes: 1 addition & 1 deletion source/games/exhumed/src/player.cpp
Expand Up @@ -1258,7 +1258,7 @@ void AIPlayer::Tick(RunListEvent* ev)
DExhumedActor* pFloorActor = PlayerList[nPlayer].pPlayerFloorSprite;
if (nTotalPlayers > 1 && pFloorActor)
{
pFloorActor->set_int_xy(pPlayerActor->int_pos().X, pPlayerActor->int_pos().Y);
pFloorActor->copyXY(pPlayerActor);

if (pFloorActor->sector() != pPlayerActor->sector())
{
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2 changes: 1 addition & 1 deletion source/games/sw/src/bunny.cpp
Expand Up @@ -1024,7 +1024,7 @@ int DoBunnyQuickJump(DSWActor* actor)
}
}

actor->set_int_xy(hitActor->int_pos().X, hitActor->int_pos().Y);
actor->copyXY(hitActor);
actor->spr.ang = hitActor->spr.ang;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + 1024);
HelpMissileLateral(actor, 2000);
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2 changes: 1 addition & 1 deletion source/games/sw/src/jweapon.cpp
Expand Up @@ -445,7 +445,7 @@ int DoBloodSpray(DSWActor* actor)

actor->spr.xvel = actor->spr.yvel = actor->user.change.X = actor->user.change.Y = 0;
actor->spr.xrepeat = actor->spr.yrepeat = 70 - RandomRange(25);
actor->set_int_xy(bldActor->int_pos().X, bldActor->int_pos().Y);
actor->copyXY(bldActor);

// !FRANK! bit of a hack
// yvel is the hit_wall
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