Remove unnecessary uses of "action" and "invoker".
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parent
4ad26239d4
commit
23947d8471
11 changed files with 99 additions and 98 deletions
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@ -7,7 +7,7 @@ Class mkBlood : SWWMNonInteractiveActor
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{
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+PUFFGETSOWNER;
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}
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action void A_Bleed( int str = 1 )
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void A_Bleed( int str = 1 )
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{
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if ( !target ) return;
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let b = Spawn("mkBloodSpray",pos);
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@ -526,7 +526,7 @@ Class mkFlyingGib : Actor
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return true;
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}
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action void A_Bleed()
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void A_Bleed()
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{
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if ( vel.length() < .5 ) ExplodeMissile(null,null);
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else
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@ -537,9 +537,9 @@ Class mkFlyingGib : Actor
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dir = (dir+SWWMUtility.Vec3FromAngles(FRandom[Blood](0,360),FRandom[Blood](-90,90))*.3).unit();
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vel = dir*spd;
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}
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invoker.rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
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if ( invoker.lastbleed > level.maptime ) return;
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invoker.lastbleed = level.maptime+5;
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rollvel = FRandom[Gibs](10,50)*RandomPick[Gibs](-1,1)*clamp(vel.length()/10.,.25,4.);
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if ( lastbleed > level.maptime ) return;
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lastbleed = level.maptime+5;
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TraceBleedAngle(int(vel.length()),angle+180,-pitch);
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}
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@ -594,7 +594,7 @@ Class mkFlyingGib : Actor
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// floor drop
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let b = Spawn("mkBloodDrop",pos);
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b.scale *= 2.0;
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b.SetShade(invoker.shadecol);
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b.SetShade(shadecol);
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}
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Stop;
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}
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