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TWINE: reduced scope
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d3d283b351
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@ -254,9 +254,7 @@ int Extra::getBonusSprite(BonusParameter bonusParameter) const {
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}
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int32 Extra::addExtraBonus(int32 x, int32 y, int32 z, int32 param, int32 angle, int32 type, int32 bonusAmount) { // ExtraBonus
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int32 i;
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 != -1) {
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continue;
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@ -286,9 +284,7 @@ int32 Extra::addExtraBonus(int32 x, int32 y, int32 z, int32 param, int32 angle,
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}
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int32 Extra::addExtraThrow(int32 actorIdx, int32 x, int32 y, int32 z, int32 sprite, int32 var2, int32 var3, int32 var4, int32 var5, int32 strengthOfHit) { // ThrowExtra
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int32 i;
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 != -1) {
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continue;
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@ -314,9 +310,7 @@ int32 Extra::addExtraThrow(int32 actorIdx, int32 x, int32 y, int32 z, int32 spri
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}
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int32 Extra::addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 targetActorIdx, int32 maxSpeed, int32 strengthOfHit) { // ExtraSearch
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int32 i;
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 != -1) {
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continue;
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@ -343,9 +337,7 @@ int32 Extra::addExtraAiming(int32 actorIdx, int32 x, int32 y, int32 z, int32 spr
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// cseg01:00018168
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int32 Extra::findExtraKey() {
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int32 i;
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 == SPRITEHQR_KEY) {
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return i;
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@ -357,9 +349,7 @@ int32 Extra::findExtraKey() {
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// cseg01:00018250
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int32 Extra::addExtraAimingAtKey(int32 actorIdx, int32 x, int32 y, int32 z, int32 spriteIdx, int32 extraIdx) { // addMagicBallAimingAtKey
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int32 i;
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for (i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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for (int32 i = 0; i < EXTRA_MAX_ENTRIES; i++) {
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ExtraListStruct *extra = &extraList[i];
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if (extra->info0 != -1) {
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continue;
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@ -378,7 +378,7 @@ void Scene::processEnvironmentSound() {
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samplePlayed = 0;
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}
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int16 sampleIdx = sampleAmbiance[currentAmb];
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const int16 sampleIdx = sampleAmbiance[currentAmb];
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if (sampleIdx != -1) {
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int16 decal = sampleRound[currentAmb];
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int16 repeat = sampleRepeat[currentAmb];
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