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Some more opcode simplifications
svn-id: r28902
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c84ff65720
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1fa1b64984
@ -1299,10 +1299,9 @@ void Script::sfResumeBgdAnim(SCRIPTFUNC_PARAMS) {
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// Param6: flags
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void Script::sfThrowActor(SCRIPTFUNC_PARAMS) {
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ActorData *actor = _vm->_actor->getActor(thread->pop());
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Location location;
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location.x = thread->pop();
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location.y = thread->pop();
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location.z = actor->_location.z;
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actor->_finalTarget.x = thread->pop();
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actor->_finalTarget.y = thread->pop();
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actor->_finalTarget.z = actor->_location.z;
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thread->pop(); // not used
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int32 actionCycle = thread->pop();
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int16 flags = thread->pop();
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@ -1313,7 +1312,6 @@ void Script::sfThrowActor(SCRIPTFUNC_PARAMS) {
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actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
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actor->_fallPosition = actor->_location.z << 4;
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actor->_finalTarget = location;
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actor->_actionCycle--;
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if (!(flags & kWalkAsync)) {
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thread->waitWalk(actor);
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@ -1343,9 +1341,7 @@ void Script::sfScriptSceneID(SCRIPTFUNC_PARAMS) {
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// Param2: scene number
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void Script::sfChangeActorScene(SCRIPTFUNC_PARAMS) {
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ActorData *actor = _vm->_actor->getActor(thread->pop());
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int32 sceneNumber = thread->pop();
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actor->_sceneNumber = sceneNumber;
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actor->_sceneNumber = thread->pop();
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}
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// Script function #56 (0x38)
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