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TINSEL: Rename some actor variable and struct names
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@ -53,7 +53,7 @@ struct Z_POSITIONS;
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#define NUM_ZPOSITIONS 200 // Reasonable-sounding number
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#define MAX_REELS 6
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struct TAGACTOR {
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struct TAGACTORDATA {
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// Copies of compiled data
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int id;
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SCNHANDLE hTagText; // handle to tag text
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@ -81,21 +81,20 @@ struct Z_POSITIONS {
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int z;
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};
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typedef TAGACTOR *PTAGACTOR;
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typedef SAVED_ACTOR *PSAVED_ACTOR;
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/*----------------------------------------------------------------------*/
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class Actor {
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public:
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Actor(): actorInfo(nullptr), defaultColor(0), bActorsOn(false), ti(0), numTaggedActors(0), zFactors(nullptr), LeadActorId(0), NumActors(0) {}
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Actor(): _actorInfo(nullptr), _defaultColor(0), _actorsOn(false), ti(0), _numTaggedActors(0), _zFactors(nullptr), _leadActorId(0), _numActors(0) {}
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int GetLeadId();
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SCNHANDLE GetActorTagHandle(int ano);
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void ToggleActor(int ano, bool show);
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SCNHANDLE GetActorCode(int ano);
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SCNHANDLE GetTaggedActorCode(int ano);
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void RunCodeToCompletion(int ano);
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int GetCount() { return NumActors; }
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int GetCount() { return _numActors; }
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void RegisterActors(int num);
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void FreeActors();
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@ -198,16 +197,16 @@ private:
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void StartActor(const T1_ACTOR_STRUC *as, bool bRunScript);
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void GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right);
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ACTORINFO *actorInfo;
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COLORREF defaultColor; // Text color
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bool bActorsOn;
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ACTORINFO *_actorInfo;
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COLORREF _defaultColor; // Text color
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bool _actorsOn;
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int ti;
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TAGACTOR taggedActors[MAX_TAGACTORS];
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int numTaggedActors;
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uint8 *zFactors;
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Z_POSITIONS zPositions[NUM_ZPOSITIONS];
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int LeadActorId; // The lead actor
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int NumActors; // The total number of actors in the game
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TAGACTORDATA _taggedActors[MAX_TAGACTORS];
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int _numTaggedActors;
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uint8 *_zFactors;
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Z_POSITIONS _zPositions[NUM_ZPOSITIONS];
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int _leadActorId; // The lead actor
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int _numActors; // The total number of actors in the game
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};
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/*----------------------------------------------------------------------*/
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