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https://github.com/TwilitRealm/dusklight
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d_stage cleanup (#2392)
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@@ -2535,11 +2535,11 @@ BOOL daNpcT_getPlayerInfoFromPlayerList(int param_0, int i_roomNo, cXyz* o_spawn
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csXyz* o_angle) {
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BOOL ret = FALSE;
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dStage_roomDt_c* room_dt = dComIfGp_roomControl_getStatusRoomDt(i_roomNo);
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stage_actor_data_class* entry = room_dt->getPlayer()->mEntries;
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stage_actor_data_class* entry = room_dt->getPlayer()->m_entries;
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for (int i = 0; i < room_dt->getPlayerNum(); entry++, i++) {
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if (param_0 == (entry->mAngle.z & 0xff)) {
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*o_spawnPos = entry->mSpawnPos;
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*o_angle = entry->mAngle;
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if (param_0 == (entry->base.angle.z & 0xff)) {
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*o_spawnPos = entry->base.position;
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*o_angle = entry->base.angle;
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ret = TRUE;
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break;
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}
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@@ -5094,12 +5094,12 @@ int daNpcF_getPlayerInfoFromPlayerList(int param_0, int i_roomNo, cXyz& param_2,
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int rv = 0;
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dStage_roomDt_c* roomP = dComIfGp_roomControl_getStatusRoomDt(i_roomNo);
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stage_actor_data_class* entries = roomP->getPlayer()->mEntries;
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stage_actor_data_class* entries = roomP->getPlayer()->m_entries;
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for (int i = 0; i < roomP->getPlayerNum(); entries++, i++) {
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if (param_0 == (u8)entries->mAngle.z) {
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param_2 = entries->mSpawnPos;
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param_3 = entries->mAngle;
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if (param_0 == (u8)entries->base.angle.z) {
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param_2 = entries->base.position;
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param_3 = entries->base.angle;
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rv = 1;
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break;
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}
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