Add unused check_trigger parameter shot to match D2X
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@ -2134,7 +2134,7 @@ multi_do_trigger(const ubyte *buf)
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Int3(); // Illegal trigger number in multiplayer
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return;
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}
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check_trigger_sub(trigger, pnum);
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check_trigger_sub(trigger, pnum, 0);
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}
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void multi_do_hostage_door_status(const ubyte *buf)
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@ -1865,7 +1865,7 @@ int newdemo_read_frame_information(int rewrite)
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break;
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}
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if (Newdemo_vcr_state != ND_STATE_PAUSED)
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check_trigger(&Segments[segnum], side, objnum);
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check_trigger(&Segments[segnum], side, objnum, 0);
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break;
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case ND_EVENT_HOSTAGE_RESCUED: {
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@ -1724,8 +1724,7 @@ void object_move_one( object * obj )
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for (i=0;i<n_phys_segs-1;i++) {
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connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
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if (connect_side != -1)
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check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects);
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//check_trigger(&Segments[previous_segment], connect_side, obj-Objects);
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check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects, 0);
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}
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}
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}
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@ -126,8 +126,9 @@ void do_il_off(sbyte trigger_num)
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}
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}
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int check_trigger_sub(int trigger_num, int pnum)
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int check_trigger_sub(int trigger_num, int pnum, int shot)
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{
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(void)shot;
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if (pnum < 0 || pnum > MAX_PLAYERS)
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return 1;
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if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
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@ -185,7 +186,7 @@ int check_trigger_sub(int trigger_num, int pnum)
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//-----------------------------------------------------------------
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// Checks for a trigger whenever an object hits a trigger side.
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void check_trigger(segment *seg, short side, short objnum)
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void check_trigger(segment *seg, short side, short objnum, int shot)
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{
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int wall_num, trigger_num, ctrigger_num;
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segment *csegp;
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@ -207,7 +208,7 @@ void check_trigger(segment *seg, short side, short objnum)
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if (trigger_num == -1)
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return;
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if (check_trigger_sub(trigger_num, Player_num))
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if (check_trigger_sub(trigger_num, Player_num, shot))
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return;
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if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
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@ -78,8 +78,8 @@ extern int Num_triggers;
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extern void trigger_init();
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extern void check_trigger(segment *seg, short side, short objnum);
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extern int check_trigger_sub(int trigger_num, int player_num);
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void check_trigger(segment *seg, short side, short objnum, int shot);
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int check_trigger_sub(int trigger_num, int player_num, int shot);
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extern void triggers_frame_process();
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