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DO NOT USE FRACUNIT AS A LAZY WAY TO DO UPPER 16 BITS FOR ACTION VARS
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1 changed files with 2 additions and 2 deletions
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@ -1364,7 +1364,7 @@ state_t states[NUMSTATES] =
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{SPR_FANG, 5, 0, {A_Repeat}, 3, S_FANG_FIRE1, S_FANG_WAIT1}, // S_FANG_FIREREPEAT // End of loop
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{SPR_FANG, 19, 18, {A_LookForBetter}, 1, 0, S_FANG_LOBSHOT2}, // S_FANG_LOBSHOT1
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{SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+FRACUNIT, S_FANG_WAIT1}, // S_FANG_LOBSHOT2
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{SPR_FANG, 20, 18, {A_BrakLobShot}, MT_FBOMB, 32+(1<<16), S_FANG_WAIT1}, // S_FANG_LOBSHOT2
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{SPR_FANG, FF_ANIMATE|15, 70, {NULL}, 1, 5, S_FANG_WAIT2}, // S_FANG_WAIT1
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{SPR_FANG, 0, 35, {A_Look}, 1, 0, S_FANG_IDLE1}, // S_FANG_WAIT2
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@ -1394,7 +1394,7 @@ state_t states[NUMSTATES] =
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{SPR_FANG, 17, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
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{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5
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{SPR_FANG, 11, 1, {A_ZThrust}, 6, FRACUNIT|1, S_FANG_DIE7}, // S_FANG_DIE6
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{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6
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{SPR_FANG, 11, 1, {A_Boss5CheckFalling}, S_FANG_FLEEPATHING1, S_FANG_DIE8, S_FANG_DIE7}, // S_FANG_DIE7
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{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_FLEEPATHING1, 0, S_FANG_DIE8}, // S_FANG_DIE8
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