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- DoGrenade
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parent
45c2129ac4
commit
0377f3348c
1 changed files with 16 additions and 19 deletions
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@ -8688,12 +8688,10 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
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extern STATE s_Phosphorus[];
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int
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DoGrenade(DSWActor* actor)
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int DoGrenade(DSWActor* actor)
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{
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USER* u = actor->u();
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int Weapon = u->SpriteNum;
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SPRITEp sp = &sprite[Weapon];
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SPRITEp sp = &actor->s();
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short i;
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if (TEST(u->Flags, SPR_UNDERWATER))
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@ -8709,7 +8707,7 @@ DoGrenade(DSWActor* actor)
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u->zchange += u->Counter;
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}
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SetCollision(u, move_missile(Weapon, u->xchange, u->ychange, u->zchange,
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SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange,
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u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS));
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MissileHitDiveArea(actor);
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@ -8717,23 +8715,22 @@ DoGrenade(DSWActor* actor)
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if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
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SpawnBubble(actor);
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if (u->ret)
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if (u->coll.type != kHitNone)
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{
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switch (TEST(u->ret, HIT_MASK))
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switch (u->coll.type)
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{
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case HIT_PLAX_WALL:
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case kHitSky:
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KillActor(actor);
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return true;
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case HIT_SPRITE:
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case kHitSprite:
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{
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short wall_ang;
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short hit_sprite = -2;
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SPRITEp hsp;
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PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
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PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
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hit_sprite = NORM_SPRITE(u->ret);
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hsp = &sprite[hit_sprite];
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auto hitActor = u->coll.actor;
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hsp = &hitActor->s();
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// special case so grenade can ring gong
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if (hsp->lotag == TAG_SPRITE_HIT_MATCH)
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@ -8767,12 +8764,12 @@ DoGrenade(DSWActor* actor)
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break;
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}
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case HIT_WALL:
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case kHitWall:
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{
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short hit_wall,nw,wall_ang;
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WALLp wph;
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hit_wall = NORM_WALL(u->ret);
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hit_wall = u->coll.index;
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wph = &wall[hit_wall];
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if (wph->lotag == TAG_WALL_BREAK)
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@ -8782,7 +8779,7 @@ DoGrenade(DSWActor* actor)
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break;
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}
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PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
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PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
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nw = wall[hit_wall].point2;
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wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
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@ -8794,7 +8791,7 @@ DoGrenade(DSWActor* actor)
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break;
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}
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case HIT_SECTOR:
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case kHitSector:
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{
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bool did_hit_wall;
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if (SlopeBounce(actor, &did_hit_wall))
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@ -8861,7 +8858,7 @@ DoGrenade(DSWActor* actor)
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u->zchange = -u->zchange;
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ScaleSpriteVector(actor, 40000); // 18000
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u->zchange /= 4;
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PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
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PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
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}
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else
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{
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@ -8883,7 +8880,7 @@ DoGrenade(DSWActor* actor)
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{
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u->zchange = -u->zchange;
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ScaleSpriteVector(actor, 22000);
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PlaySound(DIGI_40MMBNCE, sp, v3df_dontpan);
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PlaySound(DIGI_40MMBNCE, actor, v3df_dontpan);
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}
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}
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break;
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