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- renamed all np-> in bunny.cpp
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1 changed files with 26 additions and 26 deletions
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@ -1149,25 +1149,25 @@ void BunnyHatch(DSWActor* actor)
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{
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np = &actorNew->s();
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np->clear();
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actorNew->spr.clear();
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np->pos.X = actor->spr.pos.X;
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actorNew->spr.pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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np->xrepeat = 30; // Baby size
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actorNew->spr.xrepeat = 30; // Baby size
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np->yrepeat = 24;
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actorNew->spr.yrepeat = 24;
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np->ang = rip_ang[i];
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actorNew->spr.ang = rip_ang[i];
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np->pal = 0;
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actorNew->spr.pal = 0;
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SetupBunny(actorNew);
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SetupBunny(actorNew);
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nu = actorNew->u();
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nu = actorNew->u();
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np->shade = actor->spr.shade;
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(nu->Flags, SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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if (RandomRange(1000) > 500) // Boy or Girl?
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nu->spal = np->pal = PALETTE_PLAYER0; // Girl
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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else
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else
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{
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{
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nu->spal = np->pal = PALETTE_PLAYER8; // Boy
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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// Oops, mommy died giving birth to a boy
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// Oops, mommy died giving birth to a boy
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if (RandomRange(1000) > 500)
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if (RandomRange(1000) > 500)
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{
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{
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@ -1210,28 +1210,28 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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auto np = &actorNew->s();
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auto np = &actorNew->s();
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np->clear();
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actorNew->spr.clear();
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np->pos.X = actor->spr.pos.X;
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actorNew->spr.pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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np->xrepeat = 30; // Baby size
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actorNew->spr.xrepeat = 30; // Baby size
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np->yrepeat = 24;
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actorNew->spr.yrepeat = 24;
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np->ang = RANDOM_P2(2048);
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actorNew->spr.ang = RANDOM_P2(2048);
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np->pal = 0;
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actorNew->spr.pal = 0;
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SetupBunny(actorNew);
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SetupBunny(actorNew);
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auto nu = actorNew->u();
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auto nu = actorNew->u();
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np->shade = actor->spr.shade;
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(nu->Flags, SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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if (RandomRange(1000) > 500) // Boy or Girl?
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{
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{
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nu->spal = np->pal = PALETTE_PLAYER0; // Girl
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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nu->Flag1 = SEC(5);
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nu->Flag1 = SEC(5);
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}
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}
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else
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else
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{
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{
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nu->spal = np->pal = PALETTE_PLAYER8; // Boy
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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nu->Flag1 = 0;
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nu->Flag1 = 0;
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}
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}
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@ -1243,11 +1243,11 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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if (TEST_BOOL3(actor))
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if (TEST_BOOL3(actor))
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{
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{
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PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
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PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
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np->xrepeat = np->yrepeat = 64;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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np->xvel = 150 + RandomRange(1000);
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actorNew->spr.xvel = 150 + RandomRange(1000);
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nu->Health = 1; // Easy to pop. Like shootn' skeet.
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nu->Health = 1; // Easy to pop. Like shootn' skeet.
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np->ang -= RandomRange(128);
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actorNew->spr.ang -= RandomRange(128);
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np->ang += RandomRange(128);
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actorNew->spr.ang += RandomRange(128);
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}
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}
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else
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else
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PickJumpMaxSpeed(actorNew, -600);
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PickJumpMaxSpeed(actorNew, -600);
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