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- renamed all remaining np->
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parent
730c9e65e4
commit
14ba7d24d2
5 changed files with 35 additions and 35 deletions
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@ -557,11 +557,11 @@ int NewCoolg(DSWActor* actor)
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ChangeState(actorNew, &s_CoolgBirth[0]);
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nu->StateEnd = s_CoolgDie;
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nu->Rot = sg_CoolgRun;
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np->pal = nu->spal = u->spal;
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actorNew->spr.pal = nu->spal = u->spal;
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nu->ActorActionSet = &CoolgActionSet;
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np->shade = actor->spr.shade;
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actorNew->spr.shade = actor->spr.shade;
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nu->Personality = &CoolgPersonality;
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nu->Attrib = &CoolgAttrib;
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@ -1209,14 +1209,14 @@ void RipperHatch(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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actorNew->spr.clear();
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ClearOwner(actorNew);
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np->pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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np->xrepeat = np->yrepeat = 64;
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np->ang = rip_ang[i];
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np->pal = 0;
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actorNew->spr.pos.X = actor->spr.pos.X;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.ang = rip_ang[i];
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actorNew->spr.pal = 0;
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SetupRipper(actorNew);
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nu = actorNew->u();
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@ -1228,16 +1228,16 @@ void Ripper2Hatch(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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actorNew->spr.clear();
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ClearOwner(actorNew);
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np->pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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//np->xrepeat = np->yrepeat = 36;
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np->xrepeat = np->yrepeat = 64;
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np->ang = rip_ang[i];
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np->pal = 0;
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np->shade = -10;
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actorNew->spr.pos.X = actor->spr.pos.X;
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actorNew->spr.pos.Y = actor->spr.pos.Y;
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actorNew->spr.pos.Z = actor->spr.pos.Z;
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//actorNew->spr.xrepeat = actorNew->spr.yrepeat = 36;
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.ang = rip_ang[i];
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actorNew->spr.pal = 0;
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actorNew->spr.shade = -10;
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SetupRipper2(actorNew);
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nu = actorNew->u();
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@ -317,14 +317,14 @@ DSWActor* TrackClonePoint(DSWActor* actor)
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->pos.X = sp->pos.X;
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np->pos.Y = sp->pos.Y;
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np->pos.Z = sp->pos.Z;
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np->ang = sp->ang;
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np->lotag = sp->lotag;
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np->hitag = sp->hitag;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->spr.pos.X = sp->pos.X;
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actorNew->spr.pos.Y = sp->pos.Y;
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actorNew->spr.pos.Z = sp->pos.Z;
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actorNew->spr.ang = sp->ang;
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actorNew->spr.lotag = sp->lotag;
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actorNew->spr.hitag = sp->hitag;
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return actorNew;
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}
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@ -783,14 +783,14 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0);
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np = &actorNew->s();
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nu = actorNew->u();
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np->setsector(pp->cursector);
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actorNew->spr.setsector(pp->cursector);
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SetOwner(actorNew, ownerActor);
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np->pal = nu->spal = ownerActor->user.spal;
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np->ang = RANDOM_P2(2048);
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actorNew->spr.pal = nu->spal = ownerActor->user.spal;
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actorNew->spr.ang = RANDOM_P2(2048);
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SetupZombie(actorNew);
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np->shade = -10;
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actorNew->spr.shade = -10;
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SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
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SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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DoActorPickClosePlayer(actorNew);
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@ -836,12 +836,12 @@ void SpawnZombie2(DSWActor* actor)
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nu = actorNew->u();
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nu->Counter3 = 0;
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SetOwner(ownerActor, actorNew);
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np->pal = nu->spal = ownerActor->user.spal;
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np->ang = RANDOM_P2(2048);
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actorNew->spr.pal = nu->spal = ownerActor->user.spal;
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actorNew->spr.ang = RANDOM_P2(2048);
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SetupZombie(actorNew);
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np->shade = -10;
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actorNew->spr.shade = -10;
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SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
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SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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DoActorPickClosePlayer(actorNew);
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