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- the ones I missed.
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a8d0e29a3b
commit
17810bc6cd
1 changed files with 11 additions and 13 deletions
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@ -12610,9 +12610,9 @@ int InitSwordAttack(PLAYERp pp)
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int InitFistAttack(PLAYERp pp)
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{
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USERp u = pp->Actor()->u(),tu;
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auto psp = &pp->Actor()->s();
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SPRITEp sp = nullptr;
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auto plActor = pp->actor;
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USERp u = plActor->u(),tu;
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auto psp = &plActor->s();
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unsigned stat;
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int dist;
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short reach,face;
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@ -12656,15 +12656,13 @@ int InitFistAttack(PLAYERp pp)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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sp = &itActor->s();
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if (itActor->user.PlayerP == pp)
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break;
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if (!TEST(sp->extra, SPRX_PLAYER_OR_ENEMY))
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if (!TEST(itActor->spr.extra, SPRX_PLAYER_OR_ENEMY))
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continue;
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dist = Distance(pp->pos.X, pp->pos.Y, sp->pos.X, sp->pos.Y);
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dist = Distance(pp->pos.X, pp->pos.Y, itActor->spr.pos.X, itActor->spr.pos.Y);
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if (pp->InventoryActive[2]) // Shadow Bombs give you demon fist
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{
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@ -12677,12 +12675,12 @@ int InitFistAttack(PLAYERp pp)
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face = 200;
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}
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if (dist < CLOSE_RANGE_DIST_FUDGE(sp, psp, reach) && PlayerFacingRange(pp, itActor, face))
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if (dist < CLOSE_RANGE_DIST_FUDGE(itActor, plActor, reach) && PlayerFacingRange(pp, itActor, face))
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{
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if (SpriteOverlapZ(pp->Actor(), itActor, Z(20)) || face == 190)
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{
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if (FAFcansee(sp->pos.X,sp->pos.Y,GetSpriteZOfMiddle(sp),sp->sector(),psp->pos.X,psp->pos.Y,GetSpriteZOfMiddle(psp),psp->sector()))
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DoDamage(itActor, pp->Actor());
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if (FAFcansee(itActor->spr.pos.X, itActor->spr.pos.Y, ActorZOfMiddle(itActor), itActor->spr.sector(), psp->pos.X, psp->pos.Y, GetSpriteZOfMiddle(psp), psp->sector()))
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DoDamage(itActor, plActor);
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if (face == 190)
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{
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SpawnDemonFist(itActor);
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@ -17373,8 +17371,9 @@ int InitEnemyUzi(DSWActor* actor)
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int InitGrenade(PLAYERp pp)
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{
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USERp u = pp->Actor()->u();
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auto sp = &pp->Actor()->s();
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DSWActor* actor = pp->actor;
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USERp u = actor->u();
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auto sp = &actor->s();
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USERp wu;
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SPRITEp wp;
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int nx, ny, nz;
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@ -18595,7 +18594,6 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i
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HoleQueueHead = (HoleQueueHead+1) & (MAX_HOLE_QUEUE-1);
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sp = &spawnedActor->s();
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spawnedActor->spr.xrepeat = spawnedActor->spr.yrepeat = 16;
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spawnedActor->spr.cstat = 0;
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spawnedActor->spr.pal = 0;
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