mirror of
https://github.com/DrBeef/Raze.git
synced 2025-03-05 17:01:56 +00:00
- sp cleanup in skull.cpp, sumo.cpp, zilla.cpp, zombie.cpp
This commit is contained in:
parent
926b4f8ba9
commit
212f07f7ff
4 changed files with 7 additions and 45 deletions
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@ -209,7 +209,6 @@ STATEp sg_SkullExplode[] =
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int SetupSkull(DSWActor* actor)
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int SetupSkull(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -239,13 +238,13 @@ int SetupSkull(DSWActor* actor)
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u->Radius = 400;
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u->Radius = 400;
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if (GetSpriteZOfBottom(sp) > u->loz - Z(16))
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if (ActorZOfBottom(actor) > u->loz - Z(16))
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{
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{
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actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
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actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
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u->loz = actor->spr.pos.Z;
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u->loz = actor->spr.pos.Z;
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// leave 8 pixels above the ground
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// leave 8 pixels above the ground
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actor->spr.pos.Z += GetSpriteSizeToTop(sp) - Z(3);;
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actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
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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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@ -260,7 +259,6 @@ int SetupSkull(DSWActor* actor)
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int DoSkullMove(DSWActor* actor)
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int DoSkullMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int32_t dax, day, daz;
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int32_t dax, day, daz;
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dax = MOVEx(actor->spr.xvel, actor->spr.ang);
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dax = MOVEx(actor->spr.xvel, actor->spr.ang);
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@ -276,7 +274,6 @@ int DoSkullMove(DSWActor* actor)
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int DoSkullBeginDeath(DSWActor* actor)
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int DoSkullBeginDeath(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int16_t i,num_ord=0;
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int16_t i,num_ord=0;
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// Decrease for Serp God
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// Decrease for Serp God
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@ -356,7 +353,6 @@ int DoSkullBeginDeath(DSWActor* actor)
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int DoSkullJump(DSWActor* actor)
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int DoSkullJump(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (actor->spr.xvel)
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if (actor->spr.xvel)
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DoSkullMove(actor);
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DoSkullMove(actor);
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@ -418,7 +414,6 @@ int DoSkullJump(DSWActor* actor)
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int DoSkullBob(DSWActor* actor)
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int DoSkullBob(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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// actor does a sine wave about u->sz - this is the z mid point
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// actor does a sine wave about u->sz - this is the z mid point
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const int SKULL_BOB_AMT = (Z(16));
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const int SKULL_BOB_AMT = (Z(16));
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@ -441,7 +436,6 @@ int DoSkullSpawnShrap(DSWActor* actor)
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int DoSkullWait(DSWActor* actor)
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int DoSkullWait(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int a,b,c,dist;
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int a,b,c,dist;
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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@ -613,7 +607,6 @@ STATEp sg_BettyExplode[] =
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int SetupBetty(DSWActor* actor)
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int SetupBetty(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -643,13 +636,13 @@ int SetupBetty(DSWActor* actor)
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u->Radius = 400;
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u->Radius = 400;
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if (GetSpriteZOfBottom(sp) > u->loz - Z(16))
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if (ActorZOfBottom(actor) > u->loz - Z(16))
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{
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{
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actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
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actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
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u->loz = actor->spr.pos.Z;
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u->loz = actor->spr.pos.Z;
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// leave 8 pixels above the ground
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// leave 8 pixels above the ground
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actor->spr.pos.Z += GetSpriteSizeToTop(sp) - Z(3);;
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actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
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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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@ -664,7 +657,6 @@ int SetupBetty(DSWActor* actor)
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int DoBettyMove(DSWActor* actor)
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int DoBettyMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int32_t dax, day, daz;
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int32_t dax, day, daz;
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dax = MOVEx(actor->spr.xvel, actor->spr.ang);
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dax = MOVEx(actor->spr.xvel, actor->spr.ang);
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@ -680,7 +672,6 @@ int DoBettyMove(DSWActor* actor)
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int DoBettyBeginDeath(DSWActor* actor)
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int DoBettyBeginDeath(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int16_t i,num_ord=0;
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int16_t i,num_ord=0;
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// starts the explosion that does the actual damage
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// starts the explosion that does the actual damage
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@ -754,7 +745,6 @@ int DoBettyBeginDeath(DSWActor* actor)
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int DoBettyJump(DSWActor* actor)
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int DoBettyJump(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (actor->spr.xvel)
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if (actor->spr.xvel)
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DoBettyMove(actor);
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DoBettyMove(actor);
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@ -814,7 +804,6 @@ int DoBettyJump(DSWActor* actor)
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int DoBettyBob(DSWActor* actor)
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int DoBettyBob(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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// actor does a sine wave about u->sz - this is the z mid point
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// actor does a sine wave about u->sz - this is the z mid point
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const int BETTY_BOB_AMT = (Z(16));
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const int BETTY_BOB_AMT = (Z(16));
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@ -836,7 +825,6 @@ int DoBettySpawnShrap(DSWActor* actor)
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int DoBettyWait(DSWActor* actor)
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int DoBettyWait(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int a,b,c,dist;
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int a,b,c,dist;
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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@ -634,7 +634,6 @@ ACTOR_ACTION_SET MiniSumoActionSet =
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int SetupSumo(DSWActor* actor)
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int SetupSumo(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -714,46 +713,29 @@ int DoSumoMove(DSWActor* actor)
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int DoSumoRumble(DSWActor* actor)
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int DoSumoRumble(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SetSumoQuake(actor);
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SetSumoQuake(actor);
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return 0;
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return 0;
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}
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}
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int InitSumoFart(DSWActor* actor)
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int InitSumoFart(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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PlaySound(DIGI_SUMOFART, actor, v3df_follow);
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PlaySound(DIGI_SUMOFART, actor, v3df_follow);
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InitChemBomb(actor);
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InitChemBomb(actor);
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SetSumoFartQuake(actor);
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SetSumoFartQuake(actor);
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InitSumoNapalm(actor);
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InitSumoNapalm(actor);
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return 0;
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return 0;
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}
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}
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int InitSumoStomp(DSWActor* actor)
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int InitSumoStomp(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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PlaySound(DIGI_SUMOSTOMP, actor, v3df_none);
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PlaySound(DIGI_SUMOSTOMP, actor, v3df_none);
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SetSumoQuake(actor);
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SetSumoQuake(actor);
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InitSumoStompAttack(actor);
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InitSumoStompAttack(actor);
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return 0;
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return 0;
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}
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}
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int InitSumoClap(DSWActor* actor)
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int InitSumoClap(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (actor->spr.pal == 16 && RandomRange(1000) <= 800)
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if (actor->spr.pal == 16 && RandomRange(1000) <= 800)
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InitMiniSumoClap(actor);
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InitMiniSumoClap(actor);
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else
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else
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@ -764,7 +746,6 @@ int InitSumoClap(DSWActor* actor)
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int DoSumoDeathMelt(DSWActor* actor)
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int DoSumoDeathMelt(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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PlaySound(DIGI_SUMOFART, actor, v3df_follow);
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PlaySound(DIGI_SUMOFART, actor, v3df_follow);
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@ -832,13 +813,12 @@ void BossHealthMeter(void)
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// Only show the meter when you can see the boss
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// Only show the meter when you can see the boss
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for (int i=0; i<3; i++)
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for (int i=0; i<3; i++)
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{
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{
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auto actor = BossSpriteNum[i];
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DSWActor* actor = BossSpriteNum[i];
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if (actor != nullptr && !bosswasseen[i])
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if (actor != nullptr && !bosswasseen[i])
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{
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{
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sp = &actor->s();
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u = actor->u();
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u = actor->u();
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if (cansee(actor->spr.pos.X, actor->spr.pos.Y, GetSpriteZOfTop(sp), actor->spr.sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector))
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if (cansee(actor->spr.pos.X, actor->spr.pos.Y, ActorZOfTop(actor), actor->spr.sector(), pp->pos.X, pp->pos.Y, pp->pos.Z - Z(40), pp->cursector))
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{
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{
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if (i == 0 && !bosswasseen[0])
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if (i == 0 && !bosswasseen[0])
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{
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{
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@ -871,7 +851,7 @@ void BossHealthMeter(void)
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for (int i=0; i<3; i++)
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for (int i=0; i<3; i++)
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{
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{
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auto actor = BossSpriteNum[i];
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DSWActor* actor = BossSpriteNum[i];
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if ((!bosswasseen[i] || actor == nullptr))
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if ((!bosswasseen[i] || actor == nullptr))
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continue;
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continue;
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@ -640,7 +640,6 @@ ACTOR_ACTION_SET ZillaActionSet =
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int SetupZilla(DSWActor* actor)
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int SetupZilla(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -676,7 +675,6 @@ int SetupZilla(DSWActor* actor)
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int NullZilla(DSWActor* actor)
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int NullZilla(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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#if 0
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#if 0
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if (u->State == s_ZillaDie)
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if (u->State == s_ZillaDie)
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@ -703,7 +701,6 @@ int NullZilla(DSWActor* actor)
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int DoZillaMove(DSWActor* actor)
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int DoZillaMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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short choose;
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short choose;
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// Random Zilla taunts
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// Random Zilla taunts
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@ -746,7 +743,6 @@ int DoZillaStomp(DSWActor* actor)
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int DoZillaDeathMelt(DSWActor* actor)
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int DoZillaDeathMelt(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (RandomRange(1000) > 800)
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if (RandomRange(1000) > 800)
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SpawnGrenadeExp(actor);
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SpawnGrenadeExp(actor);
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@ -749,7 +749,6 @@ ACTOR_ACTION_SET ZombieActionSet =
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int SetupZombie(DSWActor* actor)
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int SetupZombie(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -807,7 +806,6 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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void SpawnZombie2(DSWActor* actor)
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void SpawnZombie2(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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SPRITEp np;
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SPRITEp np;
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USERp nu;
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USERp nu;
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auto sectu = actor->spr.sector();
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auto sectu = actor->spr.sector();
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