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- InitEnemyCrossbow, InitSkelSpell, InitCoolgFire
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commit
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1 changed files with 30 additions and 82 deletions
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@ -16415,15 +16415,12 @@ InitEnemyStar(DSWActor* actor)
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return w;
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}
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int
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InitEnemyCrossbow(DSWActor* actor)
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int InitEnemyCrossbow(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum], wp;
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SPRITEp sp = &actor->s(), wp;
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USERp wu;
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int nx, ny, nz, dist, nang;
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short w;
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// get angle to player and also face player when attacking
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sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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@ -16433,13 +16430,13 @@ InitEnemyCrossbow(DSWActor* actor)
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nz = SPRITEp_MID(sp)-Z(14);
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// Spawn a shot
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wp = &sprite[w = SpawnSprite(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], sp->sectnum,
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nx, ny, nz, u->targetActor->s().ang, 800)];
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auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], sp->sectnum,
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nx, ny, nz, u->targetActor->s().ang, 800);
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wu = User[w].Data();
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wp = &actorNew->s();
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wu = actorNew->u();
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SetOwner(SpriteNum, w);
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SetOwner(actor, actorNew);
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wp->xrepeat = 16;
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wp->yrepeat = 26;
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wp->shade = -25;
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@ -16448,7 +16445,7 @@ InitEnemyCrossbow(DSWActor* actor)
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wp->clipdist = 64L>>2;
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wu->RotNum = 5;
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NewStateGroup(&swActors[w], &sg_CrossBolt[0]);
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NewStateGroup(actorNew, &sg_CrossBolt[0]);
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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@ -16456,7 +16453,7 @@ InitEnemyCrossbow(DSWActor* actor)
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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MissileSetPos(w, DoStar, 400);
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MissileSetPos(actorNew->GetSpriteIndex(), DoStar, 400);
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// find the distance to the target (player)
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dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
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@ -16464,65 +16461,20 @@ InitEnemyCrossbow(DSWActor* actor)
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if (dist != 0)
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wu->zchange = wp->zvel = (wp->xvel * (ActorUpper(u->targetActor) - wp->z)) / dist;
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//
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// Star Power Up Code
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//
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PlaySound(DIGI_STAR, actor, v3df_none);
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#if 0
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if (sp->pal == PALETTE_PLAYER0)
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{
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static short dang[] = {-28, 28};
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char i;
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SPRITEp np;
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USERp nu;
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short sn;
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PlaySound(DIGI_STAR, sp, v3df_none);
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for (i = 0; i < SIZ(dang); i++)
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{
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sn = SpawnSprite(STAT_MISSILE, CROSSBOLT, s_CrossBolt, sp->sectnum, wp->x, wp->y, wp->z, NORM_ANGLE(wp->ang + dang[i]), wp->xvel);
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np = &sprite[sn];
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nu = User[sn];
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SetOwner(wp->owner, sn);
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np->yrepeat = wp->yrepeat;
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np->xrepeat = wp->xrepeat;
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np->shade = wp->shade;
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nu->WeaponNum = wu->WeaponNum;
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nu->Radius = wu->Radius;
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nu->xchange = wu->xchange;
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nu->ychange = wu->ychange;
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nu->zchange = 0;
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np->zvel = 0;
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MissileSetPos(sn, DoStar, 400);
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nu->zchange = wu->zchange;
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np->zvel = wp->zvel;
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}
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}
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else
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#endif
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PlaySound(DIGI_STAR, sp, v3df_none);
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return w;
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return 0;
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}
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int
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InitSkelSpell(DSWActor* actor)
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int InitSkelSpell(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum], wp;
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SPRITEp sp = &actor->s(), wp;
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USERp wu;
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int nx, ny, nz, dist, nang;
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short w;
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PlaySound(DIGI_SPELEC, sp, v3df_none);
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PlaySound(DIGI_SPELEC, actor, v3df_none);
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// get angle to player and also face player when attacking
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sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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@ -16532,13 +16484,13 @@ InitSkelSpell(DSWActor* actor)
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nz = sp->z - DIV2(SPRITEp_SIZE_Z(sp));
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// Spawn a shot
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w = SpawnSprite(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, sp->sectnum,
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nx, ny, nz, u->targetActor->s().ang, SKEL_ELECTRO_VELOCITY);
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wp = &sprite[w];
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wu = User[w].Data();
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SetOwner(SpriteNum, w);
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wp = &actorNew->s();
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wu = actorNew->u();
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SetOwner(actor, actorNew);
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wp->xrepeat -= 20;
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wp->yrepeat -= 20;
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wp->shade = -40;
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@ -16557,21 +16509,18 @@ InitSkelSpell(DSWActor* actor)
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel;
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MissileSetPos(w, DoElectro, 400);
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MissileSetPos(actorNew->GetSpriteIndex(), DoElectro, 400);
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return w;
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return 0;
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}
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int
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InitCoolgFire(DSWActor* actor)
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int InitCoolgFire(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum], wp;
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SPRITEp sp = &actor->s(), wp;
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USERp wu;
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int nx, ny, nz, dist, nang;
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short w;
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// get angle to player and also face player when attacking
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sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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@ -16586,14 +16535,13 @@ InitCoolgFire(DSWActor* actor)
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PlaySound(DIGI_CGMAGIC, sp, v3df_follow);
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w = SpawnSprite(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum,
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nx, ny, nz, u->targetActor->s().ang, COOLG_FIRE_VELOCITY);
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wp = &sprite[w];
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wu = User[w].Data();
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wp = &actorNew->s();
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wu = actorNew->u();
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SetOwner(SpriteNum, w);
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SetOwner(actor, actorNew);
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wp->hitag = LUMINOUS;
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wp->yrepeat = 18;
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wp->xrepeat = 18;
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@ -16608,7 +16556,7 @@ InitCoolgFire(DSWActor* actor)
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else
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wu->spal = wp->pal = 25; // Bright Red
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PlaySound(DIGI_MAGIC1, wp, v3df_follow|v3df_doppler);
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PlaySound(DIGI_MAGIC1, actorNew, v3df_follow|v3df_doppler);
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// find the distance to the target (player)
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dist = Distance(nx, ny, u->targetActor->s().x, u->targetActor->s().y);
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@ -16625,9 +16573,9 @@ InitCoolgFire(DSWActor* actor)
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nx = MulScale(728, bcos(nang), 14);
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ny = MulScale(728, bsin(nang), 14);
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move_missile(w, nx, ny, 0L, wu->ceiling_dist, wu->floor_dist, 0, 3L);
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move_missile(actorNew->GetSpriteIndex(), nx, ny, 0, wu->ceiling_dist, wu->floor_dist, 0, 3L);
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return w;
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return 0;
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}
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int DoCoolgDrip(DSWActor* actor)
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