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- these are the final repeats
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854c42e4ca
commit
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1 changed files with 12 additions and 21 deletions
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@ -17940,7 +17940,7 @@ int QueueFloorBlood(DSWActor* actor)
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spawnedActor->spr.hitag = 9995;
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else
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spawnedActor->spr.hitag = 0;
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spawnedActor->spr.xrepeat = spawnedActor->spr.yrepeat = 8;
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spawnedActor->spr.SetScale(0.125, 0.125);
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spawnedActor->spr.cstat = 0;
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spawnedActor->spr.pal = 0;
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spawnedActor->spr.shade = 0;
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@ -18238,29 +18238,23 @@ int DoFloorBlood(DSWActor* actor)
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short pnum;
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PLAYER* pp;
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short xsiz,ysiz;
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double scale;
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if (actor->spr.hitag == 9995)
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{
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xsiz = 12;
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ysiz = 12;
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}
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scale = 0.1875;
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else
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{
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xsiz = 40;
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ysiz = 40;
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}
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scale = 0.625;
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// Make pool of blood seem to grow
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if (actor->spr.xrepeat < xsiz && actor->spr.xrepeat != 4)
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if (actor->spr.ScaleX() < scale && actor->spr.ScaleX() > 0.0625)
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{
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actor->spr.xrepeat++;
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actor->spr.AddScaleX(REPEAT_SCALE);
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}
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if (actor->spr.yrepeat < ysiz && actor->spr.xrepeat < xsiz && actor->spr.xrepeat != 4)
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if (actor->spr.ScaleY() < scale && actor->spr.ScaleX() < scale && actor->spr.ScaleX() > 0.0625)
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{
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actor->spr.yrepeat++;
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actor->spr.AddScaleY(REPEAT_SCALE);
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}
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// See if any players stepped in blood
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@ -18305,7 +18299,7 @@ int DoWallBlood(DSWActor* actor)
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// Make blood drip down the wall
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if (actor->spr.ScaleY() < 1.25)
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{
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actor->spr.yrepeat++;
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actor->spr.AddScaleY(REPEAT_SCALE);
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actor->spr.pos.Z += 0.5;
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}
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@ -18338,8 +18332,7 @@ void QueueGeneric(DSWActor* actor, short pic)
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return;
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}
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auto xrepeat = actor->spr.xrepeat;
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auto yrepeat = actor->spr.yrepeat;
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auto scale = actor->spr.Scale();
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// can and should kill the user portion
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if (GenericQueue[GenericQueueHead] == nullptr)
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@ -18360,8 +18353,7 @@ void QueueGeneric(DSWActor* actor, short pic)
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}
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actor->spr.picnum = pic;
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actor->spr.xrepeat = xrepeat;
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actor->spr.yrepeat = yrepeat;
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actor->spr.SetScale(scale);
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actor->spr.cstat = 0;
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switch (actor->spr.picnum)
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{
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@ -18825,8 +18817,7 @@ void QueueLoWangs(DSWActor* actor)
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// Point passed in sprite to ps
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spawnedActor->spr.cstat = 0;
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spawnedActor->spr.xrepeat = actor->spr.xrepeat;
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spawnedActor->spr.yrepeat = actor->spr.yrepeat;
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spawnedActor->spr.CopyScale(&actor->spr);
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spawnedActor->spr.shade = actor->spr.shade;
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spawnedActor->user.spal = spawnedActor->spr.pal = actor->spr.pal;
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change_actor_stat(spawnedActor, STAT_DEFAULT); // Breakable
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