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- Init(Enemy)Nuke
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parent
7436c17469
commit
35d6f7efd5
1 changed files with 27 additions and 36 deletions
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@ -15167,18 +15167,15 @@ InitBunnyRocket(PLAYERp pp)
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return 0;
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}
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int
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InitNuke(PLAYERp pp)
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int InitNuke(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite].Data();
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USERp u = pp->Actor()->u();
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auto sp = &pp->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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short w;
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int zvel;
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// PlayerUpdateAmmo(pp, u->WeaponNum, -1);
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if (pp->WpnRocketNuke > 0)
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pp->WpnRocketNuke = 0; // Bye Bye little nukie.
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else
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@ -15201,15 +15198,14 @@ InitNuke(PLAYERp pp)
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// Spawn a shot
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// Inserting and setting up variables
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//nz = pp->posz + pp->bob_z + Z(12);
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nz = pp->posz + pp->bob_z + Z(8);
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w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], pp->cursectnum,
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nx, ny, nz, pp->angle.ang.asbuild(), 700);
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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(pp->PlayerSprite, w);
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SetOwner(pp->Actor(), actorNew);
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wp->yrepeat = 128;
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wp->xrepeat = 128;
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wp->shade = -15;
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@ -15220,7 +15216,7 @@ InitNuke(PLAYERp pp)
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wp->pal = wu->spal = 19;
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wu->RotNum = 5;
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NewStateGroup(&swActors[w], &sg_Rocket[0]);
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NewStateGroup(actorNew, &sg_Rocket[0]);
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = NUKE_RADIUS;
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@ -15235,7 +15231,7 @@ InitNuke(PLAYERp pp)
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pp->SpriteP->clipdist = 0;
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wp->ang = NORM_ANGLE(wp->ang + 512);
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HelpMissileLateral(w, 900);
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HelpMissileLateral(actorNew->GetSpriteIndex(), 900);
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wp->ang = NORM_ANGLE(wp->ang - 512);
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
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@ -15243,19 +15239,19 @@ InitNuke(PLAYERp pp)
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// cancel smoke trail
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wu->Counter = 1;
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if (TestMissileSetPos(w, DoRocket, 1200, zvel))
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if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
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{
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pp->SpriteP->clipdist = oclipdist;
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KillSprite(w);
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sp->clipdist = oclipdist;
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KillActor(actorNew);
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return 0;
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}
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// inable smoke trail
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wu->Counter = 0;
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pp->SpriteP->clipdist = oclipdist;
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sp->clipdist = oclipdist;
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wp->zvel = zvel >> 1;
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if (WeaponAutoAim(pp->SpriteP, w, 32, false) == -1)
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if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
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{
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wp->ang = NORM_ANGLE(wp->ang - 5);
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}
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@ -15271,20 +15267,17 @@ InitNuke(PLAYERp pp)
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return 0;
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}
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int
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InitEnemyNuke(DSWActor* actor)
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int InitEnemyNuke(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];
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SPRITEp 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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short w;
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int zvel;
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PlaySound(DIGI_RIOTFIRE, sp, v3df_dontpan|v3df_doppler);
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PlaySound(DIGI_RIOTFIRE, actor, v3df_dontpan|v3df_doppler);
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// Make sprite shade brighter
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u->Vis = 128;
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@ -15293,19 +15286,17 @@ InitEnemyNuke(DSWActor* actor)
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ny = sp->y;
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// Spawn a shot
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// Inserting and setting up variables
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//nz = pp->posz + pp->bob_z + Z(12);
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nz = sp->z + Z(40);
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w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, &s_Rocket[0][0], sp->sectnum,
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nx, ny, nz, sp->ang, 700);
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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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if (u->ID == ZOMBIE_RUN_R0)
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SetOwner(sp->owner, w);
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SetOwner(GetOwner(actor), actorNew);
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else
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SetOwner(SpriteNum, w);
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SetOwner(actor, actorNew);
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wp->yrepeat = 128;
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wp->xrepeat = 128;
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@ -15317,7 +15308,7 @@ InitEnemyNuke(DSWActor* actor)
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wp->pal = wu->spal = 19;
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wu->RotNum = 5;
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NewStateGroup(&swActors[w], &sg_Rocket[0]);
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NewStateGroup(actorNew, &sg_Rocket[0]);
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = NUKE_RADIUS;
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@ -15327,7 +15318,7 @@ InitEnemyNuke(DSWActor* actor)
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SET(wp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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wp->ang = NORM_ANGLE(wp->ang + 512);
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HelpMissileLateral(w, 500);
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HelpMissileLateral(actorNew->GetSpriteIndex(), 500);
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wp->ang = NORM_ANGLE(wp->ang - 512);
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if (SpriteInUnderwaterArea(wp))
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@ -15335,9 +15326,9 @@ InitEnemyNuke(DSWActor* actor)
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// cancel smoke trail
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wu->Counter = 1;
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if (TestMissileSetPos(w, DoRocket, 1200, zvel))
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if (TestMissileSetPos(actorNew->GetSpriteIndex(), DoRocket, 1200, zvel))
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{
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KillSprite(w);
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KillActor(actorNew);
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return 0;
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}
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@ -15345,7 +15336,7 @@ InitEnemyNuke(DSWActor* actor)
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wu->Counter = 0;
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wp->zvel = zvel >> 1;
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if (WeaponAutoAim(sp, w, 32, false) == -1)
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if (WeaponAutoAim(sp, actorNew->GetSpriteIndex(), 32, false) == -1)
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{
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wp->ang = NORM_ANGLE(wp->ang - 5);
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}
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