mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- fixed enemy setup.
All enemies now run a native init function to reduce script-induced problems. this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
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parent
0db441accb
commit
38b278b12d
10 changed files with 60 additions and 81 deletions
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@ -2966,6 +2966,8 @@ void getglobalz(DDukeActor* actor)
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void makeitfall(DDukeActor* actor)
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{
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if (actorflag(actor, SFLAG3_NOGRAVITY)) return;
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double grav;
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if( floorspace(actor->sector()) )
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@ -2995,7 +2997,7 @@ void makeitfall(DDukeActor* actor)
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if( actor->spr.pos.Z < actor->floorz - FOURSLEIGHT_F)
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{
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if( actor->sector()->lotag == 2 && actor->vel.Z > 3122/256.)
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if( actor->sector()->lotag == ST_2_UNDERWATER && actor->vel.Z > 3122/256.)
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actor->vel.Z = 3144 / 256.;
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if (actor->vel.Z < 24)
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actor->vel.Z += grav;
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@ -404,6 +404,7 @@ enum sflags3_t
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SFLAG3_BROWNBLOOD = 0x00000004,
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SFLAG3_LIGHTDAMAGE = 0x00000008,
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SFLAG3_FORCERUNCON = 0x00000010, // by default only STAT_ACTOR runs CON - this enables it for other statnums as well, provided they run Tick()
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SFLAG3_NOGRAVITY = 0x00000020, // disables makeitfall.
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};
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@ -40,6 +40,7 @@ BEGIN_DUKE_NS
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void initactorflags_d()
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{
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setflag(SFLAG3_NOGRAVITY, { DTILE_RECON }); // not ported!!!
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gs.actorinfo[DTILE_COMMANDER].gutsoffset = -24;
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@ -175,6 +175,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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void addspritetodelete(int spnum=0);
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void checkavailinven(player_struct* p);
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bool initspriteforspawn(DDukeActor* spn);
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bool commonEnemySetup(DDukeActor* self, DDukeActor* owner);
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bool spawninitdefault(DDukeActor* actj, DDukeActor* act);
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void spawntransporter(DDukeActor* actj, DDukeActor* acti, bool beam);
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int spawnbloodpoolpart1(DDukeActor* acti);
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@ -292,6 +292,54 @@ DDukeActor* spawn(DDukeActor* actj, PClassActor * cls)
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return nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool commonEnemySetup(DDukeActor* self, DDukeActor* owner)
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{
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if (!self->mapSpawned) self->spr.lotag = 0;
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// Init the size. This is different for internal and user enemies.
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if (actorflag(self, SFLAG_INTERNAL_BADGUY))
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{
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self->spr.scale = DVector2(0.625, 0.625);
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}
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else if (self->spr.scale.X == 0 || self->spr.scale.Y == 0)
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{
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self->spr.scale = DVector2(REPEAT_SCALE, REPEAT_SCALE);
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}
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if ((self->spr.lotag > ud.player_skill) || ud.monsters_off == 1)
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{
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self->spr.scale.Zero();
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ChangeActorStat(self, STAT_MISC);
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return false;
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}
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else
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{
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makeitfall(self);
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self->spr.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (!isRR() && actorflag(self, SFLAG_KILLCOUNT))
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ps[myconnectindex].max_actors_killed++;
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self->timetosleep = 0;
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if (!self->mapSpawned)
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{
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CallPlayFTASound(self);
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ChangeActorStat(self, STAT_ACTOR);
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if (owner && !actorflag(self, SFLAG_INTERNAL_BADGUY)) self->spr.Angles.Yaw = owner->spr.Angles.Yaw;
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}
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else ChangeActorStat(self, STAT_ZOMBIEACTOR);
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return true;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -316,41 +364,19 @@ bool spawninitdefault(DDukeActor* actj, DDukeActor *act)
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if (actorflag(act, SFLAG_BADGUY))
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{
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if (ud.monsters_off == 1)
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{
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act->spr.scale = DVector2(0, 0);
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ChangeActorStat(act, STAT_MISC);
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return false;
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}
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makeitfall(act);
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if (actorflag(act, SFLAG_BADGUYSTAYPUT))
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act->actorstayput = act->sector();
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if (!isRR() || actorflag(act, SFLAG_KILLCOUNT)) // Duke is just like Doom - Bad guys always count as kill.
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ps[myconnectindex].max_actors_killed++;
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act->clipdist = 20;
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if (actj)
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{
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if (isrespawncontroller(actj))
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act->tempval = act->spr.pal = actj->spr.pal;
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ChangeActorStat(act, STAT_ACTOR);
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}
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else ChangeActorStat(act, STAT_ZOMBIEACTOR);
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commonEnemySetup(act, actj);
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}
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else
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{
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act->clipdist = 10;
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act->SetOwner(act);
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ChangeActorStat(act, STAT_ACTOR);
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if (actj)
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act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
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}
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act->timetosleep = 0;
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if (actj)
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act->spr.Angles.Yaw = actj->spr.Angles.Yaw;
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}
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return true;
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}
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@ -59,7 +59,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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if (spawninitdefault(actj, act))
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if (!badguy(act) || commonEnemySetup(act, actj))
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CallInitialize(act);
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return act;
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}
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@ -51,7 +51,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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if (act->GetClass() != RUNTIME_CLASS(DDukeActor))
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{
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if (spawninitdefault(actj, act))
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if (!badguy(act) || commonEnemySetup(act, actj))
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CallInitialize(act);
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return act;
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}
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@ -7,7 +7,6 @@ class DukeGreenSlime : DukeActor
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override void Initialize()
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{
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commonEnemySetup();
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self.scale = (0.625, 0.625);
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self.clipdist = 20;
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self.extra = 1;
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@ -13,35 +13,11 @@ class DukeRecon : DukeActor
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override void initialize()
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{
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if (self.lotag > ud.player_skill)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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if (!Raze.isRR() || self.actorflag1(SFLAG_KILLCOUNT)) // in Duke bad guys always count as kill. RR uses a flag. Needs to be cleaned up.
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Duke.GetLocalPlayer().max_actors_killed++;
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self.temp_data[5] = 0;
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if (ud.monsters_off == 1)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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self.extra = 130;
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self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
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if (ud.multimode < 2 && self.pal != 0)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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self.pal = 0;
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self.shade = -17;
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self.ChangeStat(STAT_ZOMBIEACTOR);
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AttackSnd = "RECO_ATTACK";
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PainSnd = "RECO_PAIN";
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@ -251,33 +251,6 @@ class DukeActor : CoreActor native
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deprecated("4.9") native bool checktype(String name); // this must not stay in the code, so mark it deprecated to keep the annoying warning at startup.
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void commonEnemySetup(bool countkill = true)
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{
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if (!self.mapSpawned) self.lotag = 0;
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if ((self.lotag > ud.player_skill) || ud.monsters_off == 1)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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}
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else
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{
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self.makeitfall();
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self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
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if (countkill)
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Duke.GetLocalPlayer().max_actors_killed++;
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if (!self.mapSpawned)
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{
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self.timetosleep = 0;
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self.PlayFTASound();
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self.ChangeStat(STAT_ACTOR);
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}
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else self.ChangeStat(STAT_ZOMBIEACTOR);
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}
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}
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int checkLocationForFloorSprite(double radius)
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{
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bool away = self.isAwayFromWall(radius);
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