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- DoChemBomb
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f21cb1f3f6
commit
3e45549fe7
1 changed files with 28 additions and 40 deletions
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@ -801,16 +801,14 @@ int DoPhosphorus(DSWActor* actor)
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return false;
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}
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int
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DoChemBomb(DSWActor* actor)
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int DoChemBomb(DSWActor* actor)
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{
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USER* u = actor->u();
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int Weapon = u->SpriteNum;
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SPRITEp sp = &sprite[Weapon];
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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ScaleSpriteVector(Weapon, 50000);
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ScaleSpriteVector(actor->GetSpriteIndex(), 50000);
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u->Counter += 20;
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u->zchange += u->Counter;
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@ -821,13 +819,13 @@ DoChemBomb(DSWActor* actor)
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u->zchange += u->Counter;
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}
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SetCollision(u, move_missile(Weapon, u->xchange, u->ychange, u->zchange,
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SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange,
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u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS));
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MissileHitDiveArea(Weapon);
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MissileHitDiveArea(actor->GetSpriteIndex());
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if (TEST(u->Flags, SPR_UNDERWATER) && (RANDOM_P2(1024 << 4) >> 4) < 256)
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SpawnBubble(Weapon);
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SpawnBubble(actor->GetSpriteIndex());
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if (u->ret)
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{
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@ -851,8 +849,8 @@ DoChemBomb(DSWActor* actor)
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if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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wall_ang = NORM_ANGLE(hsp->ang);
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WallBounce(Weapon, wall_ang);
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ScaleSpriteVector(Weapon, 32000);
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WallBounce(actor->GetSpriteIndex(), wall_ang);
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000);
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}
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else
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{
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@ -861,7 +859,7 @@ DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(Weapon);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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@ -895,8 +893,8 @@ DoChemBomb(DSWActor* actor)
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nw = wall[hit_wall].point2;
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wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y) + 512);
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WallBounce(Weapon, wall_ang);
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ScaleSpriteVector(Weapon, 32000);
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WallBounce(actor->GetSpriteIndex(), wall_ang);
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000);
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break;
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}
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@ -904,12 +902,12 @@ DoChemBomb(DSWActor* actor)
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{
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bool did_hit_wall;
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if (SlopeBounce(Weapon, &did_hit_wall))
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if (SlopeBounce(actor->GetSpriteIndex(), &did_hit_wall))
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{
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if (did_hit_wall)
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{
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// hit a wall
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ScaleSpriteVector(Weapon, 28000);
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ScaleSpriteVector(actor->GetSpriteIndex(), 28000);
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SetCollision(u, 0);
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u->Counter = 0;
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}
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@ -924,7 +922,7 @@ DoChemBomb(DSWActor* actor)
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if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
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PlaySound(DIGI_CHEMBOUNCE, sp, v3df_dontpan);
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SET(u->Flags, SPR_BOUNCE);
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ScaleSpriteVector(Weapon, 32000); // was 18000
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 18000
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u->zchange /= 6;
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SetCollision(u, 0);
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u->Counter = 0;
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@ -936,9 +934,9 @@ DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(Weapon);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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SpawnRadiationCloud(Weapon);
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SpawnRadiationCloud(actor->GetSpriteIndex());
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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if (u->WaitTics <= 0)
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@ -949,7 +947,7 @@ DoChemBomb(DSWActor* actor)
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else
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{
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// hit a ceiling
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ScaleSpriteVector(Weapon, 32000); // was 22000
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 22000
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}
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}
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}
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@ -974,7 +972,7 @@ DoChemBomb(DSWActor* actor)
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SetCollision(u, 0);
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u->Counter = 0;
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u->zchange = -u->zchange;
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ScaleSpriteVector(Weapon, 32000); // Was 18000
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // Was 18000
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u->zchange /= 6;
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}
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else
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@ -984,10 +982,9 @@ DoChemBomb(DSWActor* actor)
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{
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PlaySound(DIGI_GASPOP, sp, v3df_dontpan | v3df_doppler);
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PlaySound(DIGI_CHEMGAS, sp, v3df_dontpan | v3df_doppler);
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Set3DSoundOwner(Weapon);
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Set3DSoundOwner(actor->GetSpriteIndex());
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}
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// WeaponMoveHit(Weapon);
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SpawnRadiationCloud(Weapon);
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SpawnRadiationCloud(actor->GetSpriteIndex());
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u->xchange = u->ychange = 0;
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u->WaitTics -= (MISSILEMOVETICS * 2);
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if (u->WaitTics <= 0)
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@ -999,7 +996,7 @@ DoChemBomb(DSWActor* actor)
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// hit something above
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{
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u->zchange = -u->zchange;
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ScaleSpriteVector(Weapon, 32000); // was 22000
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ScaleSpriteVector(actor->GetSpriteIndex(), 32000); // was 22000
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}
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}
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break;
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@ -1007,23 +1004,16 @@ DoChemBomb(DSWActor* actor)
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}
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}
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//if(TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
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//SpawnRadiationCloud(Weapon);
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// if you haven't bounced or your going slow do some puffs
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if (!TEST(u->Flags, SPR_BOUNCE | SPR_UNDERWATER) && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
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{
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SPRITEp np;
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USERp nu;
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short New;
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New = SpawnSprite(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, PUFF, s_Puff, sp->sectnum,
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sp->x, sp->y, sp->z, sp->ang, 100);
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np = &sprite[New];
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nu = User[New].Data();
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auto np = &actorNew->s();
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auto nu = actorNew->u();
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SetOwner(Weapon, New);
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SetOwner(actor, actorNew);
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np->shade = -40;
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np->xrepeat = 40;
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np->yrepeat = 40;
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@ -1039,7 +1029,7 @@ DoChemBomb(DSWActor* actor)
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nu->spal = np->pal = PALETTE_PLAYER6;
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ScaleSpriteVector(New, 20000);
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ScaleSpriteVector(actorNew->GetSpriteIndex(), 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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@ -1048,16 +1038,14 @@ DoChemBomb(DSWActor* actor)
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return false;
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}
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int
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DoCaltropsStick(DSWActor* actor)
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int DoCaltropsStick(DSWActor* actor)
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{
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USER* u = actor->u();
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int Weapon = u->SpriteNum;
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u->Counter = !u->Counter;
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if (u->Counter)
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DoFlamesDamageTest(Weapon);
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DoFlamesDamageTest(actor->GetSpriteIndex());
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return 0;
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}
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