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https://github.com/DrBeef/Raze.git
synced 2025-02-20 10:43:49 +00:00
- removed the mul vel wrappers
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parent
6fd8dae380
commit
3e76d49b6e
21 changed files with 42 additions and 65 deletions
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@ -128,11 +128,6 @@ public:
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vel.Z += v * zinttoworld;
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}
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void mul_int_zvel(double v)
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{
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vel.Z *= v;
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}
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// Note: Both Duke and SW use Q12.4 for this, Exhumed doesn't seem to treat horizontal velocity with a fixed factor.
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int int_xvel() const
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{
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@ -149,11 +144,6 @@ public:
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vel.X += v * inttoworld;
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}
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void mul_int_xvel(double v)
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{
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vel.X *= v;
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}
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// Only used this way by Exhumed.
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int int_yvel() const
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{
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@ -170,11 +160,6 @@ public:
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vel.Y += v * inttoworld;
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}
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void mul_int_yvel(double v)
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{
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vel.Y *= v;
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}
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vec3_t int_vel() const
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{
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return vec3_t(FloatToFixed(vel.X), FloatToFixed(vel.Y), FloatToFixed(vel.Z));
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@ -1718,7 +1718,7 @@ void recon(DDukeActor *actor, int explosion, int firelaser, int attacksnd, int p
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if (l <= 1524)
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{
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a = actor->int_ang();
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actor->mul_int_xvel(0.5);
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actor->vel.X *= 0.5;
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}
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else a = getangle(Owner->spr.pos.XY() - actor->spr.pos.XY());
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@ -2214,7 +2214,7 @@ bool jibs(DDukeActor *actor, int JIBS6, bool timeout, bool callsetsprite, bool f
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{
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if (actor->vel.Z < 4)
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actor->add_int_zvel( 48);
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else actor->set_int_zvel(1024);
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else actor->vel.Z = 4;
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}
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else actor->add_int_zvel( gs.gravity - 50);
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}
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@ -2429,7 +2429,7 @@ void glasspieces(DDukeActor* actor)
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{
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actor->set_int_zvel(-((3 - actor->temp_data[0]) << 8) - (krand() & 511));
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if (sectp->lotag == 2)
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actor->mul_int_zvel(0.5);
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actor->vel.Z *= 0.5;
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actor->spr.xrepeat >>= 1;
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actor->spr.yrepeat >>= 1;
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if (rnd(96))
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@ -2584,7 +2584,7 @@ static void heavyhbomb(DDukeActor *actor)
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S_PlayActorSound(PIPEBOMB_BOUNCE, actor);
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actor->set_int_zvel(-((4 - actor->spr.yint) << 8));
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if (actor->sector()->lotag == 2)
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actor->mul_int_zvel(0.25);
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actor->vel.Z *= 0.25;
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actor->spr.yint++;
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}
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if (actor->spr.pos.Z < actor->ceilingz) // && sectp->lotag != 2 )
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@ -2643,7 +2643,7 @@ static void heavyhbomb(DDukeActor *actor)
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int k = getangle(wal->delta());
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actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
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actor->mul_int_xvel(0.5);
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actor->vel.X *= 0.5;
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}
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DETONATEB:
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@ -3618,7 +3618,7 @@ void move_d(DDukeActor *actor, int playernum, int xvel)
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if (actor->spr.pos.Z < c + 66)
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{
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actor->spr.pos.Z = c + 66;
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actor->mul_int_zvel(0.5);
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actor->vel.Z *= 0.5;
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}
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}
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}
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@ -2364,7 +2364,7 @@ static void heavyhbomb(DDukeActor *actor)
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}
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actor->set_int_zvel(-((4 - actor->spr.yint) << 8));
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if (actor->sector()->lotag == 2)
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actor->mul_int_zvel(0.25);
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actor->vel.Z *= 0.25;
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actor->spr.yint++;
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}
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if (actor->spr.picnum != CHEERBOMB && actor->spr.pos.Z < actor->ceilingz + 16 && sectp->lotag != 2)
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@ -2441,7 +2441,7 @@ static void heavyhbomb(DDukeActor *actor)
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goto DETONATEB;
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}
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actor->set_int_ang(((k << 1) - actor->int_ang()) & 2047);
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actor->mul_int_xvel(0.5);
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actor->vel.X *= 0.5;
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}
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DETONATEB:
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@ -3666,7 +3666,7 @@ void move_r(DDukeActor *actor, int pnum, int xvel)
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if (actor->spr.pos.Z < c + 66)
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{
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actor->spr.pos.Z = c + 66;
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actor->mul_int_zvel(0.5);
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actor->vel.Z *= 0.5;
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}
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}
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}
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@ -2231,9 +2231,8 @@ static void operateweapon(int snum, ESyncBits actions)
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k = hits(pact);
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if (k < 512)
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{
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spawned->add_int_ang(1024);
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spawned->mul_int_zvel(1./3.);
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spawned->mul_int_xvel(1./3.);
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spawned->spr.angle += DAngle180;
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spawned->vel *= 1./3.;
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}
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p->hbomb_on = 1;
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@ -2762,9 +2762,8 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
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k = hits(p->GetActor());
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if (k < 512)
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{
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spawned->add_int_ang(1024);
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spawned->mul_int_zvel(1./3.);
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spawned->mul_int_xvel(1./3.);
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spawned->spr.angle += DAngle180;
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spawned->vel *= 1./3.;
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}
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p->hbomb_on = 1;
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@ -366,9 +366,8 @@ void operateweapon_ww(int snum, ESyncBits actions)
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k = hits(p->GetActor());
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if (k < 512)
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{
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j->add_int_ang(1024);
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j->mul_int_zvel(1./3.);
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j->mul_int_xvel(1./3.);
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j->spr.angle += DAngle180;
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j->vel *= 1./3.;
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}
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p->hbomb_on = 1;
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@ -1007,7 +1007,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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if (actor->spr.shade == sectp->floorshade) //UP
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actor->set_int_zvel(-256);
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else
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actor->set_int_zvel(256);
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actor->vel.Z = 1;
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actor->spr.shade = 0;
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}
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@ -657,7 +657,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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{
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act->spr.xrepeat = actj->spr.xrepeat;
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act->spr.yrepeat = actj->spr.yrepeat;
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act->set_int_zvel(128);
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act->vel.Z = 0.5;
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if (act->sector()->lotag != 2)
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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@ -663,7 +663,7 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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{
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act->spr.xrepeat = actj->spr.xrepeat;
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act->spr.yrepeat = actj->spr.yrepeat;
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act->set_int_zvel(128);
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act->vel.Z = 0.5;
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if (act->sector()->lotag != 2)
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act->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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@ -114,7 +114,7 @@ void AIFishLimb::Tick(RunListEvent* ev)
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}
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else if ((pActor->spr.pos.Z - FloorZ) > 0)
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{
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pActor->set_int_zvel(1024);
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pActor->vel.Z = 4;
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}
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}
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else
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@ -364,8 +364,8 @@ void AILion::Tick(RunListEvent* ev)
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if (nMov.exbits & kHitAux2)
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{
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pActor->mul_int_xvel(0.5);
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pActor->mul_int_yvel(0.5);
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pActor->vel.X *= 0.5;
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pActor->vel.Y *= 0.5;
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}
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return;
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@ -1320,9 +1320,9 @@ DExhumedActor* BuildCreatureChunk(DExhumedActor* pSrc, int nPic, bool bSpecial)
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if (bSpecial)
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{
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pActor->mul_int_xvel(4);
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pActor->mul_int_yvel(4);
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pActor->mul_int_zvel(2);
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pActor->vel.X *= 4;
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pActor->vel.Y *= 4;
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pActor->vel.Z *= 2;
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}
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pActor->spr.xrepeat = 64;
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@ -1379,8 +1379,8 @@ void AICreatureChunk::Tick(RunListEvent* ev)
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{
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if (nVal.exbits & kHitAux1)
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{
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pActor->mul_int_xvel(0.5);
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pActor->mul_int_yvel(0.5);
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pActor->vel.X *= 0.5;
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pActor->vel.Y *= 0.5;
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pActor->set_int_zvel(-pActor->int_zvel());
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return;
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}
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@ -373,8 +373,8 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if (nMov.exbits)
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{
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pActor->mul_int_xvel(0.5);
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pActor->mul_int_yvel(0.5);
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pActor->vel.X *= 0.5;
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pActor->vel.Y *= 0.5;
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}
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if (bVal)
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@ -2031,15 +2031,11 @@ void AIObject::RadialDamage(RunListEvent* ev)
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if (pActor->spr.statnum == kStatExplodeTarget)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->ZeroVelocity();
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}
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else if (pActor->spr.statnum != kStatAnubisDrum)
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{
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pActor->mul_int_xvel(0.5);
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pActor->mul_int_yvel(0.5);
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pActor->mul_int_zvel(0.5);
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pActor->vel *= 0.5;
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}
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if (pActor->nHealth > 0) {
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@ -969,8 +969,7 @@ void AIPlayer::Tick(RunListEvent* ev)
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if (zVel >= 6500)
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{
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pPlayerActor->mul_int_xvel(0.25);
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pPlayerActor->mul_int_yvel(0.25);
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pPlayerActor->vel.XY() *= 0.25;
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runlist_DamageEnemy(pPlayerActor, nullptr, ((zVel - 6500) >> 7) + 10);
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@ -394,8 +394,8 @@ void AISet::Tick(RunListEvent* ev)
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if (pActor->nIndex2)
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{
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pActor->mul_int_xvel(2);
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pActor->mul_int_yvel(2);
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pActor->vel.X *= 2;
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pActor->vel.Y *= 2;
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}
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if (nMov.type == kHitWall)
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@ -546,8 +546,8 @@ void AISet::Tick(RunListEvent* ev)
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case 9:
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{
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pActor->mul_int_xvel(0.5);
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pActor->mul_int_yvel(0.5);
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pActor->vel.X *= 0.5;
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pActor->vel.Y *= 0.5;
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if (bVal)
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{
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@ -174,7 +174,7 @@ void AIWasp::Damage(RunListEvent* ev)
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SetWaspVel(pActor);
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pActor->set_int_zvel(512);
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pActor->vel.Z = 2;
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nCreaturesKilled++;
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}
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@ -322,7 +322,7 @@ void AIWasp::Tick(RunListEvent* ev)
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{
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->set_int_zvel(1024);
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pActor->vel.Z = 4;
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pActor->nAction = 5;
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pActor->nFrame = 0;
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}
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@ -125,7 +125,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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case COOLIE_RUN_R0:
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ChangeState(actor, actor->user.StateEnd);
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actor->user.RotNum = 0;
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actor->mul_int_xvel(2);
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actor->vel.X *= 2;
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actor->user.ActorActionFunc = nullptr;
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actor->spr.angle += DAngle180;
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break;
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@ -199,7 +199,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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// Rippers still gotta jump or they fall off walls weird
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if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0)
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{
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actor->mul_int_xvel(2);
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actor->vel.X *= 2;
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actor->user.jump_speed = -100 - RandomRange(250);
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DoActorBeginJump(actor);
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}
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@ -3160,7 +3160,7 @@ bool ActorTrackDecide(TRACK_POINT* tpoint, DSWActor* actor)
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if (actor->user.ActorActionSet->DeathJump)
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{
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actor->user.Flags |= (SPR_DEAD);
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actor->mul_int_xvel(2);
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actor->vel.X *= 2;
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actor->user.jump_speed = -495;
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DoActorBeginJump(actor);
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NewStateGroup(actor, actor->user.ActorActionSet->DeathJump);
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@ -3910,7 +3910,7 @@ int DoShrapDamage(DSWActor* actor)
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{
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actor->user.Flags |= (SPR_BOUNCE);
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actor->user.jump_speed = -300;
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actor->mul_int_xvel(0.25);
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actor->vel.X *= 0.25;
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DoBeginJump(actor);
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return 0;
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}
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@ -16602,7 +16602,7 @@ DSWActor* SpawnBubble(DSWActor* actor)
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actorNew->user.floor_dist = 1;
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actorNew->spr.shade = actor->sector()->floorshade - 10;
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actorNew->user.WaitTics = 120 * 120;
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actorNew->set_int_zvel(512);
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actorNew->vel.Z = 2;
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actorNew->spr.clipdist = 12 >> 2;
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actorNew->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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actorNew->user.Flags |= (SPR_UNDERWATER);
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