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- floatified SpawnExpZadjust’s interface
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1 changed files with 13 additions and 15 deletions
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@ -136,7 +136,7 @@ int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num);
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int SpawnDemonFist(DSWActor*);
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void SpawnTankShellExp(DSWActor*);
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void SpawnMicroExp(DSWActor*);
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize);
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize);
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int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& pos, short ID);
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int SpawnSplashXY(int hit_x,int hit_y,int hit_z,sectortype*);
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DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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@ -9886,7 +9886,7 @@ void SpawnFireballExp(DSWActor* actor)
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// ceilings
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//
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SpawnExpZadjust(actor, actorNew, Z(15), Z(15));
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SpawnExpZadjust(actor, actorNew, 15, 15);
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if (RANDOM_P2(1024) < 150)
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SpawnFireballFlames(actorNew, nullptr);
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@ -9917,7 +9917,7 @@ void SpawnGoroFireballExp(DSWActor* actor)
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// ceilings
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//
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SpawnExpZadjust(actor, actorNew, Z(15), Z(15));
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SpawnExpZadjust(actor, actorNew, 15, 15);
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}
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void SpawnBoltExp(DSWActor* actor)
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@ -9942,7 +9942,7 @@ void SpawnBoltExp(DSWActor* actor)
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expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius;
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SpawnExpZadjust(actor, expActor, Z(40), Z(40));
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SpawnExpZadjust(actor, expActor, 40, 40);
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DoExpDamageTest(expActor);
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@ -9990,7 +9990,7 @@ void SpawnTankShellExp(DSWActor* actor)
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expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP);
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expActor->user.Radius = DamageData[DMG_TANK_SHELL_EXP].radius;
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SpawnExpZadjust(actor, expActor, Z(40), Z(40));
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SpawnExpZadjust(actor, expActor, 40, 40);
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DoExpDamageTest(expActor);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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@ -10027,7 +10027,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang)
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return;
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}
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SpawnExpZadjust(actor, expActor, Z(50), Z(10));
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SpawnExpZadjust(actor, expActor, 50, 10);
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InitChemBomb(expActor);
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}
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@ -10087,7 +10087,7 @@ void SpawnNuclearExp(DSWActor* actor)
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expActor->user.Radius = NUKE_RADIUS;
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SpawnExpZadjust(actor, expActor, Z(30), Z(30));
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SpawnExpZadjust(actor, expActor, 30, 30);
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DoExpDamageTest(expActor);
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@ -10166,7 +10166,7 @@ void SpawnMicroExp(DSWActor* actor)
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// ceilings
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//
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SpawnExpZadjust(actor, expActor, Z(20), Z(20));
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SpawnExpZadjust(actor, expActor, 20, 20);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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}
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@ -10288,7 +10288,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang)
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return;
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}
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SpawnExpZadjust(actor, expActor, Z(50), Z(10));
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SpawnExpZadjust(actor, expActor, 50, 10);
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expActor->backuppos();
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}
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@ -10348,7 +10348,7 @@ void SpawnGrenadeExp(DSWActor* actor)
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// ceilings
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//
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SpawnExpZadjust(actor, expActor, Z(100), Z(30));
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SpawnExpZadjust(actor, expActor, 100, 30);
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DoExpDamageTest(expActor);
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@ -10356,10 +10356,8 @@ void SpawnGrenadeExp(DSWActor* actor)
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 0);
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}
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize_, int lower_zsize_)
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize)
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{
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double upper_zsize = upper_zsize_ * zinttoworld;
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double lower_zsize = lower_zsize_ * zinttoworld;
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double tos_z, bos_z;
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ASSERT(expActor->hasU());
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@ -10428,7 +10426,7 @@ void SpawnMineExp(DSWActor* actor)
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// ceilings
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//
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SpawnExpZadjust(actor, expActor, Z(100), Z(20));
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SpawnExpZadjust(actor, expActor, 100, 20);
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SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16);
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SetExpQuake(expActor);
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@ -10489,7 +10487,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor)
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expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius;
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SpawnExpZadjust(actor, expActor, Z(50), Z(50));
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SpawnExpZadjust(actor, expActor, 50, 50);
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// Should not cause other sectors to explode
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DoExpDamageTest(expActor);
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