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- floatified EnemyBubble
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1 changed files with 7 additions and 7 deletions
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@ -366,16 +366,16 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10
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void EnemyBubble(DBloodActor* actor, sectortype*) // 11
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void EnemyBubble(DBloodActor* actor, sectortype*) // 11
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{
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{
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if (!actor) return;
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if (!actor) return;
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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GetActorExtents(actor, &top, &bottom);
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for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++)
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for (int i = 0; i < (abs(actor->int_vel().Z) >> 18); i++)
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{
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{
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int nDist = (actor->spr.xrepeat * (tileWidth(actor->spr.picnum) / 2)) >> 2;
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auto nAngle = RandomAngle();
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int nAngle = Random(2048);
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double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2);
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int x = actor->int_pos().X + MulScale(nDist, Cos(nAngle), 30);
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DVector2 pos = actor->spr.pos.XY() + nAngle.ToVector() * nDist;
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int y = actor->int_pos().Y + MulScale(nDist, Sin(nAngle), 30);
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double z = bottom - RandomD(bottom - top, 8);
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int z = bottom - Random(bottom - top);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), x, y, z, 0);
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auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0);
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if (pFX)
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if (pFX)
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{
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{
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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pFX->vel.X = actor->vel.X + Random2F(0x1aaaa);
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