mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- refactor the fish to use actors.
This commit is contained in:
parent
f8cab790d4
commit
657e5ef6be
7 changed files with 104 additions and 179 deletions
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@ -43,6 +43,10 @@ extern FreeListArray<Anim, kMaxAnims> AnimList;
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void InitAnims();
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void DestroyAnim(int nAnim);
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int BuildAnim(int nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag);
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int BuildAnim(DExhumedActor* nSprite, int val, int val2, int x, int y, int z, int nSector, int nRepeat, int nFlag)
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{
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return BuildAnim(nSprite? nSprite->GetSpriteIndex() : -1, val, val2, x, y, z, nSector, nRepeat, nFlag);
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}
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short GetAnimSprite(short nAnim);
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void FuncAnim(int, int, int, int);
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@ -106,8 +110,7 @@ void BackUpBullet(int *x, int *y, short nAngle);
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// fish
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void InitFishes();
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void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle);
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void BuildFish(DExhumedActor* nSprite, int x, int y, int z, int nSector, int nAngle);
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void FuncFish(int, int, int, int);
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void FuncFishLimb(int a, int b, int c);
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@ -606,6 +606,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DExhumedActor& w,
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("action", w.nAction)
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("target", w.pTarget)
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("count", w.nCount)
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("run", w.nRun)
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.EndObject();
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}
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return arc;
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@ -93,6 +93,8 @@ public:
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short nFrame;
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short nAction;
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short nCount;
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short nRun;
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DExhumedActor() :index(int(this - base())) {}
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DExhumedActor& operator=(const DExhumedActor& other) = default;
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@ -39,82 +39,16 @@ static actionSeq FishSeq[] = {
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};
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struct Fish
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void BuildFishLimb(DExhumedActor* pActor, short anim)
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{
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short nHealth;
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short nFrame;
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short nAction;
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short nSprite;
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short nTarget;
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short nCount;
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short nRun;
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};
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auto pSprite = &pActor->s();
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struct Chunk
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{
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short nSprite;
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short nIndex;
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short nSeqIndex;
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};
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auto pChunkActor = insertActor(pSprite->sectnum, 99);
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auto pSprite2 = &pChunkActor->s();
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TArray<Fish> FishList;
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TArray<Chunk> FishChunk;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Fish& w, Fish* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("count", w.nCount)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Chunk& w, Chunk* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("sprite", w.nSprite)
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("index", w.nIndex)
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("seqindex", w.nSeqIndex)
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.EndObject();
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}
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return arc;
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}
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void SerializeFish(FSerializer& arc)
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{
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arc("fish", FishList)
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("fishchunk", FishChunk);
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}
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void InitFishes()
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{
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FishList.Clear();
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FishChunk.Clear();
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}
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void BuildFishLimb(short nFish, short edx)
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{
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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int nFree = FishChunk.Reserve(1);
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int nSprite2 = insertsprite(pSprite->sectnum, 99);
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assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
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auto pSprite2 = &sprite[nSprite2];
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FishChunk[nFree].nSprite = nSprite2;
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FishChunk[nFree].nSeqIndex = edx + 40;
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FishChunk[nFree].nIndex = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
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pChunkActor->nCount = anim + 40;
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pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40];
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pSprite2->x = pSprite->x;
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pSprite2->y = pSprite->y;
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@ -130,42 +64,42 @@ void BuildFishLimb(short nFish, short edx)
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pSprite2->yoffset = 0;
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pSprite2->zvel = (-(RandomByte() + 512)) * 2;
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seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].nSeqIndex, 0);
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seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0);
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pSprite2->picnum = edx;
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pSprite2->picnum = anim;
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pSprite2->lotag = runlist_HeadRun() + 1;
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pSprite2->clipdist = 0;
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// GrabTimeSlot(3);
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pSprite2->extra = -1;
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pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, nFree, 0x200000);
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pSprite2->hitag = runlist_AddRunRec(NewRun, nFree, 0x200000);
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pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, pChunkActor, 0x200000);
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pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
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}
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void BuildBlood(int x, int y, int z, short nSector)
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{
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BuildAnim(-1, kSeqFish, 36, x, y, z, nSector, 75, 128);
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128);
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}
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void AIFishLimb::Tick(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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short nSprite = FishChunk[nFish].nSprite;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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auto pSprite = &sprite[nSprite];
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
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auto pSprite = &pActor->s();
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].nIndex);
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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Gravity(nSprite);
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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FishChunk[nFish].nIndex++;
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Gravity(pActor);
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if (FishChunk[nFish].nIndex >= SeqSize[nSeq])
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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FishChunk[nFish].nIndex = 0;
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pActor->nFrame = 0;
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if (RandomBit()) {
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BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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}
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@ -183,18 +117,17 @@ void AIFishLimb::Tick(RunListEvent* ev)
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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runlist_SubRunRec(pSprite->hitag);
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mydeletesprite(nSprite);
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DeleteActor(pActor);
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}
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else if ((pSprite->z - FloorZ) > 0)
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{
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pSprite->zvel = 1024;
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}
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return;
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}
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else
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{
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if (movesprite(nSprite, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1))
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auto coll = movesprite(pActor, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1);
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if (coll.type != kHitNone)
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -205,9 +138,10 @@ void AIFishLimb::Tick(RunListEvent* ev)
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void AIFishLimb::Draw(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
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seq_PlotSequence(ev->nParam, nSeq, FishChunk[nFish].nIndex, 1);
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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seq_PlotSequence(ev->nParam, nSeq, pActor->nFrame, 1);
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}
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@ -217,28 +151,25 @@ void FuncFishLimb(int nObject, int nMessage, int nDamage, int nRun)
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runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
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}
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void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
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{
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int nFish = FishList.Reserve(1);
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auto pSprite = &sprite[nSprite];
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auto pActor = &FishList[nFish];
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spritetype* pSprite;
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if (nSprite == -1)
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if (pActor == nullptr)
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{
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nSprite = insertsprite(nSector, 103);
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pSprite = &sprite[nSprite];
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pActor = insertActor(nSector, 103);
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pSprite = &pActor->s();
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}
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else
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{
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pSprite = &pActor->s();
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x = pSprite->x;
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y = pSprite->y;
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z = pSprite->z;
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nAngle = pSprite->ang;
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changespritestat(nSprite, 103);
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ChangeActorStat(pActor, 103);
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}
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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pSprite->x = x;
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pSprite->y = y;
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pSprite->z = z;
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@ -263,22 +194,19 @@ void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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pActor->nAction = 0;
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pActor->nHealth = 200;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->pTarget = nullptr;
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pActor->nCount = 60;
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pActor->nFrame = 0;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000);
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pActor->nRun = runlist_AddRunRec(NewRun, nFish, 0x120000);
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x120000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x120000);
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nCreaturesTotal++;
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}
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void IdleFish(short nFish, short edx)
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void IdleFish(DExhumedActor* pActor, short edx)
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{
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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pSprite->ang += (256 - RandomSize(9)) + 1024;
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pSprite->ang &= kAngleMask;
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@ -303,25 +231,22 @@ void IdleFish(short nFish, short edx)
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}
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}
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void DestroyFish(short nFish)
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void DestroyFish(DExhumedActor* pActor)
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{
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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runlist_SubRunRec(pActor->nRun);
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mydeletesprite(nSprite);
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DeleteActor(pActor);
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}
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void AIFish::Draw(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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auto pActor = &FishList[nFish];
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
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@ -331,16 +256,15 @@ void AIFish::Draw(RunListEvent* ev)
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void AIFish::RadialDamage(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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if (pActor->nHealth <= 0) {
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return;
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}
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else
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{
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ev->nDamage = runlist_CheckRadialDamage(nSprite);
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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if (!ev->nDamage) {
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return;
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}
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@ -353,16 +277,13 @@ void AIFish::RadialDamage(RunListEvent* ev)
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void AIFish::Damage(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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auto pActor = &FishList[nFish];
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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auto pActor = ev->pObjActor;
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if (!ev->nDamage) {
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if (!ev->nDamage || !pActor) {
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return;
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}
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auto pSprite = &pActor->s();
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short nAction = pActor->nAction;
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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@ -376,11 +297,11 @@ void AIFish::Damage(RunListEvent* ev)
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{
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for (int i = 0; i < 3; i++)
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{
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BuildFishLimb(nFish, i);
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BuildFishLimb(pActor, i);
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}
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PlayFXAtXYZ(StaticSound[kSound40], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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DestroyFish(nFish);
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DestroyFish(pActor);
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}
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else
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{
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@ -392,10 +313,10 @@ void AIFish::Damage(RunListEvent* ev)
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}
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else
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{
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short nTarget = ev->nParam;
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if (nTarget >= 0 && sprite[nTarget].statnum < 199)
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auto pTarget = ev->pOtherActor;
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if (pTarget && pTarget->s().statnum < 199)
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{
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pActor->nTarget = nTarget;
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pActor->pTarget = pTarget;
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}
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pActor->nAction = 4;
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@ -406,30 +327,29 @@ void AIFish::Damage(RunListEvent* ev)
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void AIFish::Tick(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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auto pActor = &FishList[nFish];
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auto pActor = ev->pObjActor;
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if (pActor == nullptr) return;
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auto pSprite = &pActor->s();
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
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{
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Gravity(nSprite);
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Gravity(pActor);
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}
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq]) {
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pActor->nFrame = 0;
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}
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short nTarget = pActor->nTarget;
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auto pTargetActor = pActor->pTarget;
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switch (nAction)
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{
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@ -441,21 +361,21 @@ void AIFish::Tick(RunListEvent* ev)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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nTarget = FindPlayer(nSprite, 60);
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if (nTarget >= 0)
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pTargetActor = FindPlayer(pActor, 60);
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if (pTargetActor)
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{
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pActor->nTarget = nTarget;
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pActor->pTarget = pTargetActor;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z);
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int nAngle = GetMyAngle(pTargetActor->s().x - pSprite->x, pTargetActor->s().z - pSprite->z);
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pSprite->zvel = bsin(nAngle, -5);
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||||
pActor->nCount = RandomSize(6) + 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
IdleFish(nFish, 0);
|
||||
IdleFish(pActor, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -471,15 +391,15 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
pActor->nCount--;
|
||||
if (pActor->nCount <= 0)
|
||||
{
|
||||
IdleFish(nFish, 0);
|
||||
IdleFish(pActor, 0);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
PlotCourseToSprite(nSprite, nTarget);
|
||||
int nHeight = GetSpriteHeight(nSprite) >> 1;
|
||||
PlotCourseToSprite(pActor, pTargetActor);
|
||||
int nHeight = GetActorHeight(pActor) >> 1;
|
||||
|
||||
int z = abs(sprite[nTarget].z - pSprite->z);
|
||||
int z = abs(pTargetActor->s().z - pSprite->z);
|
||||
|
||||
if (z <= nHeight)
|
||||
{
|
||||
|
@ -492,7 +412,7 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
pSprite->yvel = 0;
|
||||
}
|
||||
|
||||
pSprite->zvel = (sprite[nTarget].z - pSprite->z) >> 3;
|
||||
pSprite->zvel = (pTargetActor->s().z - pSprite->z) >> 3;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -501,7 +421,7 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (pActor->nFrame == 0)
|
||||
{
|
||||
IdleFish(nFish, 0);
|
||||
IdleFish(pActor, 0);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -515,7 +435,7 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
{
|
||||
if (pActor->nFrame == 0)
|
||||
{
|
||||
DestroyFish(nFish);
|
||||
DestroyFish(pActor);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -527,16 +447,16 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
short nSector = pSprite->sectnum;
|
||||
|
||||
// loc_2EF54
|
||||
int nMov = movesprite(nSprite, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
|
||||
Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
|
||||
|
||||
if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
|
||||
{
|
||||
mychangespritesect(nSprite, nSector);
|
||||
ChangeActorSect(pActor, nSector);
|
||||
pSprite->x = x;
|
||||
pSprite->y = y;
|
||||
pSprite->z = z;
|
||||
|
||||
IdleFish(nFish, 0);
|
||||
IdleFish(pActor, 0);
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
@ -545,7 +465,7 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
return;
|
||||
}
|
||||
|
||||
if (!nMov)
|
||||
if (coll.type == kHitNone)
|
||||
{
|
||||
if (nAction == 3)
|
||||
{
|
||||
|
@ -555,18 +475,20 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
return;
|
||||
}
|
||||
|
||||
if ((nMov & 0x30000) == 0)
|
||||
if (!coll.exbits)
|
||||
{
|
||||
if ((nMov & 0xC000) == 0x8000)
|
||||
if (coll.type == kHitWall)
|
||||
{
|
||||
IdleFish(nFish, 0);
|
||||
IdleFish(pActor, 0);
|
||||
}
|
||||
else if ((nMov & 0xC000) == 0xC000)
|
||||
else if (coll.type == kHitSprite)
|
||||
{
|
||||
if (sprite[nMov & 0x3FFF].statnum == 100)
|
||||
|
||||
auto pHitSpr = &coll.actor->s();
|
||||
if (pHitSpr->statnum == 100)
|
||||
{
|
||||
pActor->nTarget = nMov & 0x3FFF;
|
||||
pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
|
||||
pActor->pTarget = coll.actor;
|
||||
pSprite->ang = GetMyAngle(pHitSpr->x - pSprite->x, pHitSpr->y - pSprite->y);
|
||||
|
||||
if (nAction != 3)
|
||||
{
|
||||
|
@ -576,18 +498,18 @@ void AIFish::Tick(RunListEvent* ev)
|
|||
|
||||
if (!pActor->nFrame)
|
||||
{
|
||||
runlist_DamageEnemy(nTarget, nSprite, 2);
|
||||
runlist_DamageEnemy(coll.actor, pActor, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (nMov & 0x20000)
|
||||
else if (coll.exbits & kHitAux2)
|
||||
{
|
||||
IdleFish(nFish, -1);
|
||||
IdleFish(pActor, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
IdleFish(nFish, 1);
|
||||
IdleFish(pActor, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -104,7 +104,6 @@ uint8_t LoadLevel(MapRecord* map)
|
|||
InitGrenades();
|
||||
InitAnims();
|
||||
InitSnakes();
|
||||
InitFishes();
|
||||
InitLights();
|
||||
ClearAutomap();
|
||||
InitBubbles();
|
||||
|
@ -579,7 +578,7 @@ void ProcessSpriteTag(short nSprite, short nLotag, short nHitag)
|
|||
return;
|
||||
}
|
||||
|
||||
BuildFish(nSprite, 0, 0, 0, 0, 0);
|
||||
BuildFish(pActor, 0, 0, 0, 0, 0);
|
||||
return;
|
||||
}
|
||||
case 105:
|
||||
|
|
|
@ -83,7 +83,7 @@ static int osdcmd_spawn(CCmdFuncPtr parm)
|
|||
if (!stricmp(c, "anubis")) BuildAnubis(nullptr, initx, inity, sector[initsect].floorz, initsect, inita, false);
|
||||
else if (!stricmp(c, "spider")) BuildSpider(-1, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "mummy")) BuildMummy(-1, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "fish")) BuildFish(-1, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);
|
||||
else if (!stricmp(c, "fish")) BuildFish(nullptr, initx, inity, initz + eyelevel[nLocalPlayer], initsect, inita);
|
||||
else if (!stricmp(c, "lion")) BuildLion(-1, initx, inity, sector[initsect].floorz, initsect, inita);
|
||||
else if (!stricmp(c, "lava")) BuildLava(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
|
||||
else if (!stricmp(c, "rex")) BuildRex(-1, initx, inity, sector[initsect].floorz, initsect, inita, nNetPlayerCount);
|
||||
|
|
|
@ -48,7 +48,6 @@ void SerializeSnake(FSerializer& arc);
|
|||
void SerializeSwitch(FSerializer& arc);
|
||||
void SerializeView(FSerializer& arc);
|
||||
|
||||
void SerializeFish(FSerializer& arc);
|
||||
void SerializeLavadude(FSerializer& arc);
|
||||
void SerializeLion(FSerializer& arc);
|
||||
void SerializeMummy(FSerializer& arc);
|
||||
|
@ -85,7 +84,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
|
|||
SerializeSwitch(arc);
|
||||
SerializeView(arc);
|
||||
|
||||
SerializeFish(arc);
|
||||
SerializeLavadude(arc);
|
||||
SerializeLion(arc);
|
||||
SerializeMummy(arc);
|
||||
|
|
Loading…
Reference in a new issue