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https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- access scorpion through a pointer.
This commit is contained in:
parent
937e71cfbb
commit
6903404718
1 changed files with 83 additions and 77 deletions
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@ -90,6 +90,7 @@ void InitScorp()
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void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
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{
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auto nScorp = scorpion.Reserve(1);
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auto pActor = &scorpion[nScorp];
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auto pSprite = &sprite[nSprite];
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@ -132,18 +133,18 @@ void BuildScorp(short nSprite, int x, int y, int z, short nSector, short nAngle,
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// GrabTimeSlot(3);
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scorpion[nScorp].nHealth = 20000;
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scorpion[nScorp].nFrame = 0;
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scorpion[nScorp].nAction = 0;
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scorpion[nScorp].nSprite = nSprite;
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scorpion[nScorp].nTarget = -1;
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scorpion[nScorp].nCount = 0;
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scorpion[nScorp].nIndex2 = 1;
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pActor->nHealth = 20000;
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pActor->nFrame = 0;
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pActor->nAction = 0;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->nCount = 0;
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pActor->nIndex2 = 1;
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scorpion[nScorp].nChannel = nChannel;
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pActor->nChannel = nChannel;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nScorp, 0x220000);
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scorpion[nScorp].nRun = runlist_AddRunRec(NewRun, nScorp, 0x220000);
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pActor->nRun = runlist_AddRunRec(NewRun, nScorp, 0x220000);
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nCreaturesTotal++;
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}
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@ -152,16 +153,18 @@ void AIScorp::Draw(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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short nAction = scorpion[nScorp].nAction;
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auto pActor = &scorpion[nScorp];
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, scorpion[nScorp].nFrame, ScorpSeq[nAction].b);
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a, pActor->nFrame, ScorpSeq[nAction].b);
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}
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void AIScorp::RadialDamage(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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short nSprite = scorpion[nScorp].nSprite;
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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ev->nDamage = runlist_CheckRadialDamage(nSprite);
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if (ev->nDamage) Damage(ev);
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@ -172,27 +175,28 @@ void AIScorp::Damage(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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short nSprite = scorpion[nScorp].nSprite;
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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short nAction = scorpion[nScorp].nAction;
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short nAction = pActor->nAction;
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auto pSprite = &sprite[nSprite];
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bool bVal = false;
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short nTarget = -1;
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if (scorpion[nScorp].nHealth <= 0) {
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if (pActor->nHealth <= 0) {
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return;
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}
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scorpion[nScorp].nHealth -= dmgAdjust(ev->nDamage);
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (scorpion[nScorp].nHealth <= 0)
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if (pActor->nHealth <= 0)
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{
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scorpion[nScorp].nHealth = 0;
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scorpion[nScorp].nAction = 4;
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scorpion[nScorp].nFrame = 0;
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scorpion[nScorp].nCount = 10;
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pActor->nHealth = 0;
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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->nCount = 10;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -210,14 +214,14 @@ void AIScorp::Damage(RunListEvent* ev)
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{
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if (pSprite->statnum == 100 || (pSprite->statnum < 199 && !RandomSize(5)))
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{
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scorpion[nScorp].nTarget = nTarget;
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pActor->nTarget = nTarget;
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}
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}
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if (!RandomSize(5))
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{
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scorpion[nScorp].nAction = RandomSize(2) + 4;
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scorpion[nScorp].nFrame = 0;
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pActor->nAction = RandomSize(2) + 4;
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pActor->nFrame = 0;
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return;
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}
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@ -234,34 +238,35 @@ void AIScorp::Tick(RunListEvent* ev)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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short nSprite = scorpion[nScorp].nSprite;
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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short nAction = scorpion[nScorp].nAction;
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short nAction = pActor->nAction;
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auto pSprite = &sprite[nSprite];
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bool bVal = false;
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short nTarget = -1;
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if (scorpion[nScorp].nHealth) {
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if (pActor->nHealth) {
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Gravity(nSprite);
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}
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int nSeq = SeqOffsets[kSeqScorp] + ScorpSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, scorpion[nScorp].nFrame);
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seq_MoveSequence(nSprite, nSeq, scorpion[nScorp].nFrame);
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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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scorpion[nScorp].nFrame++;
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pActor->nFrame++;
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if (scorpion[nScorp].nFrame >= SeqSize[nSeq])
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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scorpion[nScorp].nFrame = 0;
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pActor->nFrame = 0;
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bVal = true;
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}
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int nFlag = FrameFlag[SeqBase[nSeq] + scorpion[nScorp].nFrame];
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nTarget = scorpion[nScorp].nTarget;
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int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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nTarget = pActor->nTarget;
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switch (nAction)
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{
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@ -270,9 +275,9 @@ void AIScorp::Tick(RunListEvent* ev)
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case 0:
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{
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if (scorpion[nScorp].nCount > 0)
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if (pActor->nCount > 0)
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{
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scorpion[nScorp].nCount--;
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pActor->nCount--;
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return;
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}
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@ -286,12 +291,12 @@ void AIScorp::Tick(RunListEvent* ev)
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{
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D3PlayFX(StaticSound[kSound41], nSprite);
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scorpion[nScorp].nFrame = 0;
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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scorpion[nScorp].nAction = 1;
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scorpion[nScorp].nTarget = nTarget;
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pActor->nAction = 1;
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pActor->nTarget = nTarget;
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}
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}
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}
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@ -301,11 +306,11 @@ void AIScorp::Tick(RunListEvent* ev)
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case 1:
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{
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scorpion[nScorp].nIndex2--;
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pActor->nIndex2--;
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if (scorpion[nScorp].nIndex2 <= 0)
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if (pActor->nIndex2 <= 0)
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{
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scorpion[nScorp].nIndex2 = RandomSize(5);
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pActor->nIndex2 = RandomSize(5);
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Effect(ev, nTarget, 0);
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}
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else
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@ -318,8 +323,8 @@ void AIScorp::Tick(RunListEvent* ev)
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int nAngle = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAngle) < 64)
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{
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scorpion[nScorp].nAction = 2;
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scorpion[nScorp].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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Effect(ev, nTarget, 2);
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}
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@ -345,14 +350,14 @@ void AIScorp::Tick(RunListEvent* ev)
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{
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if (nTarget == -1)
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{
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scorpion[nScorp].nAction = 0;
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scorpion[nScorp].nCount = 5;
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pActor->nAction = 0;
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pActor->nCount = 5;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 768)
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{
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scorpion[nScorp].nAction = 1;
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pActor->nAction = 1;
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}
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else if (nFlag & 0x80)
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{
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@ -367,15 +372,15 @@ void AIScorp::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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scorpion[nScorp].nIndex--;
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if (scorpion[nScorp].nIndex <= 0)
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pActor->nIndex--;
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if (pActor->nIndex <= 0)
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{
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scorpion[nScorp].nAction = 1;
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pActor->nAction = 1;
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pSprite->xvel = bcos(pSprite->ang);
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pSprite->yvel = bsin(pSprite->ang);
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scorpion[nScorp].nFrame = 0;
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pActor->nFrame = 0;
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return;
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}
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}
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@ -402,22 +407,22 @@ void AIScorp::Tick(RunListEvent* ev)
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return;
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}
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if (scorpion[nScorp].nHealth > 0)
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if (pActor->nHealth > 0)
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{
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scorpion[nScorp].nAction = 1;
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scorpion[nScorp].nFrame = 0;
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scorpion[nScorp].nCount = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nCount = 0;
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return;
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}
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scorpion[nScorp].nCount--;
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if (scorpion[nScorp].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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scorpion[nScorp].nAction = 8;
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pActor->nAction = 8;
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}
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else
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{
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scorpion[nScorp].nAction = RandomBit() + 6;
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pActor->nAction = RandomBit() + 6;
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}
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return;
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@ -427,10 +432,10 @@ void AIScorp::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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scorpion[nScorp].nAction++; // set to 9
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scorpion[nScorp].nFrame = 0;
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pActor->nAction++; // set to 9
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pActor->nFrame = 0;
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runlist_ChangeChannel(scorpion[nScorp].nChannel, 1);
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runlist_ChangeChannel(pActor->nChannel, 1);
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return;
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}
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@ -455,7 +460,7 @@ void AIScorp::Tick(RunListEvent* ev)
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if (bVal)
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{
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runlist_SubRunRec(scorpion[nScorp].nRun);
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runlist_SubRunRec(pActor->nRun);
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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@ -471,9 +476,10 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
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{
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short nScorp = RunData[ev->nRun].nObjIndex;
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assert(nScorp >= 0 && nScorp < (int)scorpion.Size());
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short nSprite = scorpion[nScorp].nSprite;
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auto pActor = &scorpion[nScorp];
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short nSprite = pActor->nSprite;
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short nAction = scorpion[nScorp].nAction;
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short nAction = pActor->nAction;
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auto pSprite = &sprite[nSprite];
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bool bVal = false;
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@ -489,13 +495,13 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
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}
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if (mode <= 1)
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{
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if (scorpion[nScorp].nCount)
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if (pActor->nCount)
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{
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scorpion[nScorp].nCount--;
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pActor->nCount--;
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}
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else
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{
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scorpion[nScorp].nCount = 45;
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pActor->nCount = 45;
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if (cansee(pSprite->x, pSprite->y, pSprite->z - GetSpriteHeight(nSprite), pSprite->sectnum,
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sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
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@ -504,15 +510,15 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
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pSprite->yvel = 0;
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pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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scorpion[nScorp].nIndex = RandomSize(2) + RandomSize(3);
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pActor->nIndex = RandomSize(2) + RandomSize(3);
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if (!scorpion[nScorp].nIndex) {
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scorpion[nScorp].nCount = RandomSize(5);
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if (!pActor->nIndex) {
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pActor->nCount = RandomSize(5);
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}
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else
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{
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scorpion[nScorp].nAction = 3;
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scorpion[nScorp].nFrame = 0;
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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}
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}
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@ -524,10 +530,10 @@ void AIScorp::Effect(RunListEvent* ev, int nTarget, int mode)
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if (!(sprite[nTarget].cstat & 0x101))
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{
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scorpion[nScorp].nAction = 0;
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scorpion[nScorp].nFrame = 0;
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scorpion[nScorp].nCount = 30;
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scorpion[nScorp].nTarget = -1;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nCount = 30;
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pActor->nTarget = -1;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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