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- sprite[] in gun.cpp.
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1 changed files with 21 additions and 19 deletions
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@ -257,10 +257,11 @@ int CheckCloseRange(short nPlayer, int *x, int *y, int *z, short *nSector)
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short hitSect, hitWall, hitSprite;
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int hitX, hitY, hitZ;
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short nSprite = PlayerList[nPlayer].nSprite;
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auto pActor = PlayerList[nPlayer].Actor();
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int xVect = bcos(sprite[nSprite].ang);
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int yVect = bsin(sprite[nSprite].ang);
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int ang = pActor->s().ang;
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int xVect = bcos(ang);
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int yVect = bsin(ang);
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vec3_t startPos = { *x, *y, *z };
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hitdata_t hitData;
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@ -337,8 +338,7 @@ void MoveWeapons(short nPlayer)
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nTemperature[nPlayer] = 0;
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auto pPlayerActor = PlayerList[nPlayer].Actor();
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short nPlayerSprite = PlayerList[nPlayer].nSprite;
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auto pPlayerSprite = &sprite[nPlayerSprite];
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auto pPlayerSprite = &pPlayerActor->s();
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short nWeapon = PlayerList[nPlayer].nCurrentWeapon;
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if (nWeapon < -1)
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@ -366,7 +366,7 @@ void MoveWeapons(short nPlayer)
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for (frames = var_1C; frames > 0; frames--)
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{
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seq_MoveSequence(nPlayerSprite, var_3C, PlayerList[nPlayer].field_3FOUR);
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seq_MoveSequence(pPlayerActor, var_3C, PlayerList[nPlayer].field_3FOUR);
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PlayerList[nPlayer].field_3FOUR++;
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@ -690,7 +690,7 @@ loc_flag:
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ebx += bsin(var_44, -11) * ecx;
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}
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int nHeight = (-GetSpriteHeight(nPlayerSprite)) >> 1;
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int nHeight = (-GetActorHeight(pPlayerActor)) >> 1;
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if (nAction < 6)
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{
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@ -746,25 +746,27 @@ loc_flag:
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}
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else if ((cRange & 0xC000) == 0xC000) // hit sprite
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{
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short nSprite2 = cRange & 0x3FFF;
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//short nSprite2 = cRange & 0x3FFF;
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auto pActor2 = &exhumedActors[cRange & 0x3FFF];
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auto pSprite2 = &pActor2->s();
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if (sprite[nSprite2].cstat & 0x50)
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if (pSprite2->cstat & 0x50)
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{
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var_28 += 2;
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}
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else if (sprite[nSprite2].statnum > 90 && sprite[nSprite2].statnum <= 199)
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else if (pSprite2->statnum > 90 && pSprite2->statnum <= 199)
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{
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runlist_DamageEnemy(nSprite2, nPlayerSprite, nDamage);
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runlist_DamageEnemy(pActor2, pPlayerActor, nDamage);
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if (sprite[nSprite2].statnum < 102) {
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if (pSprite2->statnum < 102) {
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var_28++;
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}
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else if (sprite[nSprite2].statnum == 102)
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else if (pSprite2->statnum == 102)
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{
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// loc_27370:
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BuildAnim(nullptr, 12, 0, theX, theY, theZ, nSectorB, 30, 0);
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}
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else if (sprite[nSprite2].statnum == kStatExplodeTrigger) {
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else if (pSprite2->statnum == kStatExplodeTrigger) {
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var_28 += 2;
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}
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else {
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@ -792,7 +794,7 @@ loc_flag:
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DoBubbles(nPlayer);
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PlayerList[nPlayer].field_3A = 1;
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PlayerList[nPlayer].field_3FOUR = 0;
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StopSpriteSound(nPlayerSprite);
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StopActorSound(pPlayerActor);
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break;
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}
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else
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@ -805,7 +807,7 @@ loc_flag:
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}
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// fall through to case 1 (kWeaponPistol)
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fallthrough__;
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[[fallthrough]];
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}
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}
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@ -826,12 +828,12 @@ loc_flag:
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bool gottarg = false;
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if (sPlayerInput[nPlayer].nTarget >= 0 && Autoaim(nPlayer))
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{
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assert(sprite[sPlayerInput[nPlayer].nTarget].sectnum < kMaxSectors);
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int t = sPlayerInput[nPlayer].nTarget;
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if (t >= 0 && t < MAXSPRITES)
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{
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// only autoaim if target is in front of the player.
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auto pTargetSprite = &sprite[t];
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assert(pTargetSprite->sectnum < kMaxSectors);
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int angletotarget = bvectangbam(pTargetSprite->x - pPlayerSprite->x, pTargetSprite->y - pPlayerSprite->y).asbuild();
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int anglediff = (pPlayerSprite->ang - angletotarget) & 2047;
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if (anglediff < 512 || anglediff > 1536)
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@ -870,7 +872,7 @@ loc_flag:
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nDamage *= 2;
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}
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runlist_RadialDamageEnemy(nPlayerSprite, nDamage, BulletInfo[kWeaponMummified].nRadius);
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runlist_RadialDamageEnemy(pPlayerActor, nDamage, BulletInfo[kWeaponMummified].nRadius);
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break;
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}
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}
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@ -977,7 +979,7 @@ void DrawWeapons(double smooth)
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}
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if (nWeapon < 0) {
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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nShade = PlayerList[nLocalPlayer].Actor()->s().shade;
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}
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(smooth);
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