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https://github.com/DrBeef/Raze.git
synced 2025-01-31 21:20:39 +00:00
- lots of function separators
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parent
79b3223f9a
commit
6d3aaa0b6a
1 changed files with 126 additions and 9 deletions
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@ -383,6 +383,12 @@ TARGETACTOR:
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* GetPlayerSpriteNum(DSWActor* actor)
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{
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int pnum;
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@ -400,6 +406,12 @@ DSWActor* GetPlayerSpriteNum(DSWActor* actor)
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return nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int CloseRangeDist(DSWActor* actor1, DSWActor* actor2)
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{
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int clip1 = actor1->spr.clipdist;
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@ -416,6 +428,12 @@ double CloseRangeDistF(DSWActor* actor1, DSWActor* actor2)
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return CloseRangeDist(actor1, actor2) * inttoworld;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorOperate(DSWActor* actor)
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{
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HitInfo near{};
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@ -453,6 +471,12 @@ int DoActorOperate(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DECISION GenericFlaming[] =
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{
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{30, InitActorAttack},
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@ -639,10 +663,11 @@ ANIMATOR* DoActorActionDecide(DSWActor* actor)
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return action;
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}
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/*
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!AIC - Setup to do the decision
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*/
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorDecide(DSWActor* actor)
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{
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@ -650,6 +675,12 @@ int InitActorDecide(DSWActor* actor)
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return DoActorDecide(actor);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorDecide(DSWActor* actor)
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{
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ANIMATOR* actor_action;
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@ -701,6 +732,12 @@ int DoActorDecide(DSWActor* actor)
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int sw_snd_scratch = 0;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorAlertNoise(DSWActor* actor)
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{
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sw_snd_scratch = 1;
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@ -791,9 +828,11 @@ int InitActorExtra6Noise(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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/*
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!AIC KEY - Routines handle moving toward the player.
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*/
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//---------------------------------------------------------------------------
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int InitActorMoveCloser(DSWActor* actor)
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{
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@ -807,6 +846,12 @@ int InitActorMoveCloser(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorCantMoveCloser(DSWActor* actor)
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{
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actor->user.track = FindTrackToPlayer(actor);
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@ -830,6 +875,12 @@ int DoActorCantMoveCloser(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorMoveCloser(DSWActor* actor)
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{
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// if cannot move the sprite
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@ -874,10 +925,11 @@ int DoActorMoveCloser(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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/*
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!AIC - Find tracks of different types. Toward target, away from target, etc.
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*/
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//---------------------------------------------------------------------------
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int FindTrackToPlayer(DSWActor* actor)
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{
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@ -955,7 +1007,11 @@ int FindTrackToPlayer(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int FindTrackAwayFromPlayer(DSWActor* actor)
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{
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@ -994,6 +1050,11 @@ int FindTrackAwayFromPlayer(DSWActor* actor)
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int FindWanderTrack(DSWActor* actor)
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{
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@ -1031,6 +1092,11 @@ int FindWanderTrack(DSWActor* actor)
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return -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorRunAway(DSWActor* actor)
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{
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@ -1055,6 +1121,12 @@ int InitActorRunAway(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorRunToward(DSWActor* actor)
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{
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actor->user.ActorActionFunc = DoActorDecide;
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@ -1066,12 +1138,13 @@ int InitActorRunToward(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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/*
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!AIC - Where actors do their attacks. There is some special case code throughout
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these. Both close and long range attacks are handled here by transitioning to
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the correct attack state.
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*/
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//---------------------------------------------------------------------------
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int InitActorAttack(DSWActor* actor)
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{
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@ -1153,6 +1226,11 @@ int InitActorAttack(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorAttack(DSWActor* actor)
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{
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@ -1187,6 +1265,12 @@ int DoActorAttack(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorEvade(DSWActor* actor)
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{
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// Evade is same thing as run away except when you get to the end of the track
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@ -1209,6 +1293,12 @@ int InitActorEvade(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorWanderAround(DSWActor* actor)
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{
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actor->user.ActorActionFunc = DoActorDecide;
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@ -1228,6 +1318,12 @@ int InitActorWanderAround(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorFindPlayer(DSWActor* actor)
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{
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actor->user.ActorActionFunc = DoActorDecide;
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@ -1249,11 +1345,15 @@ int InitActorFindPlayer(DSWActor* actor)
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{
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InitActorReposition(actor);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int InitActorDuck(DSWActor* actor)
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{
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int dist;
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@ -1285,6 +1385,12 @@ int InitActorDuck(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorDuck(DSWActor* actor)
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{
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if ((actor->user.WaitTics -= ACTORMOVETICS) < 0)
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@ -1297,6 +1403,12 @@ int DoActorDuck(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorMoveJump(DSWActor* actor)
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{
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move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0));
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@ -1309,6 +1421,11 @@ int DoActorMoveJump(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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Collision move_scan(DSWActor* actor, int ang, int dist, DVector3& stop)
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{
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