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- leftover SpriteNum's in coolg.cpp.
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3 changed files with 10 additions and 15 deletions
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@ -619,7 +619,6 @@ int NullCoolg(DSWActor* actor)
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int DoCoolgMatchPlayerZ(DSWActor* actor)
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{
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int SpriteNum = actor->GetSpriteIndex();
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SPRITEp sp = &actor->s();
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USER* u = actor->u();
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int zdiff,zdist;
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@ -630,8 +629,8 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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// If blocking bits get unset, just die
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if (!TEST(sp->cstat,CSTAT_SPRITE_BLOCK) || !TEST(sp->cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
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{
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InitBloodSpray(SpriteNum, true, 105);
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InitBloodSpray(SpriteNum, true, 105);
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InitBloodSpray(actor->GetSpriteIndex(), true, 105);
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InitBloodSpray(actor->GetSpriteIndex(), true, 105);
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UpdateSinglePlayKills(actor);
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SetSuicide(actor);
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}
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@ -700,7 +699,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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int InitCoolgCircle(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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u->ActorActionFunc = DoCoolgCircle;
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@ -733,7 +731,6 @@ int InitCoolgCircle(DSWActor* actor)
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int DoCoolgCircle(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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int nx,ny,bound;
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@ -776,7 +773,6 @@ int DoCoolgCircle(DSWActor* actor)
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int DoCoolgDeath(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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int nx, ny;
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@ -804,7 +800,7 @@ int DoCoolgDeath(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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SetCollision(u, move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS));
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SetCollision(u, move_sprite(actor->GetSpriteIndex(), nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS));
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DoFindGroundPoint(actor);
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// on the ground
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@ -819,10 +815,10 @@ int DoCoolgDeath(DSWActor* actor)
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return 0;
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}
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int DoCoolgMove(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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if ((u->ShellNum -= ACTORMOVETICS) <= 0)
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@ -888,14 +884,14 @@ int DoCoolgMove(DSWActor* actor)
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DoActorSlide(actor);
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if (u->track >= 0)
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ActorFollowTrack(SpriteNum, ACTORMOVETICS);
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ActorFollowTrack(actor->GetSpriteIndex(), ACTORMOVETICS);
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else
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{
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(*u->ActorActionFunc)(actor);
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}
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if (RANDOM_P2(1024) < 32 && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
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InitCoolgDrip(SpriteNum);
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InitCoolgDrip(actor);
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DoCoolgMatchPlayerZ(actor);
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@ -16750,10 +16750,9 @@ int DoCoolgDrip(DSWActor* actor)
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}
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int
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InitCoolgDrip(short SpriteNum)
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InitCoolgDrip(DSWActor* actor)
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{
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auto actor = &swActors[SpriteNum];
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SPRITEp sp = &sprite[SpriteNum], wp;
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SPRITEp sp = &actor->s(), wp;
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USERp wu;
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int nx, ny, nz;
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short w;
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@ -16769,7 +16768,7 @@ InitCoolgDrip(short SpriteNum)
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wu = User[w].Data();
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//wp->owner = SpriteNum;
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SetOwner(SpriteNum, w);
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SetOwner(actor, &swActors[w]);
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wp->yrepeat = wp->xrepeat = 20;
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wp->shade = -5;
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wp->zvel = 0;
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@ -204,7 +204,7 @@ enum ShrapPos
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int SetSuicide(DSWActor*);
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void UpdateSinglePlayKills(DSWActor* actor);
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int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
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int InitCoolgDrip(short SpriteNum);
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int InitCoolgDrip(DSWActor*);
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int InitFireball(PLAYERp pp);
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void InitSpellRing(PLAYERp pp);
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void InitSpellNapalm(PLAYERp pp);
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