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https://github.com/DrBeef/Raze.git
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- replacing wu-> in jweapon.cpp
This commit is contained in:
parent
4eb32d5b18
commit
7be6bfeb0e
1 changed files with 91 additions and 91 deletions
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@ -1285,23 +1285,23 @@ int PlayerInitChemBomb(PLAYERp pp)
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actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
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}
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// wu->RotNum = 5;
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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// actorNew->user.RotNum = 5;
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(pp->Actor(), actorNew);
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actorNew->spr.yrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.shade = -15;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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SET(wu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
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@ -1315,16 +1315,16 @@ int PlayerInitChemBomb(PLAYERp pp)
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plActor->spr.clipdist = uint8_t(oclipdist);
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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wu->xchange += pp->xvect >> 14;
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wu->ychange += pp->yvect >> 14;
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actorNew->user.xchange += pp->xvect >> 14;
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actorNew->user.ychange += pp->yvect >> 14;
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// Smoke will come out for this many seconds
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wu->WaitTics = CHEMTICS;
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actorNew->user.WaitTics = CHEMTICS;
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return 0;
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}
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@ -1349,17 +1349,17 @@ int InitSpriteChemBomb(DSWActor* actor)
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, actorNew);
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actorNew->spr.yrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.shade = -15;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
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@ -1367,12 +1367,12 @@ int InitSpriteChemBomb(DSWActor* actor)
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// Smoke will come out for this many seconds
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wu->WaitTics = CHEMTICS;
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actorNew->user.WaitTics = CHEMTICS;
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return 0;
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}
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@ -1399,42 +1399,42 @@ int InitChemBomb(DSWActor* actor)
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(GetOwner(actor), actorNew);
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actorNew->spr.yrepeat = 32;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.shade = -15;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
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// invis.
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
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if (SpriteInUnderwaterArea(actorNew))
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SET(wu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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actorNew->spr.clipdist = 0;
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if (u->ID == MUSHROOM_CLOUD || u->ID == 3121 || u->ID == SUMO_RUN_R0) // 3121 == GRENADE_EXP
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{
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wu->xchange = 0;
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wu->ychange = 0;
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wu->zchange = 0;
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actorNew->user.xchange = 0;
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actorNew->user.ychange = 0;
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actorNew->user.zchange = 0;
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actorNew->spr.xvel = actorNew->spr.yvel = actorNew->spr.zvel = 0;
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// Smoke will come out for this many seconds
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wu->WaitTics = 40*120;
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actorNew->user.WaitTics = 40*120;
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}
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else
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{
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// Smoke will come out for this many seconds
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wu->WaitTics = 3*120;
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actorNew->user.WaitTics = 3*120;
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}
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@ -1674,21 +1674,21 @@ int PlayerInitCaltrops(PLAYERp pp)
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actorNew->spr.xvel -= (actorNew->spr.xvel >> 2);
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}
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(pp->Actor(), actorNew);
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actorNew->spr.yrepeat = 64;
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actorNew->spr.xrepeat = 64;
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actorNew->spr.shade = -15;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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// SET(spawnedActor->spr.cstat, CSTAT_SPRITE_BLOCK);
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if (TEST(pp->Flags, PF_DIVING) || SpriteInUnderwaterArea(actorNew))
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SET(wu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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// They go out at different angles
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// spawnedActor->spr.ang = NORM_ANGLE(pp->angle.ang.asbuild() + (RandomRange(50) - 25));
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@ -1705,13 +1705,13 @@ int PlayerInitCaltrops(PLAYERp pp)
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plActor->spr.clipdist = uint8_t(oclipdist);
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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// adjust xvel according to player velocity
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wu->xchange += pp->xvect >> 14;
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wu->ychange += pp->yvect >> 14;
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actorNew->user.xchange += pp->xvect >> 14;
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actorNew->user.ychange += pp->yvect >> 14;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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@ -1736,7 +1736,7 @@ int InitCaltrops(DSWActor* actor)
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, actorNew);
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actorNew->spr.yrepeat = 64;
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@ -1744,19 +1744,19 @@ int InitCaltrops(DSWActor* actor)
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actorNew->spr.shade = -15;
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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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actorNew->spr.clipdist = actor->spr.clipdist;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 200;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 200;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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// spawnedActor->spr.clipdist = 80L>>2;
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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SetupSpriteForBreak(actorNew); // Put Caltrops in the break queue
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return 0;
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@ -1786,7 +1786,7 @@ int InitPhosphorus(DSWActor* actor)
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wu = actorNew->u();
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actorNew->spr.hitag = LUMINOUS; // Always full brightness
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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// !Frank - don't do translucent
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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// SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
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@ -1800,17 +1800,17 @@ int InitPhosphorus(DSWActor* actor)
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actorNew->spr.clipdist = actor->spr.clipdist-1;
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else
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actorNew->spr.clipdist = actor->spr.clipdist;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 600;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 600;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = (actorNew->spr.zvel >> 1);
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = (actorNew->spr.zvel >> 1);
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return 0;
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}
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@ -1865,7 +1865,7 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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wu = actorNew->u();
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SET(actorNew->user.Flags, SPR_XFLIP_TOGGLE);
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if (dogib)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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else
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@ -1877,17 +1877,17 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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actorNew->spr.xrepeat = 64-RandomRange(35);
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actorNew->spr.shade = -15;
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actorNew->spr.clipdist = actor->spr.clipdist;
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wu->WeaponNum = u->WeaponNum;
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wu->Radius = 600;
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wu->ceiling_dist = Z(3);
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wu->floor_dist = Z(3);
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wu->Counter = 0;
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actorNew->user.WeaponNum = u->WeaponNum;
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actorNew->user.Radius = 600;
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actorNew->user.ceiling_dist = Z(3);
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actorNew->user.floor_dist = Z(3);
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actorNew->user.Counter = 0;
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actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel >> 1;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel >> 1;
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if (!GlobalSkipZrange)
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DoActorZrange(actorNew);
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@ -2266,7 +2266,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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actorNew->spr.pos.Z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16));
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}
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switch (wu->ID)
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switch (actorNew->user.ID)
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{
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case UZI_SHELL:
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actorNew->spr.pos.Z -= Z(13);
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@ -2291,7 +2291,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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// Set the shell number
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wu->ShellNum = ShellCount;
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actorNew->user.ShellNum = ShellCount;
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actorNew->spr.yrepeat = actorNew->spr.xrepeat = 13;
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break;
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case SHOT_SHELL:
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@ -2305,30 +2305,30 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang);
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// Set the shell number
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wu->ShellNum = ShellCount;
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actorNew->user.ShellNum = ShellCount;
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actorNew->spr.yrepeat = actorNew->spr.xrepeat = 18;
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break;
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}
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SetOwner(actor, actorNew);
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actorNew->spr.shade = -15;
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wu->ceiling_dist = Z(1);
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wu->floor_dist = Z(1);
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wu->Counter = 0;
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actorNew->user.ceiling_dist = Z(1);
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actorNew->user.floor_dist = Z(1);
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actorNew->user.Counter = 0;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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RESET(wu->Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
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RESET(actorNew->user.Flags, SPR_BOUNCE|SPR_UNDERWATER); // Make em' bounce
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wu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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wu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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wu->zchange = actorNew->spr.zvel;
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.zchange = actorNew->spr.zvel;
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wu->jump_speed = 200;
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wu->jump_speed += RandomRange(400);
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wu->jump_speed = -wu->jump_speed;
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actorNew->user.jump_speed = 200;
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actorNew->user.jump_speed += RandomRange(400);
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actorNew->user.jump_speed = -actorNew->user.jump_speed;
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DoBeginJump(actor);
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wu->jump_grav = ACTOR_GRAVITY;
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actorNew->user.jump_grav = ACTOR_GRAVITY;
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return 0;
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}
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