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- drips and eels.
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parent
84e99a377d
commit
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1 changed files with 23 additions and 33 deletions
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@ -16633,8 +16633,7 @@ InitCoolgFire(DSWActor* actor)
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int DoCoolgDrip(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 = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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u->Counter += 220;
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sp->z += u->Counter;
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@ -16650,8 +16649,7 @@ int DoCoolgDrip(DSWActor* actor)
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return 0;
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}
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int
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InitCoolgDrip(DSWActor* actor)
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int InitCoolgDrip(DSWActor* actor)
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{
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SPRITEp sp = &actor->s(), wp;
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USERp wu;
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@ -16662,14 +16660,13 @@ InitCoolgDrip(DSWActor* actor)
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ny = sp->y;
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nz = sp->z;
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w = SpawnSprite(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
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nx, ny, nz, sp->ang, 0);
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wp = &sprite[w];
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wu = User[w].Data();
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wp = &actorNew->s();
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wu = actorNew->u();
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SetOwner(actor, &swActors[w]);
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SetOwner(actor, actorNew);
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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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@ -16680,15 +16677,13 @@ InitCoolgDrip(DSWActor* actor)
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DoFindGroundPoint(actor);
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return w;
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return 0;
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}
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int
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GenerateDrips(DSWActor* actor)
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int GenerateDrips(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 = &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 = 0;
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@ -16710,14 +16705,13 @@ GenerateDrips(DSWActor* actor)
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ny = sp->y;
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nz = sp->z;
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w = SpawnSprite(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
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auto actorNew = SpawnActor(STAT_SHRAP, COOLG_DRIP, s_CoolgDrip, sp->sectnum,
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nx, ny, nz, sp->ang, 0);
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wp = &sprite[w];
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wu = User[w].Data();
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wp = &actorNew->s();
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wu = actorNew->u();
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SetOwner(SpriteNum, w);
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SetOwner(actor, actorNew);
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wp->yrepeat = wp->xrepeat = 20;
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wp->shade = -10;
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wp->zvel = 0;
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@ -16733,28 +16727,24 @@ GenerateDrips(DSWActor* actor)
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return 1;
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}
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int
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InitEelFire(DSWActor* actor)
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int InitEelFire(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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USERp hu;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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USERp hu;
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SPRITEp hp;
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int i;
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unsigned stat;
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int dist, a, b, c;
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for (stat = 0; stat < SIZ(StatDamageList); stat++)
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{
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StatIterator it(StatDamageList[stat]);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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auto itActor = &swActors[i];
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hp = &sprite[i];
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hu = User[i].Data();
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hp = &itActor->s();
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hu = itActor->u();
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if (i == SpriteNum)
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if (itActor == actor)
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continue;
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if (itActor != u->targetActor)
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@ -16767,8 +16757,8 @@ InitEelFire(DSWActor* actor)
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if (dist < CLOSE_RANGE_DIST_FUDGE(sp, hp, 600) && FACING_RANGE(hp, sp, 150))
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{
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PlaySound(DIGI_GIBS1, sp, v3df_none);
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DoDamage(i, SpriteNum);
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PlaySound(DIGI_GIBS1, actor, v3df_none);
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DoDamage(itActor->GetSpriteIndex(), actor->GetSpriteIndex());
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}
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else
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InitActorReposition(actor);
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