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- renamed u-> in ninja.cpp
This commit is contained in:
parent
704a730a45
commit
8ab8d219b3
1 changed files with 95 additions and 95 deletions
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@ -1833,95 +1833,95 @@ int SetupNinja(DSWActor* actor)
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else
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{
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u = SpawnUser(actor, NINJA_RUN_R0, s_NinjaRun[0]);
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u->Health = HEALTH_NINJA;
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actor->user.Health = HEALTH_NINJA;
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}
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u->StateEnd = s_NinjaDie;
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u->Rot = sg_NinjaRun;
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actor->user.StateEnd = s_NinjaDie;
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actor->user.Rot = sg_NinjaRun;
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actor->spr.xrepeat = 46;
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actor->spr.yrepeat = 46;
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if (actor->spr.pal == PALETTE_PLAYER5)
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{
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u->Attrib = &InvisibleNinjaAttrib;
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actor->user.Attrib = &InvisibleNinjaAttrib;
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EnemyDefaults(actor, &NinjaGreenActionSet, &NinjaPersonality);
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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actor->user.Health = RedNinjaHealth;
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SET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.shade = 127;
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actor->spr.pal = u->spal = PALETTE_PLAYER5;
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actor->spr.pal = actor->user.spal = PALETTE_PLAYER5;
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actor->spr.hitag = 9998;
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if (pic == NINJA_CRAWL_R0)
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{
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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{
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u->Attrib = &NinjaAttrib;
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u->ActorActionSet = &NinjaActionSet;
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u->Personality = &NinjaPersonality;
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actor->user.Attrib = &NinjaAttrib;
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actor->user.ActorActionSet = &NinjaActionSet;
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actor->user.Personality = &NinjaPersonality;
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ChangeState(actor, s_NinjaCeiling[0]);
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}
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else
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{
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u->Attrib = &NinjaAttrib;
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u->ActorActionSet = &NinjaSniperActionSet;
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u->Personality = &NinjaSniperPersonality;
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actor->user.Attrib = &NinjaAttrib;
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actor->user.ActorActionSet = &NinjaSniperActionSet;
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actor->user.Personality = &NinjaSniperPersonality;
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ChangeState(actor, s_NinjaDuck[0]);
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}
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}
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}
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else if (actor->spr.pal == PALETTE_PLAYER3)
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{
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u->Attrib = &NinjaAttrib;
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actor->user.Attrib = &NinjaAttrib;
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EnemyDefaults(actor, &NinjaRedActionSet, &NinjaPersonality);
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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actor->spr.pal = u->spal = PALETTE_PLAYER3;
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actor->user.Health = RedNinjaHealth;
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actor->spr.pal = actor->user.spal = PALETTE_PLAYER3;
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if (pic == NINJA_CRAWL_R0)
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{
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_YFLIP))
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{
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u->Attrib = &NinjaAttrib;
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u->ActorActionSet = &NinjaActionSet;
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u->Personality = &NinjaPersonality;
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actor->user.Attrib = &NinjaAttrib;
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actor->user.ActorActionSet = &NinjaActionSet;
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actor->user.Personality = &NinjaPersonality;
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ChangeState(actor, s_NinjaCeiling[0]);
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}
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else
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{
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u->Attrib = &NinjaAttrib;
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u->ActorActionSet = &NinjaSniperActionSet;
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u->Personality = &NinjaSniperPersonality;
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actor->user.Attrib = &NinjaAttrib;
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actor->user.ActorActionSet = &NinjaSniperActionSet;
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actor->user.Personality = &NinjaSniperPersonality;
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ChangeState(actor, s_NinjaDuck[0]);
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}
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}
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}
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else if (actor->spr.pal == PAL_XLAT_LT_TAN)
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{
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u->Attrib = &NinjaAttrib;
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actor->user.Attrib = &NinjaAttrib;
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EnemyDefaults(actor, &NinjaSeekerActionSet, &NinjaPersonality);
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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actor->spr.pal = u->spal = PAL_XLAT_LT_TAN;
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u->Attrib = &NinjaAttrib;
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actor->user.Health = RedNinjaHealth;
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actor->spr.pal = actor->user.spal = PAL_XLAT_LT_TAN;
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actor->user.Attrib = &NinjaAttrib;
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}
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else if (actor->spr.pal == PAL_XLAT_LT_GREY)
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{
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u->Attrib = &NinjaAttrib;
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actor->user.Attrib = &NinjaAttrib;
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EnemyDefaults(actor, &NinjaGrenadeActionSet, &NinjaPersonality);
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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actor->spr.pal = u->spal = PAL_XLAT_LT_GREY;
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u->Attrib = &NinjaAttrib;
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actor->user.Health = RedNinjaHealth;
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actor->spr.pal = actor->user.spal = PAL_XLAT_LT_GREY;
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actor->user.Attrib = &NinjaAttrib;
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}
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else
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{
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u->Attrib = &NinjaAttrib;
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actor->spr.pal = u->spal = PALETTE_PLAYER0;
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actor->user.Attrib = &NinjaAttrib;
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actor->spr.pal = actor->user.spal = PALETTE_PLAYER0;
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EnemyDefaults(actor, &NinjaActionSet, &NinjaPersonality);
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if (pic == NINJA_CRAWL_R0)
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{
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u->Attrib = &NinjaAttrib;
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u->ActorActionSet = &NinjaSniperActionSet;
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u->Personality = &NinjaSniperPersonality;
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actor->user.Attrib = &NinjaAttrib;
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actor->user.ActorActionSet = &NinjaSniperActionSet;
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actor->user.Personality = &NinjaSniperPersonality;
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ChangeState(actor, s_NinjaDuck[0]);
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}
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}
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@ -1929,8 +1929,8 @@ int SetupNinja(DSWActor* actor)
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ChangeState(actor, s_NinjaRun[0]);
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DoActorSetSpeed(actor, NORM_SPEED);
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u->Radius = 280;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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actor->user.Radius = 280;
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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return 0;
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}
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@ -1942,11 +1942,11 @@ int DoNinjaHariKari(DSWActor* actor)
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UpdateSinglePlayKills(actor);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(u->Flags, SPR_DEAD);
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RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
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u->floor_dist = Z(40);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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SET(actor->user.Flags, SPR_DEAD);
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RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
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actor->user.floor_dist = Z(40);
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actor->user.RotNum = 0;
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actor->user.ActorActionFunc = nullptr;
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SET(actor->spr.extra, SPRX_BREAKABLE);
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SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
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@ -1966,26 +1966,26 @@ int DoNinjaGrabThroat(DSWActor* actor)
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{
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USER* u = actor->u();
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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{
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UpdateSinglePlayKills(actor);
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RESET(u->Flags2, SPR2_DYING);
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RESET(actor->user.Flags2, SPR2_DYING);
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RESET(actor->spr.cstat, CSTAT_SPRITE_YFLIP);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(u->Flags, SPR_DEAD);
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RESET(u->Flags, SPR_FALLING | SPR_JUMPING);
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u->floor_dist = Z(40);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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SET(actor->user.Flags, SPR_DEAD);
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RESET(actor->user.Flags, SPR_FALLING | SPR_JUMPING);
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actor->user.floor_dist = Z(40);
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actor->user.RotNum = 0;
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actor->user.ActorActionFunc = nullptr;
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SET(actor->spr.extra, SPRX_BREAKABLE);
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SET(actor->spr.cstat, CSTAT_SPRITE_BREAKABLE);
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ChangeState(actor, u->StateEnd);
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ChangeState(actor, actor->user.StateEnd);
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actor->spr.xvel = 0;
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//u->jump_speed = -300;
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//actor->user.jump_speed = -300;
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//DoActorBeginJump(actor);
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PlaySound(DIGI_NINJASCREAM, actor, v3df_follow);
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}
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@ -2003,7 +2003,7 @@ int DoNinjaMove(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(u->Flags2, SPR2_DYING))
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if (TEST(actor->user.Flags2, SPR2_DYING))
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{
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if (sw_ninjahack)
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NewStateGroup(actor, sg_NinjaHariKari);
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@ -2013,28 +2013,28 @@ int DoNinjaMove(DSWActor* actor)
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}
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// jumping and falling
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING) && !TEST(u->Flags, SPR_CLIMBING))
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING) && !TEST(actor->user.Flags, SPR_CLIMBING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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if (TEST(actor->user.Flags, SPR_JUMPING))
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DoActorJump(actor);
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else if (TEST(u->Flags, SPR_FALLING))
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else if (TEST(actor->user.Flags, SPR_FALLING))
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DoActorFall(actor);
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}
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// sliding
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if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING))
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if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING))
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DoActorSlide(actor);
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// !AIC - do track or call current action function - such as DoActorMoveCloser()
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if (u->track >= 0)
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if (actor->user.track >= 0)
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ActorFollowTrack(actor, ACTORMOVETICS);
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else
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{
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(*u->ActorActionFunc)(actor);
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(*actor->user.ActorActionFunc)(actor);
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}
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// stay on floor unless doing certain things
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
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if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING | SPR_CLIMBING))
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{
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KeepActorOnFloor(actor);
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}
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@ -2060,7 +2060,7 @@ int NinjaJumpActionFunc(DSWActor* actor)
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return 0;
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}
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if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
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if (!TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
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{
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InitActorDecide(actor);
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}
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@ -2079,12 +2079,12 @@ int NullNinja(DSWActor* actor)
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{
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USER* u = actor->u();
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if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS;
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if (actor->user.WaitTics > 0) actor->user.WaitTics -= ACTORMOVETICS;
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if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
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if (TEST(actor->user.Flags, SPR_SLIDING) && !TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
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DoActorSlide(actor);
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if (!TEST(u->Flags, SPR_CLIMBING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
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if (!TEST(actor->user.Flags, SPR_CLIMBING) && !TEST(actor->user.Flags, SPR_JUMPING|SPR_FALLING))
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KeepActorOnFloor(actor);
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DoActorSectorDamage(actor);
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@ -2099,7 +2099,7 @@ int DoNinjaPain(DSWActor* actor)
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NullNinja(actor);
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if (TEST(u->Flags2, SPR2_DYING))
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if (TEST(actor->user.Flags2, SPR2_DYING))
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{
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if (sw_ninjahack)
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NewStateGroup(actor, sg_NinjaHariKari);
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@ -2108,7 +2108,7 @@ int DoNinjaPain(DSWActor* actor)
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return 0;
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}
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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InitActorDecide(actor);
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return 0;
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@ -2118,7 +2118,7 @@ int DoNinjaSpecial(DSWActor* actor)
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{
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USER* u = actor->u();
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if (u->spal == PALETTE_PLAYER5)
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if (actor->user.spal == PALETTE_PLAYER5)
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{
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RESET(actor->spr.cstat,CSTAT_SPRITE_TRANSLUCENT);
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actor->spr.hitag = 0;
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@ -2195,7 +2195,7 @@ void PlayerLevelReset(PLAYERp pp)
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pp->sop_remote = nullptr;
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pp->sop = nullptr;
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DoPlayerResetMovement(pp);
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DamageData[u->WeaponNum].Init(pp);
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DamageData[actor->user.WeaponNum].Init(pp);
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}
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void PlayerDeathReset(PLAYERp pp)
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@ -2209,8 +2209,8 @@ void PlayerDeathReset(PLAYERp pp)
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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// second weapon - whatever it is
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u->WeaponNum = WPN_SWORD;
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pp->WpnFirstType = u->WeaponNum;
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actor->user.WeaponNum = WPN_SWORD;
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pp->WpnFirstType = actor->user.WeaponNum;
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pp->WpnRocketType = 0;
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pp->WpnRocketHeat = 0; // 5 to 0 range
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pp->WpnRocketNuke = 0; // 1, you have it, or you don't
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@ -2235,15 +2235,15 @@ void PlayerDeathReset(PLAYERp pp)
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pp->WpnFlags = 0;
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pp->WpnGotOnceFlags = 0;
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SET(pp->WpnFlags, BIT(WPN_SWORD));
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SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(u->WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(u->WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
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RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
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RESET(pp->Flags, PF_TWO_UZI);
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u->Health = 100;
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actor->user.Health = 100;
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pp->MaxHealth = 100;
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//PlayerUpdateHealth(pp, 500);
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puser[pp->pnum].Health = u->Health;
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puser[pp->pnum].Health = actor->user.Health;
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pp->Armor = 0;
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PlayerUpdateArmor(pp, 0);
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pp->KillerActor = nullptr;;
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@ -2262,7 +2262,7 @@ void PlayerDeathReset(PLAYERp pp)
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DoPlayerResetMovement(pp);
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//if (pp->CurWpn)
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// RESET(pp->CurWpn->flags, PANF_DEATH_HIDE);
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DamageData[u->WeaponNum].Init(pp);
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DamageData[actor->user.WeaponNum].Init(pp);
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}
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void PlayerPanelSetup(void)
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@ -2288,8 +2288,8 @@ void PlayerGameReset(PLAYERp pp)
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COVER_SetReverb(0); // Turn off any echoing that may have been going before
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pp->Reverb = 0;
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u->WeaponNum = WPN_SWORD;
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pp->WpnFirstType = u->WeaponNum;
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actor->user.WeaponNum = WPN_SWORD;
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pp->WpnFirstType = actor->user.WeaponNum;
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pp->WpnRocketType = 0;
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pp->WpnRocketHeat = 0; // 5 to 0 range
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pp->WpnRocketNuke = 0; // 1, you have it, or you don't
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@ -2310,8 +2310,8 @@ void PlayerGameReset(PLAYERp pp)
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pp->WpnFlags = 0;
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pp->WpnGotOnceFlags = 0;
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SET(pp->WpnFlags, BIT(WPN_SWORD));
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SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(u->WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(u->WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_FIST) | BIT(actor->user.WeaponNum));
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SET(pp->WpnFlags, BIT(WPN_STAR) | BIT(actor->user.WeaponNum));
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RESET(pp->Flags, PF_PICKED_UP_AN_UZI);
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RESET(pp->Flags, PF_TWO_UZI);
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pp->MaxHealth = 100;
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@ -2336,7 +2336,7 @@ void PlayerGameReset(PLAYERp pp)
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pp->sop_remote = nullptr;
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pp->sop = nullptr;
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DoPlayerResetMovement(pp);
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DamageData[u->WeaponNum].Init(pp);
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DamageData[actor->user.WeaponNum].Init(pp);
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}
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extern ACTOR_ACTION_SET PlayerNinjaActionSet;
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@ -2363,27 +2363,27 @@ void InitPlayerSprite(PLAYERp pp)
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// Grouping items that need to be reset after a LoadLevel
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ChangeState(actor, s_NinjaRun[0]);
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u->Rot = sg_NinjaRun;
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u->ActorActionSet = &PlayerNinjaActionSet;
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actor->user.Rot = sg_NinjaRun;
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actor->user.ActorActionSet = &PlayerNinjaActionSet;
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u->RotNum = 5;
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actor->user.RotNum = 5;
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u->Radius = 400;
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u->PlayerP = pp;
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//u->Health = pp->MaxHealth;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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actor->user.Radius = 400;
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actor->user.PlayerP = pp;
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//actor->user.Health = pp->MaxHealth;
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
|
||||
actor->spr.picnum = u->State->Pic;
|
||||
actor->spr.picnum = actor->user.State->Pic;
|
||||
actor->spr.shade = -60; // was 15
|
||||
actor->spr.clipdist = (256 >> 2);
|
||||
|
||||
actor->spr.xrepeat = PLAYER_NINJA_XREPEAT;
|
||||
actor->spr.yrepeat = PLAYER_NINJA_YREPEAT;
|
||||
actor->spr.pal = PALETTE_PLAYER0 + pp->pnum;
|
||||
u->spal = actor->spr.pal;
|
||||
actor->user.spal = actor->spr.pal;
|
||||
|
||||
NewStateGroup(pp->Actor(), u->ActorActionSet->Run);
|
||||
NewStateGroup(pp->Actor(), actor->user.ActorActionSet->Run);
|
||||
|
||||
pp->PlayerUnderActor = nullptr;
|
||||
|
||||
|
@ -2429,16 +2429,16 @@ void SpawnPlayerUnderSprite(PLAYERp pp)
|
|||
SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
SET(actor->spr.extra, SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
u->Rot = sg_NinjaRun;
|
||||
u->RotNum = plActor->user.RotNum;
|
||||
actor->user.Rot = sg_NinjaRun;
|
||||
actor->user.RotNum = plActor->user.RotNum;
|
||||
NewStateGroup(pp->PlayerUnderActor, plActor->user.Rot);
|
||||
|
||||
u->Radius = plActor->user.Radius;
|
||||
u->PlayerP = pp;
|
||||
u->Health = pp->MaxHealth;
|
||||
SET(u->Flags, SPR_XFLIP_TOGGLE);
|
||||
actor->user.Radius = plActor->user.Radius;
|
||||
actor->user.PlayerP = pp;
|
||||
actor->user.Health = pp->MaxHealth;
|
||||
SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
u->ActorActionSet = plActor->user.ActorActionSet;
|
||||
actor->user.ActorActionSet = plActor->user.ActorActionSet;
|
||||
|
||||
actor->spr.picnum = plActor->spr.picnum;
|
||||
actor->spr.clipdist = plActor->spr.clipdist;
|
||||
|
|
Loading…
Reference in a new issue