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https://github.com/DrBeef/Raze.git
synced 2024-11-16 01:11:28 +00:00
- all of add_int_ang
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parent
fdc6a49a97
commit
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9 changed files with 19 additions and 16 deletions
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@ -223,7 +223,7 @@ void BulletHitsSprite(Bullet *pBullet, DExhumedActor* pBulletActor, DExhumedActo
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if (nStat == kStatAnubisDrum)
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if (nStat == kStatAnubisDrum)
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{
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{
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auto nAngle = (pActor->spr.angle + DAngle22_5) - DAngle::fromBuild(RandomSize(9));
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auto nAngle = (pActor->spr.angle + DAngle22_5) - RandomAngle9();
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pHitActor->vel.XY() = nAngle.ToVector() * 2048;
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pHitActor->vel.XY() = nAngle.ToVector() * 2048;
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pHitActor->vel.Z = -(RandomSize(3) + 1);
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pHitActor->vel.Z = -(RandomSize(3) + 1);
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@ -121,6 +121,7 @@ uint8_t RandomByte();
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uint16_t RandomWord();
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uint16_t RandomWord();
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int RandomLong();
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int RandomLong();
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int RandomSize(int nSize);
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int RandomSize(int nSize);
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DAngle RandomAngle9();
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// record
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// record
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@ -184,7 +184,7 @@ void BuildFish(DExhumedActor* pActor, const DVector3& pos, sectortype* pSector,
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void IdleFish(DExhumedActor* pActor, int edx)
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void IdleFish(DExhumedActor* pActor, int edx)
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{
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{
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pActor->add_int_ang((256 - RandomSize(9)) + 1024);
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pActor->spr.angle += DAngle180 + DAngle45 - RandomAngle9();
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pActor->norm_ang();
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pActor->norm_ang();
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pActor->VelFromAngle(-8);
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pActor->VelFromAngle(-8);
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@ -192,7 +192,7 @@ void IdleFish(DExhumedActor* pActor, int edx)
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pActor->nAction = 0;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pActor->set_int_zvel(RandomSize(9));
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pActor->vel.Z = RandomSize(9) / 256.;
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if (!edx)
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if (!edx)
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{
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{
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@ -462,7 +462,7 @@ void AILion::Tick(RunListEvent* ev)
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}
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}
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else
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else
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{
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{
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pActor->set_int_ang((RandomSize(9) + (pActor->int_ang() + 768)) & kAngleMask);
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pActor->spr.angle += RandomAngle9() + DAngle45 + DAngle90;
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}
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}
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pActor->set_int_zvel(-1000);
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pActor->set_int_zvel(-1000);
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@ -1380,7 +1380,7 @@ DExhumedActor* BuildSpark(DExhumedActor* pActor, int nVal)
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}
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}
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else
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else
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{
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{
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auto nAngle = (pActor->spr.angle + DAngle22_5) - DAngle::fromBuild(RandomSize(9));
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auto nAngle = (pActor->spr.angle + DAngle22_5) - RandomAngle9();
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if (nVal)
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if (nVal)
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{
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{
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@ -423,7 +423,6 @@ void BuildQueenEgg(int nQueen, int nVal)
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if (!pActor) return;
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if (!pActor) return;
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auto pSector =pActor->sector();
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auto pSector =pActor->sector();
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int nAngle = pActor->int_ang();
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auto pActor2 = insertActor(pSector, 121);
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auto pActor2 = insertActor(pSector, 121);
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@ -434,7 +433,7 @@ void BuildQueenEgg(int nQueen, int nVal)
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pActor2->spr.yoffset = 0;
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pActor2->spr.yoffset = 0;
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pActor2->spr.shade = -12;
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pActor2->spr.shade = -12;
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pActor2->spr.picnum = 1;
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pActor2->spr.picnum = 1;
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pActor2->set_int_ang((RandomSize(9) + (nAngle - 256)) & kAngleMask);
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pActor2->spr.angle = pActor->spr.angle + RandomAngle9() - DAngle45;
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pActor2->backuppos();
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pActor2->backuppos();
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if (!nVal)
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if (!nVal)
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@ -597,8 +596,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
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}
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}
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[[fallthrough]];
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[[fallthrough]];
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case kHitWall:
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case kHitWall:
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pActor->set_int_ang((RandomSize(9) + 768));
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pActor->spr.angle = DAngle45 + DAngle90 + RandomAngle9();
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pActor->norm_ang();
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pActor->VelFromAngle(-3);
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pActor->VelFromAngle(-3);
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pActor->set_int_zvel(-RandomSize(5));
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pActor->set_int_zvel(-RandomSize(5));
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break;
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break;
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@ -876,7 +874,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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runlist_DamageEnemy(pTarget, pActor, 10);
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runlist_DamageEnemy(pTarget, pActor, 10);
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D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);
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D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);
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pActor->add_int_ang(RandomSize(9) + 768);
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pActor->spr.angle += DAngle45 + DAngle90 + RandomAngle9();
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pActor->norm_ang();
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pActor->norm_ang();
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pActor->set_int_zvel((-20) - RandomSize(6));
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pActor->set_int_zvel((-20) - RandomSize(6));
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@ -1266,7 +1264,7 @@ void AIQueen::Tick(RunListEvent* ev)
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}
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}
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[[fallthrough]];
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[[fallthrough]];
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case 0x8000:
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case 0x8000:
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pActor->add_int_ang(256);
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pActor->spr.angle += DAngle45;
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pActor->norm_ang();
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pActor->norm_ang();
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SetQueenSpeed(pActor, si);
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SetQueenSpeed(pActor, si);
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@ -91,4 +91,9 @@ int RandomSize(int nSize)
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return randSize;
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return randSize;
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}
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}
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DAngle RandomAngle9()
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{
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return DAngle::fromBuild(RandomSize(9));
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}
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END_PS_NS
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END_PS_NS
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@ -404,7 +404,7 @@ void AIScorp::Effect(RunListEvent* ev, DExhumedActor* pTarget, int mode)
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if (mode == 0)
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if (mode == 0)
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{
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{
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PlotCourseToSprite(pActor, pTarget);
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PlotCourseToSprite(pActor, pTarget);
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pActor->add_int_ang(RandomSize(7) - 63);
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pActor->spr.angle += DAngle::fromBuild(RandomSize(7) - 63);
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pActor->norm_ang();
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pActor->norm_ang();
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pActor->VelFromAngle();
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pActor->VelFromAngle();
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@ -155,7 +155,7 @@ void AIWasp::Damage(RunListEvent* ev)
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}
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}
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pActor->nAction = 1;
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pActor->nAction = 1;
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pActor->add_int_ang(RandomSize(9) + 768);
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pActor->spr.angle += DAngle45 + DAngle90 + RandomAngle9();
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pActor->norm_ang();
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pActor->norm_ang();
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pActor->nVel = 3000;
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pActor->nVel = 3000;
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@ -304,9 +304,8 @@ void AIWasp::Tick(RunListEvent* ev)
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{
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{
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if (bVal)
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if (bVal)
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{
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{
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pActor->add_int_ang(RandomSize(9) + 768);
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pActor->spr.angle += DAngle45 + DAngle90 + RandomAngle9();
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pActor->norm_ang();
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pActor->vel.Z = ((-20) - RandomSize(6)) / 256.;
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pActor->set_int_zvel((-20) - RandomSize(6));
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pActor->nAction = 1;
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pActor->nAction = 1;
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pActor->nVel = 3000;
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pActor->nVel = 3000;
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