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https://github.com/DrBeef/Raze.git
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- renamed all wp in jweapon.cpp and weapon.cpp
This commit is contained in:
parent
cd7f13c4ba
commit
cc3c477992
2 changed files with 700 additions and 700 deletions
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@ -1306,28 +1306,28 @@ int PlayerInitChemBomb(PLAYERp pp)
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// don't throw it as far if crawling
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if (TEST(pp->Flags, PF_CRAWLING))
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{
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wp->xvel -= (wp->xvel >> 2);
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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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SetOwner(pp->Actor(), actorNew);
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wp->yrepeat = 32;
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wp->xrepeat = 32;
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wp->shade = -15;
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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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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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SET(wp->cstat, CSTAT_SPRITE_BLOCK);
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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(wp))
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SET(wu->Flags, SPR_UNDERWATER);
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wp->zvel = -pp->horizon.horiz.asq16() >> 9;
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actorNew->spr.zvel = -pp->horizon.horiz.asq16() >> 9;
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// //DSPRINTF(ds,"horiz %d, ho %d, ho+ho %d", pp->horizon.horiz.asbuild(), pp->horizon.horizoff.asbuild(),
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// pp->horizon.horizoff.asbuild() + pp->horizon.horiz.asbuild());
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@ -1336,20 +1336,20 @@ int PlayerInitChemBomb(PLAYERp pp)
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auto psp = &pp->Actor()->s();
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oclipdist = psp->clipdist;
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psp->clipdist = 0;
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wp->clipdist = 0;
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actorNew->spr.clipdist = 0;
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// wp->ang = NORM_ANGLE(wp->ang - 512);
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// actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang - 512);
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// HelpMissileLateral(actorNew, 800);
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// wp->ang = NORM_ANGLE(wp->ang + 512);
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// actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang + 512);
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MissileSetPos(actorNew, DoChemBomb, 1000);
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psp->clipdist = uint8_t(oclipdist);
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wp->clipdist = 80L >> 2;
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel >> 1;
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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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// adjust xvel according to player velocity
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wu->xchange += pp->xvect >> 14;
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@ -1385,24 +1385,24 @@ int InitSpriteChemBomb(DSWActor* actor)
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SetOwner(actor, actorNew);
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wp->yrepeat = 32;
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wp->xrepeat = 32;
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wp->shade = -15;
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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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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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SET(wp->cstat, CSTAT_SPRITE_BLOCK);
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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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wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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wp->clipdist = 80L >> 2;
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actorNew->spr.clipdist = 80L >> 2;
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel >> 1;
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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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// Smoke will come out for this many seconds
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wu->WaitTics = CHEMTICS;
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@ -1437,37 +1437,37 @@ int InitChemBomb(DSWActor* actor)
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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SetOwner(GetOwner(actor), actorNew);
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wp->yrepeat = 32;
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wp->xrepeat = 32;
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wp->shade = -15;
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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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SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE); // Make nuke radiation
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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(wp->cstat, CSTAT_SPRITE_BLOCK);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK);
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if (SpriteInUnderwaterArea(wp))
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SET(wu->Flags, SPR_UNDERWATER);
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wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
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wp->clipdist = 0;
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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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wp->xvel = wp->yvel = wp->zvel = 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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}
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else
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{
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel >> 1;
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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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// Smoke will come out for this many seconds
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wu->WaitTics = 3*120;
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}
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@ -1835,32 +1835,32 @@ int InitPhosphorus(DSWActor* actor)
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wp = &actorNew->s();
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wu = actorNew->u();
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wp->hitag = LUMINOUS; // Always full brightness
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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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// !Frank - don't do translucent
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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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// SET(wp->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_YCENTER);
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wp->shade = -128;
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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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actorNew->spr.shade = -128;
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wp->yrepeat = 64;
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wp->xrepeat = 64;
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wp->shade = -15;
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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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// !FRANK - clipbox must be <= weapon otherwise can clip thru walls
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if (actor->spr.clipdist > 0)
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wp->clipdist = actor->spr.clipdist-1;
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actorNew->spr.clipdist = actor->spr.clipdist-1;
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else
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wp->clipdist = actor->spr.clipdist;
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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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wp->zvel = short(-RandomRange(100) * HORIZ_MULT);
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actorNew->spr.zvel = short(-RandomRange(100) * HORIZ_MULT);
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = (wp->zvel >> 1);
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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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return 0;
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}
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@ -1919,27 +1919,27 @@ int InitBloodSpray(DSWActor* actor, bool dogib, short velocity)
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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if (dogib)
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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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else
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SET(wp->cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
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wp->shade = -12;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
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actorNew->spr.shade = -12;
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SetOwner(actor, actorNew);
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wp->yrepeat = 64-RandomRange(35);
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wp->xrepeat = 64-RandomRange(35);
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wp->shade = -15;
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wp->clipdist = actor->spr.clipdist;
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actorNew->spr.yrepeat = 64-RandomRange(35);
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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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wp->zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
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actorNew->spr.zvel = short((-10 - RandomRange(50)) * HORIZ_MULT);
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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel >> 1;
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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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if (!GlobalSkipZrange)
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DoActorZrange(actorNew);
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@ -2319,69 +2319,69 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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wp = &actorNew->s();
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wu = actorNew->u();
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wp->zvel = -(velocity);
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actorNew->spr.zvel = -(velocity);
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if (u->PlayerP)
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{
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wp->pos.Z += xs_CRoundToInt(-MulScaleF(u->PlayerP->horizon.horiz.asq16(), HORIZ_MULT / 3., 16));
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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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{
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case UZI_SHELL:
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wp->pos.Z -= Z(13);
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actorNew->spr.pos.Z -= Z(13);
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if (ShellNum == -3)
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{
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wp->ang = actor->spr.ang;
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actorNew->spr.ang = actor->spr.ang;
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HelpMissileLateral(actorNew,2500);
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wp->ang = NORM_ANGLE(wp->ang-512);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-512);
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HelpMissileLateral(actorNew,1000); // Was 1500
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wp->ang = NORM_ANGLE(wp->ang+712);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+712);
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}
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else
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{
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wp->ang = actor->spr.ang;
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actorNew->spr.ang = actor->spr.ang;
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HelpMissileLateral(actorNew,2500);
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wp->ang = NORM_ANGLE(wp->ang+512);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512);
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HelpMissileLateral(actorNew,1500);
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wp->ang = NORM_ANGLE(wp->ang-128);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128);
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}
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wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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wp->ang = NORM_ANGLE(wp->ang);
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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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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wp->yrepeat = wp->xrepeat = 13;
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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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wp->pos.Z -= Z(13);
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wp->ang = actor->spr.ang;
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actorNew->spr.pos.Z -= Z(13);
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actorNew->spr.ang = actor->spr.ang;
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HelpMissileLateral(actorNew,2500);
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wp->ang = NORM_ANGLE(wp->ang+512);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang+512);
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HelpMissileLateral(actorNew,1300);
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wp->ang = NORM_ANGLE(wp->ang-128-64);
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wp->ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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wp->ang = NORM_ANGLE(wp->ang);
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actorNew->spr.ang = NORM_ANGLE(actorNew->spr.ang-128-64);
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actorNew->spr.ang += (RANDOM_P2(128<<5)>>5) - DIV2(128);
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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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wp->yrepeat = wp->xrepeat = 18;
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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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wp->shade = -15;
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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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SET(wp->cstat, CSTAT_SPRITE_YCENTER);
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RESET(wp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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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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wu->xchange = MOVEx(wp->xvel, wp->ang);
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wu->ychange = MOVEy(wp->xvel, wp->ang);
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wu->zchange = wp->zvel;
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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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//if (TEST(u->PlayerP->Flags, PF_DIVING) || SpriteInUnderwaterArea(wp))
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// SET(wu->Flags, SPR_UNDERWATER);
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wu->jump_speed = 200;
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