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https://github.com/DrBeef/Raze.git
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- renamed ActorZOfMiddle
This commit is contained in:
parent
360e01a778
commit
cdff2b12cc
7 changed files with 42 additions and 42 deletions
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@ -615,7 +615,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about sz - this is the z mid point
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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zdiff = (int_ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(100)); // put a random amount
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@ -2021,7 +2021,7 @@ inline int ActorZOfBottom(DSWActor* actor)
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return GetSpriteZOfBottom(&actor->spr);
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}
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inline int ActorZOfMiddle(DSWActor* actor)
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inline int int_ActorZOfMiddle(DSWActor* actor)
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{
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return (ActorZOfTop(actor) + ActorZOfBottom(actor)) >> 1;
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}
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@ -345,7 +345,7 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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// actor does a sine wave about actor->user.sz - this is the z mid point
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zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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zdiff = (int_ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z;
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// check z diff of the player and the sprite
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zdist = Z(20 + RandomRange(200)); // put a random amount
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@ -293,7 +293,7 @@ int DoWallBloodDrip(DSWActor* actor)
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void SpawnMidSplash(DSWActor* actor)
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{
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auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->sector(),
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actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0);
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actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0);
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actorNew->spr.shade = -12;
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actorNew->spr.xrepeat = 70-RandomRange(20);
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@ -1918,7 +1918,7 @@ int DoCarryFlag(DSWActor* actor)
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// if no Owner then die
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if (attached != nullptr)
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{
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vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, ActorZOfMiddle(attached) };
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vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, int_ActorZOfMiddle(attached) };
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SetActorZ(actor, &pos);
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actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536));
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}
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@ -2067,7 +2067,7 @@ int DoCarryFlagNoDet(DSWActor* actor)
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// if no Owner then die
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if (attached != nullptr)
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{
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vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, ActorZOfMiddle(attached) };
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vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, int_ActorZOfMiddle(attached) };
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SetActorZ(actor, &pos);
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actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536));
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actor->set_int_z(attached->int_pos().Z - (ActorSizeZ(attached) >> 1));
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@ -2162,7 +2162,7 @@ int SpawnShell(DSWActor* actor, int ShellNum)
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nx = actor->int_pos().X;
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ny = actor->int_pos().Y;
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nz = ActorZOfMiddle(actor);
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nz = int_ActorZOfMiddle(actor);
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switch (ShellNum)
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{
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@ -146,7 +146,7 @@ int DoToiletGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (actor->user.FlagOwner != 1)
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{
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@ -199,7 +199,7 @@ int NullToiletGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -366,7 +366,7 @@ int DoWashGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (RandomRange(1000) > 980 && actor->user.ShellNum <= 0)
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{
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@ -428,7 +428,7 @@ int NullWashGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1154,7 +1154,7 @@ int DoCarGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (actor->user.FlagOwner == 1)
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{
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@ -1198,7 +1198,7 @@ int NullCarGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1354,7 +1354,7 @@ int DoMechanicGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (actor->user.FlagOwner == 1)
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{
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@ -1398,7 +1398,7 @@ int NullMechanicGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1555,7 +1555,7 @@ int DoSailorGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (actor->user.FlagOwner == 1)
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{
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@ -1604,7 +1604,7 @@ int NullSailorGirl(DSWActor* actor)
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static short alreadythrew = 0;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1748,7 +1748,7 @@ int DoPruneGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector());
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if (actor->user.FlagOwner == 1)
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{
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@ -1808,7 +1808,7 @@ int NullPruneGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector());
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if (!(actor->user.Flags & SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -3518,7 +3518,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS);
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) });
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) });
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actorNew->set_int_ang(0);
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actorNew->spr.extra = 0;
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@ -3557,7 +3557,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS);
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) });
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) });
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actorNew->set_int_ang(0);
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actorNew->spr.extra = 0;
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@ -3583,7 +3583,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS);
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) });
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) });
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actorNew->set_int_ang(0);
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actorNew->spr.extra = 0;
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@ -3612,7 +3612,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS);
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) });
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) });
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actorNew->set_int_ang(0);
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actorNew->spr.extra = 0;
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@ -3672,7 +3672,7 @@ int ActorCoughItem(DSWActor* actor)
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actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS);
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) });
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actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) });
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actorNew->set_int_ang(0);
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actorNew->spr.extra = 0;
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@ -5840,7 +5840,7 @@ KeyMain:
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actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actorNew->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
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SetAttach(pp->actor, actorNew);
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actorNew->user.pos.Z = ActorZOfMiddle(pp->actor); // Set mid way up who it hit
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actorNew->user.pos.Z = int_ActorZOfMiddle(pp->actor); // Set mid way up who it hit
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actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
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SetOwner(pp->actor, actorNew); // Player now owns the flag
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@ -4469,7 +4469,7 @@ int DoFireballFlames(DSWActor* actor)
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DSWActor* attach = actor->user.attachActor;
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if (attach != nullptr)
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{
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actor->set_int_pos({ attach->int_pos().X, attach->int_pos().Y, ActorZOfMiddle(attach) });
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actor->set_int_pos({ attach->int_pos().X, attach->int_pos().Y, int_ActorZOfMiddle(attach) });
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if ((attach->spr.extra & SPRX_BURNABLE))
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{
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@ -7092,7 +7092,7 @@ int DoFlamesDamageTest(DSWActor* actor)
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if (actor->user.Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff
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{
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if (FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,ActorZOfMiddle(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector()))
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if (FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector()))
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{
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DoDamage(itActor, actor);
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}
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@ -7262,11 +7262,11 @@ int DoExpDamageTest(DSWActor* actor)
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if ((unsigned)dist > actor->user.Radius)
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continue;
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dist = FindDistance3D(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y, ActorZOfMiddle(itActor) - actor->int_pos().Z);
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dist = FindDistance3D(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y, int_ActorZOfMiddle(itActor) - actor->int_pos().Z);
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if ((unsigned)dist > actor->user.Radius)
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continue;
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if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector()))
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if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector()))
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continue;
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if ((itActor->spr.extra & SPRX_BREAKABLE))
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@ -10335,7 +10335,7 @@ void SpawnGrenadeExp(DSWActor* actor)
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{
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dx += RandomRange(1000)-RandomRange(1000);
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dy += RandomRange(1000)-RandomRange(1000);
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dz = ActorZOfMiddle(actor) + RandomRange(1000)-RandomRange(1000);
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dz = int_ActorZOfMiddle(actor) + RandomRange(1000)-RandomRange(1000);
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}
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auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->sector(),
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@ -11147,7 +11147,7 @@ int DoRing(DSWActor* actor)
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if (pp)
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z = pp->pos.Z + Z(20);
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else
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z = ActorZOfMiddle(own) + Z(30);
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z = int_ActorZOfMiddle(own) + Z(30);
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actor->set_int_pos({ own->int_pos().X, own->int_pos().Y, z });
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@ -11845,7 +11845,7 @@ int InitSwordAttack(PLAYER* pp)
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{
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if (SpriteOverlapZ(pp->actor, itActor, Z(20)))
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{
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if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, ActorZOfMiddle(plActor), plActor->sector()))
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if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
|
||||
DoDamage(itActor, pp->actor);
|
||||
}
|
||||
}
|
||||
|
@ -12021,7 +12021,7 @@ int InitFistAttack(PLAYER* pp)
|
|||
{
|
||||
if (SpriteOverlapZ(pp->actor, itActor, Z(20)) || face == 190)
|
||||
{
|
||||
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, ActorZOfMiddle(plActor), plActor->sector()))
|
||||
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector()))
|
||||
DoDamage(itActor, plActor);
|
||||
if (face == 190)
|
||||
{
|
||||
|
@ -12236,7 +12236,7 @@ int InitSumoSkull(DSWActor* actor)
|
|||
|
||||
PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none);
|
||||
|
||||
auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0);
|
||||
auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0);
|
||||
|
||||
actorNew->spr.xvel = 500;
|
||||
SetOwner(actor, actorNew);
|
||||
|
@ -12299,7 +12299,7 @@ int InitSumoStompAttack(DSWActor* actor)
|
|||
|
||||
if (dist < CloseRangeDist(itActor, actor, reach))
|
||||
{
|
||||
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector()))
|
||||
if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
|
||||
DoDamage(itActor, actor);
|
||||
}
|
||||
}
|
||||
|
@ -12325,7 +12325,7 @@ int InitMiniSumoClap(DSWActor* actor)
|
|||
{
|
||||
if (SpriteOverlapZ(actor, targetActor, Z(20)))
|
||||
{
|
||||
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector()))
|
||||
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
|
||||
{
|
||||
PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan);
|
||||
DoDamage(targetActor, actor);
|
||||
|
@ -12334,7 +12334,7 @@ int InitMiniSumoClap(DSWActor* actor)
|
|||
}
|
||||
else if (dist < CloseRangeDist(targetActor, actor, reach))
|
||||
{
|
||||
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector()))
|
||||
if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector()))
|
||||
{
|
||||
PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
|
||||
SpawnFireballFlames(actor, targetActor);
|
||||
|
@ -13936,7 +13936,7 @@ int DoStaticFlamesDamage(DSWActor* actor)
|
|||
DoDamage(itActor, actor);
|
||||
else if (actor->user.Radius > 200)
|
||||
{
|
||||
if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),itActor->int_pos().X,itActor->int_pos().Y,ActorZOfMiddle(itActor),itActor->sector()))
|
||||
if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(itActor),itActor->sector()))
|
||||
DoDamage(itActor, actor);
|
||||
}
|
||||
}
|
||||
|
@ -14117,7 +14117,7 @@ int SpawnDemonFist(DSWActor* actor)
|
|||
return -1;
|
||||
|
||||
auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0);
|
||||
actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0);
|
||||
|
||||
expActor->spr.hitag = LUMINOUS; //Always full brightness
|
||||
expActor->spr.shade = -40;
|
||||
|
@ -14442,7 +14442,7 @@ int InitEnemyStar(DSWActor* actor)
|
|||
|
||||
nx = actor->int_pos().X;
|
||||
ny = actor->int_pos().Y;
|
||||
nz = ActorZOfMiddle(actor);
|
||||
nz = int_ActorZOfMiddle(actor);
|
||||
|
||||
// Spawn a shot
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, actor->sector(),
|
||||
|
@ -14481,7 +14481,7 @@ int InitEnemyCrossbow(DSWActor* actor)
|
|||
|
||||
nx = actor->int_pos().X;
|
||||
ny = actor->int_pos().Y;
|
||||
nz = ActorZOfMiddle(actor)-Z(14);
|
||||
nz = int_ActorZOfMiddle(actor)-Z(14);
|
||||
|
||||
// Spawn a shot
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(),
|
||||
|
@ -14802,7 +14802,7 @@ void InitSpearTrap(DSWActor* actor)
|
|||
|
||||
nx = actor->int_pos().X;
|
||||
ny = actor->int_pos().Y;
|
||||
nz = ActorZOfMiddle(actor);
|
||||
nz = int_ActorZOfMiddle(actor);
|
||||
|
||||
// Spawn a shot
|
||||
auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(), nx, ny, nz, actor->int_ang(), 750);
|
||||
|
|
Loading…
Reference in a new issue