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- handled the last remaining set_int_bvel* calls in nnexts.cpp.
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88feac4272
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d1d68f1570
1 changed files with 5 additions and 7 deletions
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@ -6790,12 +6790,12 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
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if (iactor->hasX() && iactor->xspr.physAttr > 0)
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if (iactor->hasX() && iactor->xspr.physAttr > 0)
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{
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{
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iactor->xspr.physAttr |= kPhysFalling;
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iactor->xspr.physAttr |= kPhysFalling;
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iactor->add_int_bvel_z(1);
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iactor->vel.Z += FixedToFloat(1);
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}
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}
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else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
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else if ((iactor->spr.statnum == kStatThing || iactor->spr.statnum == kStatDude) && (iactor->spr.flags & kPhysGravity))
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{
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{
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iactor->spr.flags |= kPhysFalling;
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iactor->spr.flags |= kPhysFalling;
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iactor->add_int_bvel_z(1);
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iactor->vel.Z += FixedToFloat(1);
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}
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}
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}
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}
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}
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}
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@ -8220,9 +8220,7 @@ void aiPatrolMove(DBloodActor* actor)
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}
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}
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frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
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frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, targetactor->xspr.busyTime);
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actor->vel += actor->spr.angle.ToVector() * FixedToFloat(frontSpeed);
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actor->add_int_bvel_x(MulScale(frontSpeed, Cos(actor->int_ang()), 30));
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actor->add_int_bvel_y(MulScale(frontSpeed, Sin(actor->int_ang()), 30));
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}
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}
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double vel = (actor->xspr.unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
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double vel = (actor->xspr.unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
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@ -9287,7 +9285,7 @@ void triggerTouchSprite(DBloodActor* actor, DBloodActor* hActor)
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trTriggerSprite(hActor, kCmdSpriteTouch, actor);
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trTriggerSprite(hActor, kCmdSpriteTouch, actor);
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// enough to reset gSpriteHit values
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// enough to reset gSpriteHit values
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actor->add_int_bvel_x(5);
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actor->vel.X += FixedToFloat(5);
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}
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}
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}
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}
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@ -9299,7 +9297,7 @@ void triggerTouchWall(DBloodActor* actor, walltype* pHWall)
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trTriggerWall(pHWall, kCmdWallTouch, actor);
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trTriggerWall(pHWall, kCmdWallTouch, actor);
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// enough to reset gSpriteHit values
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// enough to reset gSpriteHit values
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actor->add_int_bvel_x(5);
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actor->vel.X += FixedToFloat(5);
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}
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}
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}
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}
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