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- renamed u-> in girlninj.cpp
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1 changed files with 21 additions and 21 deletions
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@ -227,7 +227,7 @@ STATE s_GirlNinjaRise[5][3] =
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{GIRLNINJA_STAND_R0 + 0, GIRLNINJA_STAND_RATE, NullGirlNinja, &s_GirlNinjaRise[0][2]},
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{0, 0, nullptr, (STATEp)sg_GirlNinjaRun}, // JBF: sg_GirlNinjaRun really is supposed to be the
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// pointer to the state group. See StateControl() where
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// it says "if (!u->State->Pic)".
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// it says "if (!actor->user.State->Pic)".
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},
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{
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{GIRLNINJA_KNEEL_R1 + 0, GIRLNINJA_RISE_RATE, NullGirlNinja, &s_GirlNinjaRise[1][1]},
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@ -723,23 +723,23 @@ int SetupGirlNinja(DSWActor* actor)
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else
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{
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u = SpawnUser(actor, GIRLNINJA_RUN_R0, s_GirlNinjaRun[0]);
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u->Health = (Skill < MinEnemySkill - 1) ? 50 : 100;
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actor->user.Health = (Skill < MinEnemySkill - 1) ? 50 : 100;
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}
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u->StateEnd = s_GirlNinjaDie;
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u->Rot = sg_GirlNinjaRun;
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actor->user.StateEnd = s_GirlNinjaDie;
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actor->user.Rot = sg_GirlNinjaRun;
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actor->spr.xrepeat = 51;
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actor->spr.yrepeat = 43;
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u->Attrib = &GirlNinjaAttrib;
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actor->spr.pal = u->spal = 26;
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actor->user.Attrib = &GirlNinjaAttrib;
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actor->spr.pal = actor->user.spal = 26;
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EnemyDefaults(actor, &GirlNinjaActionSet, &GirlNinjaPersonality);
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ChangeState(actor, s_GirlNinjaRun[0]);
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DoActorSetSpeed(actor, NORM_SPEED);
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u->Radius = 280;
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RESET(u->Flags, SPR_XFLIP_TOGGLE);
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actor->user.Radius = 280;
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RESET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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return 0;
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}
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@ -750,28 +750,28 @@ int DoGirlNinjaMove(DSWActor* actor)
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USER* u = actor->u();
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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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@ -797,7 +797,7 @@ int GirlNinjaJumpActionFunc(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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@ -809,12 +809,12 @@ int NullGirlNinja(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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@ -829,7 +829,7 @@ int DoGirlNinjaPain(DSWActor* actor)
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NullGirlNinja(actor);
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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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@ -839,7 +839,7 @@ int DoGirlNinjaSpecial(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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