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- function separators plus one last change in coolg.cpp
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3dcf7399cf
commit
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2 changed files with 120 additions and 2 deletions
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@ -499,6 +499,12 @@ ACTOR_ACTION_SET CoolgActionSet =
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int DoCoolgMatchPlayerZ(DSWActor* actor);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void CoolgCommon(DSWActor* actor)
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{
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actor->spr.clipdist = (200) >> 2;
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@ -512,6 +518,12 @@ void CoolgCommon(DSWActor* actor)
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actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
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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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int SetupCoolg(DSWActor* actor)
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{
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ANIMATOR DoActorDecide;
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@ -537,6 +549,12 @@ int SetupCoolg(DSWActor* actor)
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return 0;
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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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int NewCoolg(DSWActor* actor)
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{
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ANIMATOR DoActorDecide;
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@ -562,6 +580,12 @@ int NewCoolg(DSWActor* actor)
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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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int DoCoolgBirth(DSWActor* actor)
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{
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ANIMATOR DoActorDecide;
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@ -584,6 +608,12 @@ int DoCoolgBirth(DSWActor* actor)
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return 0;
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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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int NullCoolg(DSWActor* actor)
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{
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actor->user.ShellNum -= ACTORMOVETICS;
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@ -597,6 +627,12 @@ int NullCoolg(DSWActor* actor)
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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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int DoCoolgMatchPlayerZ(DSWActor* actor)
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{
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// If blocking bits get unset, just die
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@ -670,6 +706,12 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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return 0;
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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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int InitCoolgCircle(DSWActor* actor)
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{
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actor->user.ActorActionFunc = DoCoolgCircle;
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@ -699,11 +741,17 @@ int InitCoolgCircle(DSWActor* actor)
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return 0;
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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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int DoCoolgCircle(DSWActor* actor)
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{
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double bound;
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + actor->user.Counter2));
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actor->spr.angle += DAngle::fromBuild(actor->user.Counter2);
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if (!move_actor(actor, DVector3(actor->spr.angle.ToVector() * actor->vel.X, 0)))
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{
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@ -735,6 +783,12 @@ int DoCoolgCircle(DSWActor* actor)
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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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int DoCoolgDeath(DSWActor* actor)
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{
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actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
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@ -774,6 +828,11 @@ int DoCoolgDeath(DSWActor* actor)
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return 0;
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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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int DoCoolgMove(DSWActor* actor)
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{
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@ -858,6 +917,12 @@ int DoCoolgMove(DSWActor* actor)
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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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int DoCoolgPain(DSWActor* actor)
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{
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NullCoolg(actor);
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@ -869,6 +934,12 @@ int DoCoolgPain(DSWActor* actor)
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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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#include "saveable.h"
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static saveable_code saveable_coolg_code[] =
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@ -369,7 +369,12 @@ ACTOR_ACTION_SET CoolieActionSet =
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nullptr
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};
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// later. This is used by multiple enemies.
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//---------------------------------------------------------------------------
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//
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// This is used by multiple enemies.
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//
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//---------------------------------------------------------------------------
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* person)
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{
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unsigned int wpn;
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@ -508,6 +513,12 @@ int SetupCoolie(DSWActor* actor)
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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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int NewCoolg(DSWActor*);
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int SpawnCoolg(DSWActor* actor)
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{
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@ -523,6 +534,12 @@ int SpawnCoolg(DSWActor* actor)
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return 0;
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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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int CooliePain(DSWActor* actor)
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{
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if (actor->user.Flags & (SPR_SLIDING))
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@ -539,6 +556,12 @@ int CooliePain(DSWActor* actor)
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return 0;
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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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int NullCoolie(DSWActor* actor)
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{
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if (actor->user.Flags & (SPR_SLIDING))
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@ -552,6 +575,12 @@ int NullCoolie(DSWActor* actor)
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return 0;
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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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int DoCoolieMove(DSWActor* actor)
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{
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if (actor->user.Flags & (SPR_SLIDING))
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@ -579,6 +608,12 @@ int DoCoolieMove(DSWActor* actor)
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return 0;
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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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int InitCoolieCharge(DSWActor* actor)
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{
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if (RANDOM_P2(1024) > 950)
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@ -594,6 +629,12 @@ int InitCoolieCharge(DSWActor* actor)
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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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int DoCoolieWaitBirth(DSWActor* actor)
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{
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if ((actor->user.Counter -= ACTORMOVETICS) <= 0)
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@ -605,6 +646,12 @@ int DoCoolieWaitBirth(DSWActor* actor)
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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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#include "saveable.h"
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static saveable_code saveable_coolie_code[] =
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