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- EnemyDefaults.
This commit is contained in:
parent
7b778f692b
commit
ef23f69072
20 changed files with 51 additions and 50 deletions
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@ -759,7 +759,7 @@ int SetupBunny(DSWActor* actor)
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if (sp->pal == PALETTE_PLAYER1)
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{
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EnemyDefaults(actor->GetSpriteIndex(), &BunnyWhiteActionSet, &WhiteBunnyPersonality);
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EnemyDefaults(actor, &BunnyWhiteActionSet, &WhiteBunnyPersonality);
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u->Attrib = &WhiteBunnyAttrib;
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sp->xrepeat = 96;
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sp->yrepeat = 90;
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@ -771,7 +771,7 @@ int SetupBunny(DSWActor* actor)
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}
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else if (sp->pal == PALETTE_PLAYER8) // Male Rabbit
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{
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EnemyDefaults(actor->GetSpriteIndex(), &BunnyActionSet, &BunnyPersonality);
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EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
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u->Attrib = &BunnyAttrib;
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//sp->xrepeat = 76;
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//sp->yrepeat = 70;
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@ -784,7 +784,7 @@ int SetupBunny(DSWActor* actor)
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else
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{
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// Female Rabbit
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EnemyDefaults(actor->GetSpriteIndex(), &BunnyActionSet, &BunnyPersonality);
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EnemyDefaults(actor, &BunnyActionSet, &BunnyPersonality);
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u->Attrib = &BunnyAttrib;
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u->spal = sp->pal = PALETTE_PLAYER0;
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u->Flag1 = SEC(5);
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@ -536,7 +536,7 @@ int SetupCoolg(DSWActor* actor)
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u->StateEnd = s_CoolgDie;
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u->Rot = sg_CoolgRun;
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EnemyDefaults(SpriteNum, &CoolgActionSet, &CoolgPersonality);
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EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
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SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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@ -592,7 +592,7 @@ int DoCoolgBirth(DSWActor* actor)
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u->StateEnd = s_CoolgDie;
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u->Rot = sg_CoolgRun;
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EnemyDefaults(actor->GetSpriteIndex(), &CoolgActionSet, &CoolgPersonality);
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EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
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// special case
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TotalKillable--;
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@ -404,9 +404,9 @@ ACTOR_ACTION_SET CoolieActionSet =
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nullptr
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};
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void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person)
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// later. This is used by multiple enemies.
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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unsigned int wpn;
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@ -461,13 +461,13 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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SET(sp->cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(sp->extra,SPRX_PLAYER_OR_ENEMY);
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sprite[SpriteNum].picnum = u->State->Pic;
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sp->picnum = u->State->Pic;
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change_actor_stat(actor, STAT_ENEMY);
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u->Personality = person;
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u->ActorActionSet = action;
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DoActorZrange(SpriteNum);
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DoActorZrange(actor->GetSpriteIndex());
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//KeepActorOnFloor(actor); // for swimming actors
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@ -483,10 +483,10 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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}
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else
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{
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SectIterator it(sectnum);
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while ((i = it.NextIndex()) >= 0)
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SWSectIterator it(sectnum);
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while (auto itActor = it.Next())
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{
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SPRITEp np = &sprite[i];
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SPRITEp np = &itActor->s();
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if (np->picnum == ST1 && np->hitag == SECT_SINK)
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{
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depth = np->lotag;
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@ -548,7 +548,7 @@ SetupCoolie(short SpriteNum)
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u->StateEnd = s_CoolieDie;
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u->Rot = sg_CoolieRun;
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EnemyDefaults(SpriteNum, &CoolieActionSet, &CooliePersonality);
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EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality);
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sp->xrepeat = 42;
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sp->yrepeat = 42;
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@ -400,7 +400,7 @@ SetupEel(short SpriteNum)
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u->StateEnd = s_EelDie;
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u->Rot = sg_EelRun;
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EnemyDefaults(SpriteNum, &EelActionSet, &EelPersonality);
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EnemyDefaults(actor, &EelActionSet, &EelPersonality);
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SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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@ -1966,7 +1966,7 @@ short AnimSet(int animtype, int animindex, int thegoal, int thevel);
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short AnimSetCallback(short anim_ndx, ANIM_CALLBACKp call, SECTOR_OBJECTp data);
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short AnimSetVelAdj(short anim_ndx, short vel_adj);
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void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person);
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person);
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void getzrangepoint(int x, int y, int z, short sectnum, int32_t* ceilz, int32_t* ceilhit, int32_t* florz, int32_t* florhit);
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int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
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@ -738,7 +738,7 @@ SetupGirlNinja(short SpriteNum)
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u->Attrib = &GirlNinjaAttrib;
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sp->pal = u->spal = 26;
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EnemyDefaults(SpriteNum, &GirlNinjaActionSet, &GirlNinjaPersonality);
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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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@ -507,7 +507,7 @@ SetupGoro(short SpriteNum)
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u->Rot = sg_GoroRun;
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EnemyDefaults(SpriteNum, &GoroActionSet, &GoroPersonality);
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EnemyDefaults(actor, &GoroActionSet, &GoroPersonality);
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sp->clipdist = 512 >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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@ -312,7 +312,7 @@ SetupHornet(short SpriteNum)
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u->StateEnd = s_HornetDie;
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u->Rot = sg_HornetRun;
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EnemyDefaults(SpriteNum, &HornetActionSet, &HornetPersonality);
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EnemyDefaults(actor, &HornetActionSet, &HornetPersonality);
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SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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@ -476,7 +476,7 @@ SetupLava(short SpriteNum)
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u->StateEnd = s_LavaDie;
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u->Rot = sg_LavaRun;
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EnemyDefaults(SpriteNum, &LavaActionSet, &LavaPersonality);
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EnemyDefaults(actor, &LavaActionSet, &LavaPersonality);
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sp->xrepeat = sp->yrepeat = 110;
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sp->clipdist = (512) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
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@ -130,7 +130,7 @@ SetupToiletGirl(short SpriteNum)
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_ToiletGirlStand);
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u->Attrib = &ToiletGirlAttrib;
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@ -374,7 +374,7 @@ SetupWashGirl(short SpriteNum)
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u->Health = 60;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_WashGirlStand);
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u->Attrib = &WashGirlAttrib;
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@ -587,7 +587,7 @@ SetupTrashCan(short SpriteNum)
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u->Health = 60;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_TrashCanStand);
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u->Attrib = &TrashCanAttrib;
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@ -698,7 +698,7 @@ SetupPachinkoLight(short SpriteNum)
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u->Health = 1;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_PachinkoLightStand);
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u->Attrib = &PachinkoLightAttrib;
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@ -801,7 +801,7 @@ SetupPachinko1(short SpriteNum)
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u->Health = 1;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_Pachinko1Stand);
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u->Attrib = &Pachinko1Attrib;
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@ -974,7 +974,7 @@ SetupPachinko2(short SpriteNum)
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u->Health = 1;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_Pachinko2Stand);
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u->Attrib = &Pachinko2Attrib;
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@ -1059,7 +1059,7 @@ SetupPachinko3(short SpriteNum)
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u->Health = 1;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_Pachinko3Stand);
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u->Attrib = &Pachinko3Attrib;
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@ -1145,7 +1145,7 @@ SetupPachinko4(short SpriteNum)
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u->Health = 1;
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_Pachinko4Stand);
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u->Attrib = &Pachinko4Attrib;
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@ -1260,7 +1260,7 @@ SetupCarGirl(short SpriteNum)
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_CarGirlStand);
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u->Attrib = &CarGirlAttrib;
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@ -1484,7 +1484,7 @@ SetupMechanicGirl(short SpriteNum)
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_MechanicGirlStand);
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u->Attrib = &MechanicGirlAttrib;
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@ -1707,7 +1707,7 @@ SetupSailorGirl(short SpriteNum)
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_SailorGirlStand);
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u->Attrib = &SailorGirlAttrib;
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@ -1924,7 +1924,7 @@ SetupPruneGirl(short SpriteNum)
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}
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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ChangeState(actor,s_PruneGirlStand);
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u->Attrib = &PruneGirlAttrib;
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@ -1847,7 +1847,7 @@ SetupNinja(short SpriteNum)
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if (sp->pal == PALETTE_PLAYER5)
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{
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u->Attrib = &InvisibleNinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaGreenActionSet, &NinjaPersonality);
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EnemyDefaults(actor, &NinjaGreenActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
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@ -1875,7 +1875,7 @@ SetupNinja(short SpriteNum)
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else if (sp->pal == PALETTE_PLAYER3)
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{
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaRedActionSet, &NinjaPersonality);
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EnemyDefaults(actor, &NinjaRedActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PALETTE_PLAYER3;
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@ -1900,7 +1900,7 @@ SetupNinja(short SpriteNum)
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else if (sp->pal == PAL_XLAT_LT_TAN)
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{
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaSeekerActionSet, &NinjaPersonality);
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EnemyDefaults(actor, &NinjaSeekerActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PAL_XLAT_LT_TAN;
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@ -1909,7 +1909,7 @@ SetupNinja(short SpriteNum)
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else if (sp->pal == PAL_XLAT_LT_GREY)
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{
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u->Attrib = &NinjaAttrib;
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EnemyDefaults(SpriteNum, &NinjaGrenadeActionSet, &NinjaPersonality);
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EnemyDefaults(actor, &NinjaGrenadeActionSet, &NinjaPersonality);
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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u->Health = RedNinjaHealth;
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sp->pal = u->spal = PAL_XLAT_LT_GREY;
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@ -1919,7 +1919,7 @@ SetupNinja(short SpriteNum)
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{
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u->Attrib = &NinjaAttrib;
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sp->pal = u->spal = PALETTE_PLAYER0;
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EnemyDefaults(SpriteNum, &NinjaActionSet, &NinjaPersonality);
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EnemyDefaults(actor, &NinjaActionSet, &NinjaPersonality);
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if (pic == NINJA_CRAWL_R0)
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{
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u->Attrib = &NinjaAttrib;
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@ -843,7 +843,7 @@ SetupRipper(short SpriteNum)
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if (sp->pal == PALETTE_BROWN_RIPPER)
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{
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EnemyDefaults(SpriteNum, &RipperBrownActionSet, &RipperPersonality);
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EnemyDefaults(actor, &RipperBrownActionSet, &RipperPersonality);
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sp->xrepeat = 106;
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sp->yrepeat = 90;
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@ -854,7 +854,7 @@ SetupRipper(short SpriteNum)
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}
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else
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{
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EnemyDefaults(SpriteNum, &RipperActionSet, &RipperPersonality);
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EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
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}
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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@ -911,7 +911,7 @@ SetupRipper2(short SpriteNum)
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if (sp->pal == PALETTE_BROWN_RIPPER)
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{
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EnemyDefaults(SpriteNum, &Ripper2BrownActionSet, &Ripper2Personality);
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EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality);
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sp->xrepeat += 40;
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sp->yrepeat += 40;
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@ -922,7 +922,7 @@ SetupRipper2(short SpriteNum)
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}
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else
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{
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EnemyDefaults(SpriteNum, &Ripper2ActionSet, &Ripper2Personality);
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EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
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}
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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@ -723,7 +723,7 @@ SetupSerp(short SpriteNum)
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u->StateEnd = s_SerpDie;
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u->Rot = sg_SerpRun;
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EnemyDefaults(SpriteNum, &SerpActionSet, &SerpPersonality);
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EnemyDefaults(actor, &SerpActionSet, &SerpPersonality);
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// Mini-Boss Serp
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if (sp->pal == 16)
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@ -525,7 +525,7 @@ SetupSkel(short SpriteNum)
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u->StateEnd = s_SkelDie;
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u->Rot = sg_SkelRun;
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EnemyDefaults(SpriteNum, &SkelActionSet, &SkelPersonality);
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EnemyDefaults(actor, &SkelActionSet, &SkelPersonality);
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// 256 is default
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//sp->clipdist = 256 >> 2;
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@ -236,7 +236,7 @@ SetupSkull(short SpriteNum)
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u->ID = SKULL_R0;
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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sp->clipdist = (128+64) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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@ -657,7 +657,7 @@ SetupBetty(short SpriteNum)
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u->ID = BETTY_R0;
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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EnemyDefaults(actor, nullptr, nullptr);
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sp->clipdist = (128+64) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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@ -655,7 +655,7 @@ SetupSumo(short SpriteNum)
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u->StateEnd = s_SumoDie;
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u->Rot = sg_SumoRun;
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EnemyDefaults(SpriteNum, &SumoActionSet, &SumoPersonality);
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EnemyDefaults(actor, &SumoActionSet, &SumoPersonality);
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sp->clipdist = (512) >> 2;
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if (sp->pal == 16)
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@ -12972,7 +12972,7 @@ InitSerpRing(DSWActor* actor)
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for (missiles = 0, ang = ang_start; missiles < max_missiles; ang += ang_diff, missiles++)
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{
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New = SpawnSprite(STAT_SKIP4, SKULL_SERP, &s_SkullRing[0][0], sp->sectnum, sp->x, sp->y, sp->z, ang, 0);
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auto actorNew = &swActors[New];
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np = &sprite[New];
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nu = User[New].Data();
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@ -13006,7 +13006,7 @@ InitSerpRing(DSWActor* actor)
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nu->Rot = sg_SkullRing;
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// defaults do change the statnum
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EnemyDefaults(New, nullptr, nullptr);
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EnemyDefaults(actorNew, nullptr, nullptr);
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change_sprite_stat(New, STAT_SKIP4);
|
||||
RESET(np->extra, SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
|
@ -13790,6 +13790,7 @@ InitSumoSkull(short SpriteNum)
|
|||
PlaySound(DIGI_SERPSUMMONHEADS, sp, v3df_none);
|
||||
|
||||
New = SpawnSprite(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], sp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->ang, 0);
|
||||
auto actorNew = &swActors[New];
|
||||
|
||||
np = &sprite[New];
|
||||
nu = User[New].Data();
|
||||
|
@ -13818,7 +13819,7 @@ InitSumoSkull(short SpriteNum)
|
|||
nu->Health = 100;
|
||||
|
||||
// defaults do change the statnum
|
||||
EnemyDefaults(New, nullptr, nullptr);
|
||||
EnemyDefaults(actorNew, nullptr, nullptr);
|
||||
//change_sprite_stat(New, STAT_SKIP4);
|
||||
SET(np->extra, SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
|
|
|
@ -668,7 +668,7 @@ SetupZilla(short SpriteNum)
|
|||
u->StateEnd = s_ZillaDie;
|
||||
u->Rot = sg_ZillaRun;
|
||||
|
||||
EnemyDefaults(SpriteNum, &ZillaActionSet, &ZillaPersonality);
|
||||
EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality);
|
||||
|
||||
sp->clipdist = (512) >> 2;
|
||||
sp->xrepeat = 97;
|
||||
|
|
|
@ -763,7 +763,7 @@ SetupZombie(short SpriteNum)
|
|||
sp->yrepeat = PLAYER_NINJA_YREPEAT;
|
||||
|
||||
u->Attrib = &ZombieAttrib;
|
||||
EnemyDefaults(SpriteNum, &ZombieActionSet, &ZombiePersonality);
|
||||
EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality);
|
||||
|
||||
ChangeState(actor, s_ZombieRun[0]);
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
|
Loading…
Reference in a new issue