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- Seekers + BlurExtend.
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7d99745cd6
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1 changed files with 13 additions and 23 deletions
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@ -112,7 +112,7 @@ void SpawnMidSplash(DSWActor* actor);
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int SopDamage(SECTOR_OBJECTp sop,short amt);
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int SopDamage(SECTOR_OBJECTp sop,short amt);
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int SopCheckKill(SECTOR_OBJECTp sop);
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int SopCheckKill(SECTOR_OBJECTp sop);
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int QueueStar(DSWActor*);
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int QueueStar(DSWActor*);
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int DoBlurExtend(int16_t Weapon,int16_t interval,int16_t blur_num);
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int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num);
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int SpawnDemonFist(DSWActor*);
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int SpawnDemonFist(DSWActor*);
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void SpawnTankShellExp(DSWActor*);
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void SpawnTankShellExp(DSWActor*);
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void SpawnMicroExp(DSWActor*);
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void SpawnMicroExp(DSWActor*);
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@ -7743,9 +7743,6 @@ DoStar(DSWActor* actor)
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USERp su;
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USERp su;
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int vel;
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int vel;
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// if (!TEST(u->Flags, SPR_BOUNCE))
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// DoBlurExtend(Weapon, 0, 2);
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if (TEST(u->Flags, SPR_UNDERWATER))
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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{
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u->motion_blur_num = 0;
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u->motion_blur_num = 0;
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@ -7970,7 +7967,7 @@ DoCrossBolt(DSWActor* actor)
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ASSERT(Weapon >= 0);
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ASSERT(Weapon >= 0);
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DoBlurExtend(Weapon, 0, 2);
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DoBlurExtend(actor, 0, 2);
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SetCollision(u, move_missile(Weapon, u->xchange, u->ychange, u->zchange, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS));
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SetCollision(u, move_missile(Weapon, u->xchange, u->ychange, u->zchange, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS));
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@ -8121,10 +8118,8 @@ int MissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int1
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}
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}
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// combination of vector manipulation
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// combination of vector manipulation
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int
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int ComboMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/)
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{
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{
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auto actor = &swActors[Weapon];
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SPRITEp sp = &actor->s();
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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@ -8190,10 +8185,8 @@ ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int1
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}
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}
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// completely vector manipulation
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// completely vector manipulation
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int
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int VectorMissileSeek(DSWActor* actor, int16_t delay_tics, int16_t turn_speed, int16_t aware_range1, int16_t aware_range2)
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VectorMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t turn_speed, int16_t aware_range1, int16_t aware_range2)
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{
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{
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auto actor = &swActors[Weapon];
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SPRITEp sp = &actor->s();
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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@ -8284,10 +8277,8 @@ VectorMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t turn_speed, int16_
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}
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}
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// completely vector manipulation
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// completely vector manipulation
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int
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int VectorWormSeek(DSWActor* actor, int16_t delay_tics, int16_t aware_range1, int16_t aware_range2)
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VectorWormSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range1, int16_t aware_range2)
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{
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{
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auto actor = &swActors[Weapon];
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SPRITEp sp = &actor->s();
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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@ -8348,10 +8339,9 @@ VectorWormSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range1, int16_t
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return 0;
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return 0;
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}
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}
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int
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int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num)
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DoBlurExtend(int16_t Weapon, int16_t interval, int16_t blur_num)
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{
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{
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USERp u = User[Weapon].Data();
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USERp u = actor->u();
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if (u->motion_blur_num >= blur_num)
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if (u->motion_blur_num >= blur_num)
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return 0;
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return 0;
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@ -8453,7 +8443,7 @@ int DoPlasma(DSWActor* actor)
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oy = sp->y;
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oy = sp->y;
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oz = sp->z;
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oz = sp->z;
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DoBlurExtend(actor->GetSpriteIndex(), 0, 4);
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(sp->xvel, sp->ang);
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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@ -9480,7 +9470,7 @@ int DoBoltThinMan(DSWActor* actor)
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SPRITEp sp = &actor->s();
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SPRITEp sp = &actor->s();
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int32_t dax, day, daz;
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int32_t dax, day, daz;
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DoBlurExtend(actor->GetSpriteIndex(), 0, 4);
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(sp->xvel, sp->ang);
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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@ -9868,7 +9858,7 @@ int DoRocket(DSWActor* actor)
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if (TEST(u->Flags, SPR_FIND_PLAYER))
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if (TEST(u->Flags, SPR_FIND_PLAYER))
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{
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{
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VectorMissileSeek(actor->GetSpriteIndex(), 30, 16, 128, 768);
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VectorMissileSeek(actor, 30, 16, 128, 768);
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}
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}
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SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS));
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SetCollision(u, move_missile(actor->GetSpriteIndex(), u->xchange, u->ychange, u->zchange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS));
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@ -10138,7 +10128,7 @@ int DoBoltSeeker(DSWActor* actor)
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int32_t dax, day, daz;
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int32_t dax, day, daz;
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MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
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MissileSeek(actor, 30, 768/*, 4, 48, 6*/);
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DoBlurExtend(actor->GetSpriteIndex(), 0, 4);
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DoBlurExtend(actor, 0, 4);
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dax = MOVEx(sp->xvel, sp->ang);
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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@ -10178,7 +10168,7 @@ int DoElectro(DSWActor* actor)
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SPRITEp sp = &actor->s();
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SPRITEp sp = &actor->s();
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int32_t dax, day, daz;
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int32_t dax, day, daz;
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DoBlurExtend(actor->GetSpriteIndex(), 0, 4);
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DoBlurExtend(actor, 0, 4);
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// only seek on Electro's after a hit on an actor
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// only seek on Electro's after a hit on an actor
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if (u->Counter > 0)
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if (u->Counter > 0)
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@ -11530,7 +11520,7 @@ int DoNapalm(DSWActor* actor)
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int ox, oy, oz;
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int ox, oy, oz;
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DoBlurExtend(actor->GetSpriteIndex(), 1, 7);
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DoBlurExtend(actor, 1, 7);
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if (TEST(u->Flags, SPR_UNDERWATER))
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if (TEST(u->Flags, SPR_UNDERWATER))
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{
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{
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