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- globally replaced sp-> in ripper2.cpp
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1 changed files with 21 additions and 21 deletions
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@ -888,7 +888,7 @@ int SetupRipper2(DSWActor* actor)
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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{
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u = actor->u();
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ASSERT(u);
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@ -904,19 +904,19 @@ int SetupRipper2(DSWActor* actor)
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_Ripper2Die;
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u->Rot = sg_Ripper2Run;
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sp->clipdist = 512 >> 2; // This actor is bigger, needs bigger box.
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sp->xrepeat = sp->yrepeat = 55;
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actor->spr.clipdist = 512 >> 2; // This actor is bigger, needs bigger box.
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actor->spr.xrepeat = actor->spr.yrepeat = 55;
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if (sp->pal == PALETTE_BROWN_RIPPER)
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if (actor->spr.pal == PALETTE_BROWN_RIPPER)
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{
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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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actor->spr.xrepeat += 40;
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actor->spr.yrepeat += 40;
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if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_MOMMA_RIPPER;
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sp->clipdist += 128 >> 2;
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actor->spr.clipdist += 128 >> 2;
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}
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else
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{
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@ -945,9 +945,9 @@ int InitRipper2Hang(DSWActor* actor)
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for (dang = 0; dang < 2048; dang += 128)
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{
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tang = NORM_ANGLE(sp->ang + dang);
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tang = NORM_ANGLE(actor->spr.ang + dang);
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FAFhitscan(sp->pos.X, sp->pos.Y, sp->pos.Z - GetSpriteSizeZ(sp), sp->sector(), // Start position
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FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector(), // Start position
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bcos(tang), // X vector of 3D ang
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bsin(tang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -956,7 +956,7 @@ int InitRipper2Hang(DSWActor* actor)
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if (hit.hitSector == nullptr)
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continue;
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dist = Distance(sp->pos.X, sp->pos.Y, hit.hitpos.X, hit.hitpos.Y);
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dist = Distance(actor->spr.pos.X, actor->spr.pos.Y, hit.hitpos.X, hit.hitpos.Y);
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if (hit.hitWall == nullptr || dist < 2000 || dist > 7000)
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{
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@ -964,7 +964,7 @@ int InitRipper2Hang(DSWActor* actor)
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}
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Found = true;
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sp->ang = tang;
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actor->spr.ang = tang;
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break;
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}
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@ -1013,8 +1013,8 @@ int DoRipper2MoveHang(DSWActor* actor)
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int nx, ny;
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// Move while jumping
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
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ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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@ -1025,7 +1025,7 @@ int DoRipper2MoveHang(DSWActor* actor)
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short w, nw;
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// Don't keep clinging and going ever higher!
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if (abs(sp->pos.Z - u->targetActor->spr.pos.Z) > (4000<<4))
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if (abs(actor->spr.pos.Z - u->targetActor->spr.pos.Z) > (4000<<4))
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return 0;
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NewStateGroup(actor, u->ActorActionSet->Special[1]);
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@ -1035,7 +1035,7 @@ int DoRipper2MoveHang(DSWActor* actor)
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u->WaitTics = 0; // Double jump
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// hang flush with the wall
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sp->ang = NORM_ANGLE(getangle(u->coll.hitWall->delta()) - 512);
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actor->spr.ang = NORM_ANGLE(getangle(u->coll.hitWall->delta()) - 512);
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return 0;
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}
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@ -1082,16 +1082,16 @@ int DoRipper2BeginJumpAttack(DSWActor* actor)
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SPRITEp psp = &u->targetActor->s();
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short tang;
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tang = getangle(psp->pos.X - sp->pos.X, psp->pos.Y - sp->pos.Y);
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tang = getangle(psp->pos.X - actor->spr.pos.X, psp->pos.Y - actor->spr.pos.Y);
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// Always jump at player if mad.
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Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7),
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0, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
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if (coll.type != kHitNone)
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sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6));
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actor->spr.ang = NORM_ANGLE((actor->spr.ang + 1024) + (RANDOM_NEG(256, 6) >> 6));
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else
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sp->ang = NORM_ANGLE(tang);
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actor->spr.ang = NORM_ANGLE(tang);
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DoActorSetSpeed(actor, FAST_SPEED);
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@ -1200,7 +1200,7 @@ int DoRipper2RipHeart(DSWActor* actor)
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u->WaitTics = 6 * 120;
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// player face ripper2
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tsp->ang = getangle(sp->pos.X - tsp->pos.X, sp->pos.Y - tsp->pos.Y);
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tsp->ang = getangle(actor->spr.pos.X - tsp->pos.X, actor->spr.pos.Y - tsp->pos.Y);
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return 0;
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}
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@ -1274,7 +1274,7 @@ int DoRipper2Move(DSWActor* actor)
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (sp->hitag == TAG_SWARMSPOT && sp->lotag == 1)
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if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
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DoCheckSwarm(actor);
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if (u->scale_speed)
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