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https://github.com/DrBeef/Raze.git
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- access FishList through a pointer.
To make the following commmit more readably.
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parent
5d7d4ce496
commit
f8cab790d4
1 changed files with 61 additions and 53 deletions
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@ -102,7 +102,8 @@ void InitFishes()
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void BuildFishLimb(short nFish, short edx)
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{
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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int nFree = FishChunk.Reserve(1);
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@ -220,6 +221,7 @@ void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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{
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int nFish = FishList.Reserve(1);
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auto pSprite = &sprite[nSprite];
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auto pActor = &FishList[nFish];
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if (nSprite == -1)
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{
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@ -259,22 +261,23 @@ void BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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// GrabTimeSlot(3);
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FishList[nFish].nAction = 0;
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FishList[nFish].nHealth = 200;
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FishList[nFish].nSprite = nSprite;
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FishList[nFish].nTarget = -1;
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FishList[nFish].nCount = 60;
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FishList[nFish].nFrame = 0;
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pActor->nAction = 0;
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pActor->nHealth = 200;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->nCount = 60;
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pActor->nFrame = 0;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nFish, 0x120000);
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FishList[nFish].nRun = runlist_AddRunRec(NewRun, nFish, 0x120000);
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pActor->nRun = runlist_AddRunRec(NewRun, nFish, 0x120000);
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nCreaturesTotal++;
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}
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void IdleFish(short nFish, short edx)
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{
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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pSprite->ang += (256 - RandomSize(9)) + 1024;
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@ -283,8 +286,8 @@ void IdleFish(short nFish, short edx)
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pSprite->xvel = bcos(pSprite->ang, -8);
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pSprite->yvel = bsin(pSprite->ang, -8);
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FishList[nFish].nAction = 0;
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FishList[nFish].nFrame = 0;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pSprite->zvel = RandomSize(9);
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@ -302,12 +305,13 @@ void IdleFish(short nFish, short edx)
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void DestroyFish(short nFish)
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{
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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runlist_DoSubRunRec(pSprite->owner);
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runlist_FreeRun(pSprite->lotag - 1);
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runlist_SubRunRec(FishList[nFish].nRun);
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runlist_SubRunRec(pActor->nRun);
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mydeletesprite(nSprite);
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}
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@ -317,9 +321,10 @@ void AIFish::Draw(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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short nAction = FishList[nFish].nAction;
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auto pActor = &FishList[nFish];
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, FishList[nFish].nFrame, FishSeq[nAction].b);
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
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ev->pTSprite->owner = -1;
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return;
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}
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@ -327,9 +332,10 @@ void AIFish::Draw(RunListEvent* ev)
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void AIFish::RadialDamage(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nSprite = pActor->nSprite;
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if (FishList[nFish].nHealth <= 0) {
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if (pActor->nHealth <= 0) {
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return;
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}
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else
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@ -339,7 +345,7 @@ void AIFish::RadialDamage(RunListEvent* ev)
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return;
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}
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FishList[nFish].nCount = 10;
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pActor->nCount = 10;
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}
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// fall through
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Damage(ev);
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@ -349,18 +355,19 @@ void AIFish::Damage(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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short nAction = FishList[nFish].nAction;
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (!ev->nDamage) {
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return;
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}
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FishList[nFish].nHealth -= dmgAdjust(ev->nDamage);
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if (FishList[nFish].nHealth <= 0)
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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{
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FishList[nFish].nHealth = 0;
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pActor->nHealth = 0;
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nCreaturesKilled++;
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pSprite->cstat &= 0xFEFE;
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@ -377,8 +384,8 @@ void AIFish::Damage(RunListEvent* ev)
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}
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else
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{
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FishList[nFish].nAction = 9;
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FishList[nFish].nFrame = 0;
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pActor->nAction = 9;
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pActor->nFrame = 0;
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}
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return;
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@ -388,12 +395,12 @@ void AIFish::Damage(RunListEvent* ev)
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short nTarget = ev->nParam;
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if (nTarget >= 0 && sprite[nTarget].statnum < 199)
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{
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FishList[nFish].nTarget = nTarget;
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pActor->nTarget = nTarget;
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}
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FishList[nFish].nAction = 4;
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FishList[nFish].nFrame = 0;
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FishList[nFish].nCount += 10;
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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->nCount += 10;
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}
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}
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@ -401,8 +408,9 @@ void AIFish::Tick(RunListEvent* ev)
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{
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short nFish = RunData[ev->nRun].nObjIndex;
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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short nAction = FishList[nFish].nAction;
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short nSprite = FishList[nFish].nSprite;
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auto pActor = &FishList[nFish];
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
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@ -412,16 +420,16 @@ void AIFish::Tick(RunListEvent* ev)
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, FishList[nFish].nFrame);
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, FishList[nFish].nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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FishList[nFish].nFrame++;
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if (FishList[nFish].nFrame >= SeqSize[nSeq]) {
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FishList[nFish].nFrame = 0;
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq]) {
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pActor->nFrame = 0;
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}
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short nTarget = FishList[nFish].nTarget;
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short nTarget = pActor->nTarget;
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switch (nAction)
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{
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@ -430,20 +438,20 @@ void AIFish::Tick(RunListEvent* ev)
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case 0:
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{
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FishList[nFish].nCount--;
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if (FishList[nFish].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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nTarget = FindPlayer(nSprite, 60);
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if (nTarget >= 0)
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{
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FishList[nFish].nTarget = nTarget;
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FishList[nFish].nAction = 2;
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FishList[nFish].nFrame = 0;
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pActor->nTarget = nTarget;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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int nAngle = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].z - pSprite->z);
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pSprite->zvel = bsin(nAngle, -5);
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FishList[nFish].nCount = RandomSize(6) + 90;
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pActor->nCount = RandomSize(6) + 90;
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}
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else
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{
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@ -460,8 +468,8 @@ void AIFish::Tick(RunListEvent* ev)
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case 2:
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case 3:
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{
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FishList[nFish].nCount--;
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if (FishList[nFish].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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IdleFish(nFish, 0);
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return;
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@ -491,7 +499,7 @@ void AIFish::Tick(RunListEvent* ev)
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case 4:
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{
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if (FishList[nFish].nFrame == 0)
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if (pActor->nFrame == 0)
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{
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IdleFish(nFish, 0);
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}
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@ -505,7 +513,7 @@ void AIFish::Tick(RunListEvent* ev)
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case 9:
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{
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if (FishList[nFish].nFrame == 0)
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if (pActor->nFrame == 0)
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{
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DestroyFish(nFish);
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}
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@ -541,8 +549,8 @@ void AIFish::Tick(RunListEvent* ev)
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{
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if (nAction == 3)
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{
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FishList[nFish].nAction = 2;
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FishList[nFish].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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return;
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}
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@ -557,16 +565,16 @@ void AIFish::Tick(RunListEvent* ev)
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{
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if (sprite[nMov & 0x3FFF].statnum == 100)
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{
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FishList[nFish].nTarget = nMov & 0x3FFF;
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pActor->nTarget = nMov & 0x3FFF;
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pSprite->ang = GetMyAngle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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if (nAction != 3)
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{
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FishList[nFish].nAction = 3;
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FishList[nFish].nFrame = 0;
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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if (!FishList[nFish].nFrame)
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if (!pActor->nFrame)
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{
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runlist_DamageEnemy(nTarget, nSprite, 2);
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}
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