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5875e91f39
Only things left here are accesses to AActor::ceilingz and radius in A_PainShootSkull, plus scaleX and scaleY in the ScriptedMarine sprite setting code. Most is still using wrapper functions around the fixed point versions.
42 lines
791 B
C++
42 lines
791 B
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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*/
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//
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// A_KeenDie
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// DOOM II special, map 32.
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// Uses special tag 666 by default.
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT_OPT(doortag) { doortag = 666; }
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A_Unblock(self, false);
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// scan the remaining thinkers to see if all Keens are dead
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AActor *other;
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TThinkerIterator<AActor> iterator;
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const PClass *matchClass = self->GetClass ();
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while ( (other = iterator.Next ()) )
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{
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if (other != self && other->health > 0 && other->IsA (matchClass))
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{
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// other Keen not dead
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return 0;
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}
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}
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EV_DoDoor (DDoor::doorOpen, NULL, NULL, doortag, 2., 0, 0, 0);
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return 0;
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}
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