mirror of
https://github.com/ZDoom/qzdoom.git
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216 lines
6.3 KiB
C++
216 lines
6.3 KiB
C++
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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static FRandom pr_fogspawn ("FogSpawn");
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void A_FogSpawn (AActor *);
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void A_FogMove (AActor *);
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// Fog Spawner --------------------------------------------------------------
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class AFogSpawner : public AActor
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{
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DECLARE_ACTOR (AFogSpawner, AActor)
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};
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FState AFogSpawner::States[] =
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{
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#define S_SPAWNFOG1 0
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S_NORMAL (TNT1, 'A', 20, A_FogSpawn , &States[S_SPAWNFOG1]),
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};
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IMPLEMENT_ACTOR (AFogSpawner, Hexen, 10000, 0)
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PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_RenderFlags (RF_INVISIBLE)
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PROP_SpawnState (S_SPAWNFOG1)
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END_DEFAULTS
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// Small Fog Patch ----------------------------------------------------------
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class AFogPatchSmall : public AActor
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{
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DECLARE_ACTOR (AFogPatchSmall, AActor)
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};
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FState AFogPatchSmall::States[] =
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{
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#define S_FOGPATCHS1 0
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S_NORMAL (FOGS, 'A', 7, A_FogMove , &States[S_FOGPATCHS1+1]),
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S_NORMAL (FOGS, 'B', 7, A_FogMove , &States[S_FOGPATCHS1+2]),
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S_NORMAL (FOGS, 'C', 7, A_FogMove , &States[S_FOGPATCHS1+3]),
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S_NORMAL (FOGS, 'D', 7, A_FogMove , &States[S_FOGPATCHS1+4]),
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S_NORMAL (FOGS, 'E', 7, A_FogMove , &States[S_FOGPATCHS1]),
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#define S_FOGPATCHS0 (S_FOGPATCHS1+5)
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S_NORMAL (FOGS, 'E', 5, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AFogPatchSmall, Hexen, 10001, 0)
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PROP_SpeedFixed (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (S_FOGPATCHS1)
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PROP_DeathState (S_FOGPATCHS0)
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END_DEFAULTS
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// Medium Fog Patch ---------------------------------------------------------
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class AFogPatchMedium : public AActor
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{
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DECLARE_ACTOR (AFogPatchMedium, AActor)
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};
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FState AFogPatchMedium::States[] =
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{
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#define S_FOGPATCHM1 0
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S_NORMAL (FOGM, 'A', 7, A_FogMove , &States[S_FOGPATCHM1+1]),
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S_NORMAL (FOGM, 'B', 7, A_FogMove , &States[S_FOGPATCHM1+2]),
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S_NORMAL (FOGM, 'C', 7, A_FogMove , &States[S_FOGPATCHM1+3]),
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S_NORMAL (FOGM, 'D', 7, A_FogMove , &States[S_FOGPATCHM1+4]),
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S_NORMAL (FOGM, 'E', 7, A_FogMove , &States[S_FOGPATCHM1]),
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#define S_FOGPATCHM0 (S_FOGPATCHM1+5)
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S_NORMAL (FOGS, 'A', 5, NULL , &States[S_FOGPATCHM0+1]),
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S_NORMAL (FOGS, 'B', 5, NULL , &States[S_FOGPATCHM0+2]),
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S_NORMAL (FOGS, 'C', 5, NULL , &States[S_FOGPATCHM0+3]),
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S_NORMAL (FOGS, 'D', 5, NULL , &States[S_FOGPATCHM0+4]),
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S_NORMAL (FOGS, 'E', 5, NULL , &AFogPatchSmall::States[S_FOGPATCHS0]),
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};
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IMPLEMENT_ACTOR (AFogPatchMedium, Hexen, 10002, 0)
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PROP_SpeedFixed (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (S_FOGPATCHM1)
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PROP_DeathState (S_FOGPATCHM0)
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END_DEFAULTS
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// Large Fog Patch ----------------------------------------------------------
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class AFogPatchLarge : public AActor
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{
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DECLARE_ACTOR (AFogPatchLarge, AActor)
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};
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FState AFogPatchLarge::States[] =
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{
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#define S_FOGPATCHL1 0
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S_NORMAL (FOGL, 'A', 7, A_FogMove , &States[S_FOGPATCHL1+1]),
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S_NORMAL (FOGL, 'B', 7, A_FogMove , &States[S_FOGPATCHL1+2]),
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S_NORMAL (FOGL, 'C', 7, A_FogMove , &States[S_FOGPATCHL1+3]),
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S_NORMAL (FOGL, 'D', 7, A_FogMove , &States[S_FOGPATCHL1+4]),
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S_NORMAL (FOGL, 'E', 7, A_FogMove , &States[S_FOGPATCHL1]),
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#define S_FOGPATCHL0 (S_FOGPATCHL1+5)
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S_NORMAL (FOGM, 'A', 4, NULL , &States[S_FOGPATCHL0+1]),
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S_NORMAL (FOGM, 'B', 4, NULL , &States[S_FOGPATCHL0+2]),
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S_NORMAL (FOGM, 'C', 4, NULL , &States[S_FOGPATCHL0+3]),
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S_NORMAL (FOGM, 'D', 4, NULL , &States[S_FOGPATCHL0+4]),
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S_NORMAL (FOGM, 'E', 4, NULL , &AFogPatchMedium::States[S_FOGPATCHM0]),
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};
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IMPLEMENT_ACTOR (AFogPatchLarge, Hexen, 10003, 0)
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PROP_SpeedFixed (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (S_FOGPATCHL1)
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PROP_DeathState (S_FOGPATCHL0)
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END_DEFAULTS
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//==========================================================================
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// Fog Variables:
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//
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// args[0] Speed (0..10) of fog
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// args[1] Angle of spread (0..128)
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// args[2] Frequency of spawn (1..10)
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// args[3] Lifetime countdown
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// args[4] Boolean: fog moving?
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// special1 Internal: Counter for spawn frequency
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// special2 Internal: Index into floatbob table
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//
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//==========================================================================
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//==========================================================================
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//
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// A_FogSpawn
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//
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//==========================================================================
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void A_FogSpawn (AActor *actor)
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{
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static const TypeInfo *fogs[3] =
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{
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RUNTIME_CLASS(AFogPatchSmall),
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RUNTIME_CLASS(AFogPatchMedium),
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RUNTIME_CLASS(AFogPatchLarge)
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};
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AActor *mo=NULL;
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angle_t delta;
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if (actor->special1-- > 0) return;
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actor->special1 = actor->args[2]; // Reset frequency count
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mo = Spawn (fogs[pr_fogspawn()%3], actor->x, actor->y, actor->z);
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if (mo)
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{
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delta = actor->args[1];
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if (delta==0) delta=1;
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mo->angle = actor->angle + (((pr_fogspawn()%delta)-(delta>>1))<<24);
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mo->target = actor;
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if (actor->args[0] < 1) actor->args[0] = 1;
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mo->args[0] = (pr_fogspawn() % (actor->args[0]))+1; // Random speed
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mo->args[3] = actor->args[3]; // Set lifetime
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mo->args[4] = 1; // Set to moving
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mo->special2 = pr_fogspawn()&63;
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}
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}
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//==========================================================================
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//
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// A_FogMove
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//
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//==========================================================================
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void A_FogMove (AActor *actor)
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{
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int speed = actor->args[0]<<FRACBITS;
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angle_t angle;
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int weaveindex;
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if (!(actor->args[4])) return;
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if (actor->args[3]-- <= 0)
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{
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actor->SetStateNF (actor->DeathState);
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return;
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}
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if ((actor->args[3] % 4) == 0)
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{
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weaveindex = actor->special2;
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actor->z += FloatBobOffsets[weaveindex]>>1;
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actor->special2 = (weaveindex+1)&63;
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}
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->momx = FixedMul(speed, finecosine[angle]);
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actor->momy = FixedMul(speed, finesine[angle]);
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}
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