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- consolidated some nearly identical code repetitions in Hexen's attack functions.
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c390b98966
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4bb0ca5889
3 changed files with 45 additions and 88 deletions
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@ -36,26 +36,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
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damage = 25+(pr_maceatk()&15);
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damage = 25+(pr_maceatk()&15);
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for (i = 0; i < 16; i++)
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for (i = 0; i < 16; i++)
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{
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{
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angle = player->mo->angle+i*(ANG45/16);
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for (int j = 1; j >= -1; j -= 2)
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slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
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if (linetarget)
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{
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{
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P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
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angle = player->mo->angle + j*i*(ANG45 / 16);
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if (linetarget != NULL)
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slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE, &linetarget);
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if (linetarget)
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{
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{
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AdjustPlayerAngle (player->mo, linetarget);
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P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
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goto macedone;
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if (linetarget != NULL)
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}
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{
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}
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AdjustPlayerAngle(player->mo, linetarget);
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angle = player->mo->angle-i*(ANG45/16);
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goto macedone;
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slope = P_AimLineAttack (player->mo, angle, 2*MELEERANGE, &linetarget);
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}
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if (linetarget)
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{
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P_LineAttack (player->mo, angle, 2*MELEERANGE, slope, damage, NAME_Melee, hammertime, true, &linetarget);
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if (linetarget != NULL)
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{
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AdjustPlayerAngle (player->mo, linetarget);
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goto macedone;
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}
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}
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}
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}
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}
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}
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@ -70,60 +70,38 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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puff = PClass::FindActor("CStaffPuff");
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puff = PClass::FindActor("CStaffPuff");
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for (i = 0; i < 3; i++)
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for (i = 0; i < 3; i++)
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{
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{
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angle = pmo->angle + i*(ANG45 / 16);
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for (int j = 1; j >= -1; j -= 2)
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slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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{
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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angle = pmo->angle + j*i*(ANG45 / 16);
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if (linetarget != NULL)
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slope = P_AimLineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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{
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pmo->angle = pmo->AngleTo(linetarget);
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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if (linetarget != NULL)
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&& (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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{
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newLife = player->health + (damage >> 3);
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pmo->angle = pmo->AngleTo(linetarget);
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newLife = newLife > max ? max : newLife;
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if (((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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if (newLife > player->health)
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&& (!(linetarget->flags2&(MF2_DORMANT | MF2_INVULNERABLE))))
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{
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{
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pmo->health = player->health = newLife;
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newLife = player->health + (damage >> 3);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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if (weapon != NULL)
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{
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FState * newstate = weapon->FindState("Drain");
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if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
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}
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}
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}
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if (weapon != NULL)
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if (weapon != NULL)
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{
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{
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FState * newstate = weapon->FindState("Drain");
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weapon->DepleteAmmo(weapon->bAltFire, false);
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if (newstate != NULL) P_SetPsprite(player, ps_weapon, newstate);
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}
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}
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}
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}
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if (weapon != NULL)
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return 0;
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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}
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}
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break;
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}
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angle = pmo->angle - i*(ANG45 / 16);
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slope = P_AimLineAttack(player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack(pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, puff, false, &linetarget);
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if (linetarget != NULL)
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{
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pmo->angle = pmo->AngleTo(linetarget);
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if ((linetarget->player && (!linetarget->IsTeammate(pmo) || level.teamdamage != 0)) || linetarget->flags3&MF3_ISMONSTER)
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{
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newLife = player->health + (damage >> 4);
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newLife = newLife > max ? max : newLife;
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if (newLife > player->health)
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{
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pmo->health = player->health = newLife;
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}
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P_SetPsprite(player, ps_weapon, weapon->FindState("Drain"));
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}
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if (weapon != NULL)
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{
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weapon->DepleteAmmo(weapon->bAltFire, false);
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}
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}
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break;
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}
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}
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}
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}
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return 0;
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return 0;
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@ -236,36 +236,23 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
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}
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}
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for (i = 0; i < 16; i++)
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for (i = 0; i < 16; i++)
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{
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{
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angle = pmo->angle+i*(ANG45/16);
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for (int j = 1; j >= -1; j -= 2)
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slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
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if (linetarget)
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{
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{
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P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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angle = pmo->angle + j*i*(ANG45 / 16);
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if (linetarget != NULL)
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slope = P_AimLineAttack(pmo, angle, AXERANGE, &linetarget);
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if (linetarget)
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{
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{
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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P_LineAttack(pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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if (linetarget != NULL)
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{
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{
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P_ThrustMobj (linetarget, angle, power);
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if (linetarget->flags3&MF3_ISMONSTER || linetarget->player)
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{
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P_ThrustMobj(linetarget, angle, power);
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}
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AdjustPlayerAngle(pmo, linetarget);
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useMana++;
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goto axedone;
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}
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}
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AdjustPlayerAngle (pmo, linetarget);
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useMana++;
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goto axedone;
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}
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}
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, AXERANGE, &linetarget);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, AXERANGE, slope, damage, NAME_Melee, pufftype, true, &linetarget);
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if (linetarget != NULL)
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{
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if (linetarget->flags3&MF3_ISMONSTER)
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{
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P_ThrustMobj (linetarget, angle, power);
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}
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AdjustPlayerAngle (pmo, linetarget);
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useMana++;
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goto axedone;
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}
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}
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}
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}
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}
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}
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