mirror of
https://github.com/ZDoom/raze-gles.git
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- tabified MoveDude
# Conflicts: # source/games/blood/src/actor.cpp
This commit is contained in:
parent
8c01c363a9
commit
29c2e68270
1 changed files with 70 additions and 63 deletions
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@ -4835,24 +4835,24 @@ int MoveThing(DBloodActor* actor)
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//
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//---------------------------------------------------------------------------
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void MoveDude(DBloodActor *actor)
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void MoveDude(DBloodActor* actor)
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{
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auto const pSprite = &actor->s();
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auto const pXSprite = &actor->x();
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PLAYER *pPlayer = nullptr;
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if (actor->IsPlayerActor()) pPlayer = &gPlayer[pSprite->type-kDudePlayer1];
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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PLAYER* pPlayer = nullptr;
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if (actor->IsPlayerActor()) pPlayer = &gPlayer[pSprite->type - kDudePlayer1];
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if (!(pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
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{
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Printf(PRINT_HIGH, "%d: pSprite->type >= kDudeBase && pSprite->type < kDudeMax", pSprite->type);
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return;
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}
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int bz = (bottom-pSprite->z)/4;
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int tz = (pSprite->z-top)/4;
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int wd = pSprite->clipdist<<2;
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int bz = (bottom - pSprite->z) / 4;
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int tz = (pSprite->z - top) / 4;
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int wd = pSprite->clipdist << 2;
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int nSector = pSprite->sectnum;
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int nAiStateType = (pXSprite->aiState) ? pXSprite->aiState->stateType : -1;
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@ -4862,8 +4862,8 @@ void MoveDude(DBloodActor *actor)
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{
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if (pPlayer && gNoClip)
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{
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pSprite->x += actor->xvel()>>12;
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pSprite->y += actor->yvel()>>12;
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pSprite->x += actor->xvel() >> 12;
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pSprite->y += actor->yvel() >> 12;
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if (!FindSector(pSprite->x, pSprite->y, &nSector))
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nSector = pSprite->sectnum;
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}
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@ -4871,12 +4871,12 @@ void MoveDude(DBloodActor *actor)
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{
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short bakCstat = pSprite->cstat;
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pSprite->cstat &= ~257;
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actor->hit().hit = ClipMove(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, actor->xvel()>>12, actor->yvel()>>12, wd, tz, bz, CLIPMASK0);
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actor->hit().hit = ClipMove(&pSprite->x, &pSprite->y, &pSprite->z, &nSector, actor->xvel() >> 12, actor->yvel() >> 12, wd, tz, bz, CLIPMASK0);
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if (nSector == -1)
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{
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nSector = pSprite->sectnum;
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if (pSprite->statnum == kStatDude || pSprite->statnum == kStatThing)
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actDamageSprite(pSprite->index, pSprite, kDamageFall, 1000<<4);
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actDamageSprite(pSprite->index, pSprite, kDamageFall, 1000 << 4);
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}
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if (sector[nSector].type >= kSectorPath && sector[nSector].type <= kSectorRotate)
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@ -4891,7 +4891,7 @@ void MoveDude(DBloodActor *actor)
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pSprite->cstat = bakCstat;
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}
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Collision coll = actor->hit().hit;
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switch (actor->hit().hit&0xc000)
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switch (actor->hit().hit & 0xc000)
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{
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case kHitSprite:
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{
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@ -4900,20 +4900,20 @@ void MoveDude(DBloodActor *actor)
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auto Owner = coll.actor->GetOwner();
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if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags&32) && actor != Owner)
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if (pHitSprite->statnum == kStatProjectile && !(pHitSprite->flags & 32) && actor != Owner)
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{
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HITINFO hitInfo = gHitInfo;
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gHitInfo.hitsprite = pSprite->index;
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actImpactMissile(actor, 3);
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gHitInfo = hitInfo;
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}
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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if (!gModernMap && pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
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trTriggerSprite(coll.actor, kCmdSpriteTouch);
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#else
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#else
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if (pHitXSprite && pHitXSprite->Touch && !pHitXSprite->state && !pHitXSprite->isTriggered)
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trTriggerSprite(coll.actor, kCmdSpriteTouch);
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#endif
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#endif
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if (pDudeInfo->lockOut && pHitXSprite && pHitXSprite->Push && !pHitXSprite->key && !pHitXSprite->DudeLockout && !pHitXSprite->state && !pHitXSprite->busy && !pPlayer)
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trTriggerSprite(coll.actor, kCmdSpritePush);
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@ -4923,8 +4923,8 @@ void MoveDude(DBloodActor *actor)
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case kHitWall:
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{
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int nHitWall = coll.index;
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walltype *pHitWall = &wall[nHitWall];
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XWALL *pHitXWall = nullptr;
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walltype* pHitWall = &wall[nHitWall];
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XWALL* pHitXWall = nullptr;
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if (pHitWall->extra > 0) pHitXWall = &xwall[pHitWall->extra];
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if (pDudeInfo->lockOut && pHitXWall && pHitXWall->triggerPush && !pHitXWall->key && !pHitXWall->dudeLockout && !pHitXWall->state && !pHitXWall->busy && !pPlayer)
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@ -4932,8 +4932,8 @@ void MoveDude(DBloodActor *actor)
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if (pHitWall->nextsector != -1)
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{
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sectortype *pHitSector = §or[pHitWall->nextsector];
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XSECTOR *pHitXSector = nullptr;
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sectortype* pHitSector = §or[pHitWall->nextsector];
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XSECTOR* pHitXSector = nullptr;
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if (pHitSector->extra > 0)
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pHitXSector = &xsector[pHitSector->extra];
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@ -4958,7 +4958,7 @@ void MoveDude(DBloodActor *actor)
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if (pSprite->sectnum != nSector)
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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XSECTOR *pXSector;
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XSECTOR* pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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@ -4967,10 +4967,10 @@ void MoveDude(DBloodActor *actor)
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if (pXSector && pXSector->Exit && (pPlayer || !pXSector->dudeLockout))
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trTriggerSector(pSprite->sectnum, pXSector, kCmdSectorExit);
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ChangeSpriteSect(pSprite->index, nSector);
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nXSector = sector[nSector].extra;
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pXSector = (nXSector > 0) ? &xsector[nXSector] : nullptr;
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if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout))
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if (pXSector && pXSector->Enter && (pPlayer || !pXSector->dudeLockout))
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{
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if (sector[nSector].type == kSectorTeleport)
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pXSector->data = pPlayer ? pSprite->index : -1;
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@ -4983,7 +4983,7 @@ void MoveDude(DBloodActor *actor)
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int bDepth = 0;
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if (sector[nSector].extra > 0)
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{
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XSECTOR *pXSector = &xsector[sector[nSector].extra];
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XSECTOR* pXSector = &xsector[sector[nSector].extra];
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if (pXSector->Underwater) bUnderwater = 1;
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if (pXSector->Depth) bDepth = 1;
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}
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@ -4992,10 +4992,10 @@ void MoveDude(DBloodActor *actor)
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if (pUpperLink && (pUpperLink->s().type == kMarkerUpWater || pUpperLink->s().type == kMarkerUpGoo)) bDepth = 1;
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if (pLowerLink && (pLowerLink->s().type == kMarkerLowWater || pLowerLink->s().type == kMarkerLowGoo)) bDepth = 1;
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if (pPlayer) wd += 16;
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if (actor->zvel()) pSprite->z += actor->zvel()>>8;
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if (actor->zvel()) pSprite->z += actor->zvel() >> 8;
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int ceilZ, ceilHit, floorZ, floorHit;
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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GetActorExtents(actor, &top, &bottom);
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if (pSprite->flags & 2)
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@ -5007,7 +5007,7 @@ void MoveDude(DBloodActor *actor)
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{
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int cz = getceilzofslope(nSector, pSprite->x, pSprite->y);
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if (cz > top)
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vc += ((bottom-cz)*-80099) / (bottom-top);
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vc += ((bottom - cz) * -80099) / (bottom - top);
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else
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vc = 0;
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}
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{
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int fz = getflorzofslope(nSector, pSprite->x, pSprite->y);
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if (fz < bottom)
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vc += ((bottom-fz)*-80099) / (bottom-top);
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vc += ((bottom - fz) * -80099) / (bottom - top);
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}
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}
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else
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}
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if (vc)
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{
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pSprite->z += ((vc*4)/2)>>8;
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pSprite->z += ((vc * 4) / 2) >> 8;
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actor->zvel() += vc;
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}
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}
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int nLink = CheckLink(pSprite);
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if (nLink)
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{
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, wd, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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if (pPlayer)
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playerCorrectInertia(pPlayer, &oldpos);
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switch (nLink)
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switch (nLink)
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{
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case kMarkerLowStack:
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if (pPlayer == gView)
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case kMarkerLowWater:
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case kMarkerLowGoo:
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pXSprite->medium = kMediumNormal;
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if (pPlayer)
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if (pPlayer)
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{
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pPlayer->posture = 0;
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pPlayer->bubbleTime = 0;
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if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
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if (!pPlayer->cantJump && (pPlayer->input.actions & SB_JUMP))
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{
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actor->zvel() = -0x6aaaa;
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pPlayer->cantJump = 1;
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}
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sfxPlay3DSound(pSprite, 721, -1, 0);
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}
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else
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}
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else
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{
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switch (pSprite->type)
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switch (pSprite->type)
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{
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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aiNewState(&bloodActors[pXSprite->reference], &cultistGoto);
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break;
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case kDudeGillBeast:
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aiNewState(&bloodActors[pXSprite->reference], &gillBeastGoto);
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pSprite->flags |= 6;
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break;
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case kDudeBoneEel:
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actKillDude(pSprite->index, pSprite, kDamageFall, 1000<<4);
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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aiNewState(&bloodActors[pXSprite->reference], &cultistGoto);
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break;
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case kDudeGillBeast:
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aiNewState(&bloodActors[pXSprite->reference], &gillBeastGoto);
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pSprite->flags |= 6;
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break;
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case kDudeBoneEel:
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actKillDude(pSprite->index, pSprite, kDamageFall, 1000 << 4);
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break;
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}
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@ -5098,7 +5098,7 @@ void MoveDude(DBloodActor *actor)
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case kMarkerUpGoo:
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{
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int chance = 0xa00; int medium = kMediumWater;
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if (nLink == kMarkerUpGoo){
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if (nLink == kMarkerUpGoo) {
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medium = kMediumGoo;
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chance = 0x400;
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}
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if (pPlayer)
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{
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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// look for palette in data2 of marker. If value <= 0, use default ones.
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if (gModernMap) {
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if (gModernMap)
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{
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pPlayer->nWaterPal = 0;
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auto pUpper = getUpperLink(nSector);
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if (pUpper && pUpper->hasX()) pPlayer->nWaterPal = pUpper->x().data2;
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}
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else
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{
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switch (pSprite->type)
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switch (pSprite->type)
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{
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case kDudeCultistTommy:
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case kDudeCultistShotgun:
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@ -5207,7 +5208,7 @@ void MoveDude(DBloodActor *actor)
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{
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int floorZ2 = floorZ;
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int floorHit2 = floorHit;
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist<<2, CLIPMASK0, PARALLAXCLIP_CEILING|PARALLAXCLIP_FLOOR);
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GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, pSprite->clipdist << 2, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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if (bottom <= floorZ && pSprite->z - floorZ2 < bz)
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{
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floorZ = floorZ2;
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if (floorZ <= bottom)
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{
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actor->hit().florhit = floorHit;
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pSprite->z += floorZ-bottom;
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int v30 = actor->zvel()-velFloor[pSprite->sectnum];
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pSprite->z += floorZ - bottom;
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int v30 = actor->zvel() - velFloor[pSprite->sectnum];
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if (v30 > 0)
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{
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int vax = actFloorBounceVector((int*)&actor->xvel(), (int*)&actor->yvel(), (int*)&v30, pSprite->sectnum, 0);
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@ -5227,12 +5228,12 @@ void MoveDude(DBloodActor *actor)
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{
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pPlayer->fallScream = 0;
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if (nDamage > (15<<4) && (pSprite->flags&4))
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if (nDamage > (15 << 4) && (pSprite->flags & 4))
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playerLandingSound(pPlayer);
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if (nDamage > (30<<4))
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if (nDamage > (30 << 4))
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sfxPlay3DSound(pSprite, 701, 0, 0);
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}
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nDamage -= 100<<4;
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nDamage -= 100 << 4;
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if (nDamage > 0)
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actDamageSprite(actor, actor, kDamageFall, nDamage);
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actor->zvel() = v30;
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@ -5252,7 +5253,7 @@ void MoveDude(DBloodActor *actor)
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break;
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case kSurfLava:
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{
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spritetype *pFX = gFX.fxSpawn(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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spritetype* pFX = gFX.fxSpawn(FX_10, pSprite->sectnum, pSprite->x, pSprite->y, floorZ, 0);
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if (pFX)
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{
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for (int i = 0; i < 7; i++)
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@ -5278,23 +5279,23 @@ void MoveDude(DBloodActor *actor)
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{
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actor->hit().florhit = 0;
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if (pSprite->flags&2)
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if (pSprite->flags & 2)
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pSprite->flags |= 4;
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}
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if (top <= ceilZ)
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{
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actor->hit().ceilhit = ceilHit;
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pSprite->z += ClipLow(ceilZ-top, 0);
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pSprite->z += ClipLow(ceilZ - top, 0);
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if (actor->zvel() <= 0 && (pSprite->flags&4))
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if (actor->zvel() <= 0 && (pSprite->flags & 4))
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actor->zvel() = MulScale(-actor->zvel(), 0x2000, 16);
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}
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else
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actor->hit().ceilhit = 0;
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GetActorExtents(actor,&top,&bottom);
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GetActorExtents(actor, &top, &bottom);
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pXSprite->height = ClipLow(floorZ-bottom, 0)>>8;
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pXSprite->height = ClipLow(floorZ - bottom, 0) >> 8;
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if (actor->xvel() || actor->yvel())
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{
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Collision coll = floorHit;
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@ -5324,6 +5325,12 @@ void MoveDude(DBloodActor *actor)
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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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//---------------------------------------------------------------------------
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int MoveMissile(spritetype *pSprite)
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{
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int nXSprite = pSprite->extra;
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