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- detonate and movemasterswitch.
# Conflicts: # source/games/duke/src/actors.cpp
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parent
89d750c94f
commit
81717b54ee
3 changed files with 39 additions and 29 deletions
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@ -927,20 +927,17 @@ void moveflammable(DDukeActor* actor, int tire, int box, int pool)
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//
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//---------------------------------------------------------------------------
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void detonate(int i, int explosion)
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void detonate(DDukeActor *actor, int explosion)
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{
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auto spri = &sprite[i];
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auto actor = &hittype[i];
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auto t = &hittype[i].temp_data[0];
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auto spri = &actor->s;
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int* t = &actor->temp_data[0];
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earthquaketime = 16;
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int j;
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StatIterator itj(STAT_EFFECTOR);
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while ((j = itj.NextIndex()) >= 0)
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DukeStatIterator itj(STAT_EFFECTOR);
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while (auto effector = itj.Next())
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{
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auto sj = &sprite[j];
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auto effector = &hittype[j];
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if (spri->hitag == sj->hitag)
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auto sj = &effector->s;
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if (actor->s.hitag == sj->hitag)
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{
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if (sj->lotag == SE_13_EXPLOSIVE)
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{
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@ -964,15 +961,15 @@ void detonate(int i, int explosion)
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if ((t[3] == 1 && spri->xrepeat) || spri->lotag == -99)
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{
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int x = spri->extra;
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fi.spawn(i, explosion);
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fi.hitradius(i, seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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S_PlayActorSound(PIPEBOMB_EXPLODE, i);
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spawn(actor, explosion);
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fi.hitradius(actor->GetIndex(), seenineblastradius, x >> 2, x - (x >> 1), x - (x >> 2), x);
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S_PlayActorSound(PIPEBOMB_EXPLODE, actor);
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}
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if (spri->xrepeat)
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for (int x = 0; x < 8; x++) RANDOMSCRAP(spri, i);
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for (int x = 0; x < 8; x++) RANDOMSCRAP(actor);
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deletesprite(i);
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deletesprite(actor);
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}
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@ -982,23 +979,21 @@ void detonate(int i, int explosion)
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//
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//---------------------------------------------------------------------------
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void movemasterswitch(int i, int spectype1, int spectype2)
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void movemasterswitch(DDukeActor *actor, int spectype1, int spectype2)
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{
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auto spri = &sprite[i];
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auto t = &hittype[i].temp_data[0];
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auto spri = &actor->s;
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if (spri->yvel == 1)
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{
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spri->hitag--;
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if (spri->hitag <= 0)
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{
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operatesectors(spri->sectnum, i);
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operatesectors(spri->sectnum, actor);
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SectIterator it(spri->sectnum);
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int j;
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while ((j = it.NextIndex()) >= 0)
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DukeSectIterator it(spri->sectnum);
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while (auto effector = it.Next())
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{
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auto sj = &sprite[j];
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if (sj->statnum == 3)
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auto sj = &effector->s;
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if (sj->statnum == STAT_EFFECTOR)
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{
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switch (sj->lotag)
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{
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@ -1007,10 +1002,10 @@ void movemasterswitch(int i, int spectype1, int spectype2)
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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case SE_36_PROJ_SHOOTER:
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hittype[j].temp_data[0] = 1;
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effector->temp_data[0] = 1;
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break;
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case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
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hittype[j].temp_data[4] = 1;
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effector->temp_data[4] = 1;
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break;
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}
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}
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@ -1022,7 +1017,7 @@ void movemasterswitch(int i, int spectype1, int spectype2)
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}
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}
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}
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deletesprite(i);
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deletesprite(actor);
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}
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}
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}
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@ -260,4 +260,19 @@ inline int findplayer(DDukeActor* act, int* x)
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return findplayer(&act->s, x);
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}
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inline void operatesectors(int s, DDukeActor* i)
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{
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operatesectors(s, i->GetIndex());
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}
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inline void detonate(int i, int explosion)
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{
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detonate(&hittype[i], explosion);
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}
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inline void movemasterswitch(int i, int spectype1, int spectype2)
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{
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movemasterswitch(&hittype[i], spectype1, spectype2);
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}
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END_DUKE_NS
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@ -33,8 +33,8 @@ void ms(DDukeActor* i);
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void movecrane(DDukeActor* i, int crane);
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void movefountain(DDukeActor* i, int fountain);
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void moveflammable(DDukeActor* i, int tire, int box, int pool);
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void detonate(int i, int explosion);
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void movemasterswitch(int i, int spectype1, int spectype2);
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void detonate(DDukeActor* i, int explosion);
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void movemasterswitch(DDukeActor* i, int spectype1, int spectype2);
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void movetrash(int i);
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void movewaterdrip(int i, int drip);
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void movedoorshock(int i);
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