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Fix player taunt frequency (and there was much rejoicing)
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979f40f900
commit
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1 changed files with 29 additions and 28 deletions
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@ -1807,43 +1807,44 @@ void runlist_DamageEnemy(int nSprite, int nSprite2, short nDamage)
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}
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short nRun = sprite[nSprite].owner;
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if (nRun <= -1) {
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return;
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}
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short nPreCreaturesLeft = nCreaturesLeft;
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runlist_SendMessageToRunRec(nRun, (nSprite2 & 0xFFFF) | 0x80000, nDamage * 4);
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if (nCreaturesLeft <= 0) {
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return;
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}
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if (sprite[nSprite2].statnum != 100) {
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return;
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}
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short nPlayer = GetPlayerFromSprite(nSprite2);
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nTauntTimer[nPlayer]--;
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if (nTauntTimer[nPlayer] <= 0)
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// is there now one less creature? (has one died)
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if (nPreCreaturesLeft > nCreaturesLeft)
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{
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// Do a taunt
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int nPlayerSprite = PlayerList[nPlayer].nSprite;
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int nSector = sprite[nPlayerSprite].sectnum;
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if (!(SectFlag[nSector] & kSectUnderwater))
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{
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int ebx = 0x4000;
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if (nPlayer == nLocalPlayer) {
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ebx = 0x6000;
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}
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int nDopSprite = nDoppleSprite[nPlayer];
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D3PlayFX(StaticSound[kSoundTauntStart + (RandomSize(3) % 5)], nDopSprite | ebx);
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if (sprite[nSprite2].statnum != 100) {
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return;
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}
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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short nPlayer = GetPlayerFromSprite(nSprite2);
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nTauntTimer[nPlayer]--;
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if (nTauntTimer[nPlayer] <= 0)
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{
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// Do a taunt
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int nPlayerSprite = PlayerList[nPlayer].nSprite;
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int nSector = sprite[nPlayerSprite].sectnum;
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if (!(SectFlag[nSector] & kSectUnderwater))
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{
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int ebx = 0x4000;
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if (nPlayer == nLocalPlayer) {
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ebx = 0x6000;
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}
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int nDopSprite = nDoppleSprite[nPlayer];
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D3PlayFX(StaticSound[kSoundTauntStart + (RandomSize(3) % 5)], nDopSprite | ebx);
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}
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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}
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}
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}
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END_PS_NS
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