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- aiunicult.cpp is done.
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4 changed files with 29 additions and 11 deletions
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@ -3504,12 +3504,12 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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case kDudeModernCustom:
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modernCustomDudeDeath(actor, nSeq, damageType);
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modernCustomDudeDeath(actor, nSeq, damageType);
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genDudePostDeath(pSprite, damageType, damage);
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genDudePostDeath(actor, damageType, damage);
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return;
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return;
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case kDudeModernCustomBurning:
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case kDudeModernCustomBurning:
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modernCustomDudeBurningDeath(actor, nSeq);
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modernCustomDudeBurningDeath(actor, nSeq);
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genDudePostDeath(pSprite, kDamageExplode, damage);
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genDudePostDeath(actor, kDamageExplode, damage);
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return;
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return;
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#endif
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#endif
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@ -1900,7 +1900,7 @@ void aiInitSprite(DBloodActor* actor)
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case kDudeModernCustom:
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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case kDudeModernCustomBurning:
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if (!gModernMap) break;
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if (!gModernMap) break;
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aiGenDudeInitSprite(pSprite, pXSprite);
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aiGenDudeInitSprite(actor);
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genDudePrepare(actor, kGenDudePropertyAll);
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genDudePrepare(actor, kGenDudePropertyAll);
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break;
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break;
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#endif
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#endif
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@ -2591,8 +2591,17 @@ bool genDudePrepare(DBloodActor* actor, int propId)
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return true;
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return true;
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}
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}
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void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage) {
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//---------------------------------------------------------------------------
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if (damageType == kDamageExplode) {
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//
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//
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//
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//---------------------------------------------------------------------------
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void genDudePostDeath(DBloodActor* actor, DAMAGE_TYPE damageType, int damage)
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{
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auto const pSprite = &actor->s();
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if (damageType == kDamageExplode)
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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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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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if (pDudeInfo->nGibType[i] > -1)
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if (pDudeInfo->nGibType[i] > -1)
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@ -2608,11 +2617,20 @@ void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage) {
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actPostSprite(pSprite->index, kStatThing);
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actPostSprite(pSprite->index, kStatThing);
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}
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}
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void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiGenDudeInitSprite(DBloodActor* actor)
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{
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{
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auto actor = &bloodActors[pSprite->index];
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auto const pSprite = &actor->s();
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switch (pSprite->type) {
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auto const pXSprite = &actor->x();
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case kDudeModernCustom: {
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switch (pSprite->type)
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{
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case kDudeModernCustom:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 0;
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pDudeExtraE->active = 0;
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aiGenDudeNewState(actor, &genDudeIdleL);
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aiGenDudeNewState(actor, &genDudeIdleL);
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@ -228,7 +228,7 @@ short inDuck(AISTATE* aiState);
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int genDudeSeqStartId(DBloodActor* pXSprite);
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int genDudeSeqStartId(DBloodActor* pXSprite);
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bool genDudePrepare(DBloodActor* pSprite, int propId);
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bool genDudePrepare(DBloodActor* pSprite, int propId);
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void genDudeUpdate(DBloodActor* pSprite);
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void genDudeUpdate(DBloodActor* pSprite);
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void genDudePostDeath(spritetype* pSprite, DAMAGE_TYPE damageType, int damage);
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void genDudePostDeath(DBloodActor* actor, DAMAGE_TYPE damageType, int damage);
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void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite);
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void aiGenDudeInitSprite(DBloodActor* actor);
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#endif
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#endif
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END_BLD_NS
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END_BLD_NS
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