mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
- Exhumed: did the same for the fish, changed some disassembly names and removed unused fields from enemy structs.
This commit is contained in:
parent
e81dbbdc93
commit
b669e5405d
4 changed files with 88 additions and 93 deletions
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@ -32,9 +32,7 @@ struct Anubis
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short nAction;
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short nSprite;
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short nTarget;
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short f;
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short g;
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short h;
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short nCount;
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};
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static TArray<Anubis> AnubisList;
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@ -67,9 +65,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Anubis& w, Anubis*
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("f", w.f)
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("g", w.g)
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("h", w.h)
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("count", w.nCount)
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.EndObject();
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}
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return arc;
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@ -151,7 +147,7 @@ int BuildAnubis(int nSprite, int x, int y, int z, int nSector, int nAngle, uint8
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ap->nFrame = 0;
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ap->nSprite = nSprite;
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ap->nTarget = -1;
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ap->g = 0;
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ap->nCount = 0;
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sp->owner = runlist_AddRunRec(sp->lotag - 1, nAnubis | 0x90000);
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@ -276,13 +272,13 @@ void FuncAnubis(int a, int nDamage, int nRun)
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default:
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{
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if (ap->g)
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if (ap->nCount)
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{
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ap->g--;
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ap->nCount--;
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}
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else
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{
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ap->g = 60;
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ap->nCount = 60;
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if (nTarget > -1) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
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{
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@ -308,7 +304,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
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if (nTarget == -1)
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{
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ap->nAction = 0;
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ap->g = 50;
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ap->nCount = 50;
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}
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else
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{
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@ -405,7 +401,7 @@ void FuncAnubis(int a, int nDamage, int nRun)
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{
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ap->nAction = 0;
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ap->nFrame = 0;
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ap->g = 100;
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ap->nCount = 100;
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ap->nTarget = -1;
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sp->xvel = 0;
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@ -25,14 +25,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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enum
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{
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kMaxFishes = 128,
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kMaxChunks = 128
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};
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short FishCount = 0;
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static actionSeq FishSeq[] = {
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{8, 0},
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{8, 0},
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@ -46,9 +38,6 @@ static actionSeq FishSeq[] = {
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{39, 1}
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};
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short nChunksFree;
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int nFreeChunk[kMaxChunks] = { 0 };
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struct Fish
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{
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@ -57,59 +46,72 @@ struct Fish
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short nAction;
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short nSprite;
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short nTarget;
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short field_A;
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short field_C;
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short nCount;
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short nRun;
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};
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struct Chunk
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{
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short nSprite;
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short field_2;
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short field_4;
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short field_6;
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short nIndex;
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short nSeqIndex;
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};
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Fish FishList[kMaxFishes];
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Chunk FishChunk[kMaxChunks];
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TArray<Fish> FishList;
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TArray<Chunk> FishChunk;
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static SavegameHelper sghfish("fish",
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SV(FishCount),
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SV(nChunksFree),
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SA(nFreeChunk),
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SA(FishList),
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SA(FishChunk),
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nullptr);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Fish& w, Fish* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("count", w.nCount)
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.EndObject();
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Chunk& w, Chunk* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("sprite", w.nSprite)
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("index", w.nIndex)
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("seqindex", w.nSeqIndex)
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.EndObject();
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}
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return arc;
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}
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void SerializeFish(FSerializer& arc)
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{
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arc("fish", FishList)
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("fishchunk", FishChunk);
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}
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void InitFishes()
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{
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FishCount = 0;
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nChunksFree = kMaxChunks;
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for (int i = 0; i < kMaxChunks; i++) {
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nFreeChunk[i] = i;
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}
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FishList.Clear();
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FishChunk.Clear();
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}
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int BuildFishLimb(short nFish, short edx)
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{
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if (nChunksFree <= 0) {
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return -1;
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}
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short nSprite = FishList[nFish].nSprite;
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nChunksFree--;
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int nFree = nFreeChunk[nChunksFree];
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int nFree = FishChunk.Reserve(1);
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int nSprite2 = insertsprite(sprite[nSprite].sectnum, 99);
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assert(nSprite2 >= 0 && nSprite2 < kMaxSprites);
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FishChunk[nFree].nSprite = nSprite2;
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FishChunk[nFree].field_4 = edx + 40;
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FishChunk[nFree].field_2 = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
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FishChunk[nFree].nSeqIndex = edx + 40;
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FishChunk[nFree].nIndex = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + edx + 40];
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sprite[nSprite2].x = sprite[nSprite].x;
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sprite[nSprite2].y = sprite[nSprite].y;
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@ -125,7 +127,7 @@ int BuildFishLimb(short nFish, short edx)
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sprite[nSprite2].yoffset = 0;
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sprite[nSprite2].zvel = (-(RandomByte() + 512)) * 2;
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seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].field_4, 0);
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seq_GetSeqPicnum(kSeqFish, FishChunk[nFree].nSeqIndex, 0);
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sprite[nSprite2].picnum = edx;
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sprite[nSprite2].lotag = runlist_HeadRun() + 1;
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@ -151,7 +153,7 @@ void FuncFishLimb(int a, int, int nRun)
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short nSprite = FishChunk[nFish].nSprite;
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assert(nSprite >= 0 && nSprite < kMaxSprites);
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].field_4;
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int nSeq = SeqOffsets[kSeqFish] + FishChunk[nFish].nSeqIndex;
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int nMessage = a & kMessageMask;
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@ -159,15 +161,15 @@ void FuncFishLimb(int a, int, int nRun)
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{
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case 0x20000:
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{
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].field_2);
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sprite[nSprite].picnum = seq_GetSeqPicnum2(nSeq, FishChunk[nFish].nIndex);
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Gravity(nSprite);
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FishChunk[nFish].field_2++;
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FishChunk[nFish].nIndex++;
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if (FishChunk[nFish].field_2 >= SeqSize[nSeq])
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if (FishChunk[nFish].nIndex >= SeqSize[nSeq])
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{
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FishChunk[nFish].field_2 = 0;
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FishChunk[nFish].nIndex = 0;
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if (RandomBit()) {
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BuildBlood(sprite[nSprite].x, sprite[nSprite].y, sprite[nSprite].z, sprite[nSprite].sectnum);
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}
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@ -208,7 +210,7 @@ void FuncFishLimb(int a, int, int nRun)
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case 0x90000:
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{
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seq_PlotSequence(a & 0xFFFF, nSeq, FishChunk[nFish].field_2, 1);
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seq_PlotSequence(a & 0xFFFF, nSeq, FishChunk[nFish].nIndex, 1);
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return;
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}
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}
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@ -216,12 +218,7 @@ void FuncFishLimb(int a, int, int nRun)
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int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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{
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short nFish = FishCount;
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FishCount++;
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if (nFish >= kMaxFishes) {
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return -1;
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}
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int nFish = FishList.Reserve(1);
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if (nSprite == -1)
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{
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@ -264,7 +261,7 @@ int BuildFish(int nSprite, int x, int y, int z, int nSector, int nAngle)
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FishList[nFish].nHealth = 200;
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FishList[nFish].nSprite = nSprite;
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FishList[nFish].nTarget = -1;
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FishList[nFish].field_C = 60;
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FishList[nFish].nCount = 60;
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FishList[nFish].nFrame = 0;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nFish | 0x120000);
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@ -315,7 +312,7 @@ void DestroyFish(short nFish)
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void FuncFish(int a, int nDamage, int nRun)
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{
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short nFish = RunData[nRun].nVal;
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assert(nFish >= 0 && nFish < kMaxFishes);
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assert(nFish >= 0 && nFish < (int)FishList.Size());
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short nSprite = FishList[nFish].nSprite;
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short nAction = FishList[nFish].nAction;
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@ -349,7 +346,7 @@ void FuncFish(int a, int nDamage, int nRun)
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return;
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}
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FishList[nFish].field_C = 10;
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FishList[nFish].nCount = 10;
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}
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// fall through
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fallthrough__;
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@ -396,7 +393,7 @@ void FuncFish(int a, int nDamage, int nRun)
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FishList[nFish].nAction = 4;
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FishList[nFish].nFrame = 0;
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FishList[nFish].field_C += 10;
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FishList[nFish].nCount += 10;
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}
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return;
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@ -429,8 +426,8 @@ void FuncFish(int a, int nDamage, int nRun)
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case 0:
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{
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FishList[nFish].field_C--;
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if (FishList[nFish].field_C <= 0)
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FishList[nFish].nCount--;
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if (FishList[nFish].nCount <= 0)
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{
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nTarget = FindPlayer(nSprite, 60);
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if (nTarget >= 0)
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@ -442,7 +439,7 @@ void FuncFish(int a, int nDamage, int nRun)
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int nAngle = GetMyAngle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].z - sprite[nSprite].z);
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sprite[nSprite].zvel = bsin(nAngle, -5);
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FishList[nFish].field_C = RandomSize(6) + 90;
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FishList[nFish].nCount = RandomSize(6) + 90;
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}
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else
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{
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@ -459,8 +456,8 @@ void FuncFish(int a, int nDamage, int nRun)
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case 2:
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case 3:
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{
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FishList[nFish].field_C--;
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if (FishList[nFish].field_C <= 0)
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FishList[nFish].nCount--;
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if (FishList[nFish].nCount <= 0)
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{
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IdleFish(nFish, 0);
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return;
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@ -52,8 +52,8 @@ struct Lion
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short nAction;
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short nSprite;
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short nTarget;
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short _f;
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short _g;
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short nIndex;
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short nCount;
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};
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Lion LionList[kMaxLions];
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@ -121,8 +121,8 @@ int BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
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LionList[nLion].nFrame = 0;
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LionList[nLion].nSprite = nSprite;
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LionList[nLion].nTarget = -1;
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LionList[nLion]._g = 0;
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LionList[nLion]._f = nLion;
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LionList[nLion].nCount = 0;
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LionList[nLion].nIndex = nLion;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nLion | 0x130000);
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@ -220,7 +220,7 @@ void FuncLion(int a, int nDamage, int nRun)
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{
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PlotCourseToSprite(nSprite, nTarget);
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LionList[nLion].nAction = 5;
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LionList[nLion]._g = RandomSize(3);
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LionList[nLion].nCount = RandomSize(3);
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sprite[nSprite].ang = (sprite[nSprite].ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
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}
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else
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@ -271,7 +271,7 @@ void FuncLion(int a, int nDamage, int nRun)
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case 0:
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case 1:
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{
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if ((LionList[nLion]._f & 0x1F) == (totalmoves & 0x1F))
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if ((LionList[nLion].nIndex & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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{
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@ -292,8 +292,8 @@ void FuncLion(int a, int nDamage, int nRun)
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if (nAction)
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{
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LionList[nLion]._g--;
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if (LionList[nLion]._g <= 0)
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LionList[nLion].nCount--;
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if (LionList[nLion].nCount <= 0)
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{
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if (RandomBit())
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{
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@ -307,7 +307,7 @@ void FuncLion(int a, int nDamage, int nRun)
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sprite[nSprite].yvel = 0;
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}
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LionList[nLion]._g = 100;
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LionList[nLion].nCount = 100;
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}
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}
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@ -316,7 +316,7 @@ void FuncLion(int a, int nDamage, int nRun)
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case 2:
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{
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if ((totalmoves & 0x1F) == (LionList[nLion]._f & 0x1F))
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if ((totalmoves & 0x1F) == (LionList[nLion].nIndex & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -388,7 +388,7 @@ void FuncLion(int a, int nDamage, int nRun)
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if (nTarget == -1)
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{
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LionList[nLion].nAction = 1;
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LionList[nLion]._g = 50;
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LionList[nLion].nCount = 50;
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}
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else
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{
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@ -424,11 +424,11 @@ void FuncLion(int a, int nDamage, int nRun)
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case 5: // Jump away when damaged
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{
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LionList[nLion]._g--;
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if (LionList[nLion]._g <= 0)
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LionList[nLion].nCount--;
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if (LionList[nLion].nCount <= 0)
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{
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sprite[nSprite].zvel = -4000;
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LionList[nLion]._g = 0;
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LionList[nLion].nCount = 0;
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int x = sprite[nSprite].x;
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int y = sprite[nSprite].y;
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@ -492,7 +492,7 @@ void FuncLion(int a, int nDamage, int nRun)
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{
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LionList[nLion].nAction = 7;
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sprite[nSprite].ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
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LionList[nLion]._g = RandomSize(4);
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LionList[nLion].nCount = RandomSize(4);
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return;
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}
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else if ((nMov & 0xC000) == 0xC000)
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@ -521,11 +521,11 @@ void FuncLion(int a, int nDamage, int nRun)
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case 7:
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{
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LionList[nLion]._g--;
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LionList[nLion].nCount--;
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if (LionList[nLion]._g <= 0)
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if (LionList[nLion].nCount <= 0)
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{
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LionList[nLion]._g = 0;
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LionList[nLion].nCount = 0;
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if (nTarget > -1)
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -588,7 +588,7 @@ void FuncLion(int a, int nDamage, int nRun)
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{
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LionList[nLion].nAction = 1;
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LionList[nLion].nFrame = 0;
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LionList[nLion]._g = 100;
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LionList[nLion].nCount = 100;
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LionList[nLion].nTarget = -1;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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@ -30,6 +30,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
BEGIN_PS_NS
|
||||
|
||||
void SerializeAnubis(FSerializer& arc);
|
||||
void SerializeFish(FSerializer& arc);
|
||||
void SerializeSpider(FSerializer& arc);
|
||||
|
||||
|
||||
|
@ -48,6 +49,7 @@ bool GameInterface::SaveGame()
|
|||
void GameInterface::SerializeGameState(FSerializer& arc)
|
||||
{
|
||||
SerializeAnubis(arc);
|
||||
SerializeFish(arc);
|
||||
SerializeSpider(arc);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue