diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 6085ec7d0..311032e46 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2604,15 +2604,15 @@ static void ConcussSprite(DBloodActor* source, DBloodActor* actor, int x, int y, // //--------------------------------------------------------------------------- -int actWallBounceVector(int *x, int *y, int nWall, int a4) +int actWallBounceVector(int* x, int* y, int nWall, int a4) { int wx, wy; GetWallNormal(nWall, &wx, &wy); int t = DMulScale(*x, wx, *y, wy, 16); - int t2 = mulscale16r(t, a4+0x10000); + int t2 = mulscale16r(t, a4 + 0x10000); *x -= MulScale(wx, t2, 16); *y -= MulScale(wy, t2, 16); - return mulscale16r(t, 0x10000-a4); + return mulscale16r(t, 0x10000 - a4); } //--------------------------------------------------------------------------- @@ -2621,26 +2621,26 @@ int actWallBounceVector(int *x, int *y, int nWall, int a4) // //--------------------------------------------------------------------------- -int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5) +int actFloorBounceVector(int* x, int* y, int* z, int nSector, int a5) { - int t = 0x10000-a5; + int t = 0x10000 - a5; if (sector[nSector].floorheinum == 0) { int t2 = MulScale(*z, t, 16); - *z = -(*z-t2); + *z = -(*z - t2); return t2; } - walltype *pWall = &wall[sector[nSector].wallptr]; - walltype *pWall2 = &wall[pWall->point2]; - int angle = getangle(pWall2->x-pWall->x, pWall2->y-pWall->y)+512; - int t2 = sector[nSector].floorheinum<<4; + walltype* pWall = &wall[sector[nSector].wallptr]; + walltype* pWall2 = &wall[pWall->point2]; + int angle = getangle(pWall2->x - pWall->x, pWall2->y - pWall->y) + 512; + int t2 = sector[nSector].floorheinum << 4; int t3 = approxDist(-0x10000, t2); int t4 = DivScale(-0x10000, t3, 16); int t5 = DivScale(t2, t3, 16); int t6 = MulScale(t5, Cos(angle), 30); int t7 = MulScale(t5, Sin(angle), 30); int t8 = TMulScale(*x, t6, *y, t7, *z, t4, 16); - int t9 = MulScale(t8, 0x10000+a5, 16); + int t9 = MulScale(t8, 0x10000 + a5, 16); *x -= MulScale(t6, t9, 16); *y -= MulScale(t7, t9, 16); *z -= MulScale(t4, t9, 16); @@ -2766,7 +2766,7 @@ static void actNapalmMove(DBloodActor* actor) // //--------------------------------------------------------------------------- -static DBloodActor *actSpawnFloor(DBloodActor *actor) +static DBloodActor* actSpawnFloor(DBloodActor* actor) { auto pSprite = &actor->s(); short sector = pSprite->sectnum; @@ -2774,19 +2774,19 @@ static DBloodActor *actSpawnFloor(DBloodActor *actor) int y = pSprite->y; updatesector(x, y, §or); int zFloor = getflorzofslope(sector, x, y); - auto *spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0); + auto* spawned = actSpawnSprite(sector, x, y, zFloor, 3, 0); if (spawned) spawned->s().cstat &= ~257; return spawned; } -static DBloodActor *actDropAmmo(DBloodActor *actor, int nType) +static DBloodActor* actDropAmmo(DBloodActor* actor, int nType) { if (!actor) return nullptr; auto pSprite = &actor->s(); if (pSprite->statnum < kMaxStatus && nType >= kItemAmmoBase && nType < kItemAmmoMax) { auto act2 = actSpawnFloor(actor); - const AMMOITEMDATA *pAmmo = &gAmmoItemData[nType - kItemAmmoBase]; + const AMMOITEMDATA* pAmmo = &gAmmoItemData[nType - kItemAmmoBase]; auto pSprite2 = &act2->s(); pSprite2->type = nType; pSprite2->picnum = pAmmo->picnum; @@ -2798,14 +2798,14 @@ static DBloodActor *actDropAmmo(DBloodActor *actor, int nType) return nullptr; } -static DBloodActor *actDropWeapon(DBloodActor *actor, int nType) +static DBloodActor* actDropWeapon(DBloodActor* actor, int nType) { if (!actor) return nullptr; auto pSprite = &actor->s(); if (pSprite->statnum < kMaxStatus && nType >= kItemWeaponBase && nType < kItemWeaponMax) { auto act2 = actSpawnFloor(actor); - const WEAPONITEMDATA *pWeapon = &gWeaponItemData[nType - kItemWeaponBase]; + const WEAPONITEMDATA* pWeapon = &gWeaponItemData[nType - kItemWeaponBase]; auto pSprite2 = &act2->s(); pSprite2->type = nType; pSprite2->picnum = pWeapon->picnum; @@ -2824,7 +2824,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType) if (pSprite->statnum < kMaxStatus && nType >= kItemBase && nType < kItemMax) { auto act2 = actSpawnFloor(actor); - const ITEMDATA *pItem = &gItemData[nType - kItemBase]; + const ITEMDATA* pItem = &gItemData[nType - kItemBase]; auto pSprite2 = &act2->s(); pSprite2->type = nType; pSprite2->picnum = pItem->picnum; @@ -2842,7 +2842,7 @@ static DBloodActor* actDropItem(DBloodActor* actor, int nType) // //--------------------------------------------------------------------------- -static DBloodActor *actDropKey(DBloodActor *actor, int nType) +static DBloodActor* actDropKey(DBloodActor* actor, int nType) { if (!actor) return nullptr; auto pSprite = &actor->s(); @@ -2868,7 +2868,7 @@ static DBloodActor *actDropKey(DBloodActor *actor, int nType) // //--------------------------------------------------------------------------- -static DBloodActor*actDropFlag(DBloodActor* actor, int nType) +static DBloodActor* actDropFlag(DBloodActor* actor, int nType) { if (!actor) return nullptr; auto pSprite = &actor->s(); @@ -2892,15 +2892,15 @@ static DBloodActor*actDropFlag(DBloodActor* actor, int nType) static DBloodActor* actDropObject(DBloodActor* pSprite, int nType) { - DBloodActor *act2 = nullptr; - + DBloodActor* act2 = nullptr; + if (nType >= kItemKeyBase && nType < kItemKeyMax) act2 = actDropKey(pSprite, nType); else if (nType == kItemFlagA || nType == kItemFlagB) act2 = actDropFlag(pSprite, nType); else if (nType >= kItemBase && nType < kItemMax) act2 = actDropItem(pSprite, nType); else if (nType >= kItemAmmoBase && nType < kItemAmmoMax) act2 = actDropAmmo(pSprite, nType); else if (nType >= kItemWeaponBase && nType < kItemWeaponMax) act2 = actDropWeapon(pSprite, nType); - - if (act2) + + if (act2) { int top, bottom; GetActorExtents(act2, &top, &bottom); @@ -2917,19 +2917,19 @@ static DBloodActor* actDropObject(DBloodActor* pSprite, int nType) // //--------------------------------------------------------------------------- -bool actHealDude(DBloodActor *actor, int add, int threshold) +bool actHealDude(DBloodActor* actor, int add, int threshold) { if (!actor) return false; auto pXDude = &actor->x(); add <<= 4; threshold <<= 4; if (pXDude->health < threshold) - { - spritetype *pSprite = &actor->s(); + { + spritetype* pSprite = &actor->s(); if (actor->IsPlayerActor()) sfxPlay3DSound(pSprite->x, pSprite->y, pSprite->z, 780, pSprite->sectnum); - pXDude->health = min(pXDude->health+add, threshold); + pXDude->health = min(pXDude->health + add, threshold); return true; - } + } return false; } @@ -2944,90 +2944,90 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); - GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); - removeDudeStuff(pSprite); - if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) + GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); + removeDudeStuff(pSprite); + if (pXSprite->txID <= 0 || getNextIncarnation(pXSprite) == NULL) { - if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != DAMAGE_TYPE_5 && damageType != DAMAGE_TYPE_4) + if (pExtra->weaponType == kGenDudeWeaponKamikaze && Chance(0x4000) && damageType != DAMAGE_TYPE_5 && damageType != DAMAGE_TYPE_4) { - doExplosion(pSprite, pXSprite->data1 - kTrapExploder); + doExplosion(pSprite, pXSprite->data1 - kTrapExploder); if (Chance(0x9000)) damageType = (DAMAGE_TYPE)3; - } + } - if (damageType == DAMAGE_TYPE_1) + if (damageType == DAMAGE_TYPE_1) { - if (pExtra->availDeaths[DAMAGE_TYPE_1] && !spriteIsUnderwater(pSprite)) + if (pExtra->availDeaths[DAMAGE_TYPE_1] && !spriteIsUnderwater(pSprite)) { - if (pExtra->canBurn) + if (pExtra->canBurn) { - pSprite->type = kDudeModernCustomBurning; - if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation - pSprite->pal = 0; + pSprite->type = kDudeModernCustomBurning; + if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation + pSprite->pal = 0; - aiGenDudeNewState(pSprite, &genDudeBurnGoto); - actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth); - if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200; - gDudeExtra[pSprite->extra].time = PlayClock + 360; + aiGenDudeNewState(pSprite, &genDudeBurnGoto); + actHealDude(pXSprite, dudeInfo[55].startHealth, dudeInfo[55].startHealth); + if (pXSprite->burnTime <= 0) pXSprite->burnTime = 1200; + gDudeExtra[pSprite->extra].time = PlayClock + 360; return true; - } - - } - else - { - pXSprite->burnTime = 0; - pXSprite->burnSource = -1; - damageType = DAMAGE_TYPE_0; } + } + else + { + pXSprite->burnTime = 0; + pXSprite->burnSource = -1; + damageType = DAMAGE_TYPE_0; + } + } } - else + else { - pXSprite->locked = 1; // lock while transforming + pXSprite->locked = 1; // lock while transforming - aiSetGenIdleState(pSprite, pXSprite); // set idle state + aiSetGenIdleState(pSprite, pXSprite); // set idle state - if (pXSprite->key > 0) // drop keys - actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1); + if (pXSprite->key > 0) // drop keys + actDropObject(pSprite, kItemKeyBase + pXSprite->key - 1); - if (pXSprite->dropMsg > 0) // drop items - actDropObject(pSprite, pXSprite->dropMsg); + if (pXSprite->dropMsg > 0) // drop items + actDropObject(pSprite, pXSprite->dropMsg); - pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0; + pSprite->flags &= ~kPhysMove; xvel[pSprite->index] = yvel[pSprite->index] = 0; - playGenDudeSound(pSprite, kGenDudeSndTransforming); - int seqId = pXSprite->data2 + kGenDudeSeqTransform; + playGenDudeSound(pSprite, kGenDudeSndTransforming); + int seqId = pXSprite->data2 + kGenDudeSeqTransform; if (getSequence(seqId)) seqSpawn(seqId, actor, -1); - else + else { seqKill(actor); DBloodActor* pEffectA = gFX.fxSpawnActor((FX_ID)52, pSprite->sectnum, pSprite->x, pSprite->y, pSprite->z, pSprite->ang); - if (pEffectA != nullptr) + if (pEffectA != nullptr) { auto pEffect = &pEffectA->s(); - pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING; - pEffect->pal = 6; - pEffect->xrepeat = pSprite->xrepeat; - pEffect->yrepeat = pSprite->yrepeat; - } - - GIBTYPE nGibType; - for (int i = 0; i < 3; i++) - { - if (Chance(0x3000)) nGibType = GIBTYPE_6; - else if (Chance(0x2000)) nGibType = GIBTYPE_5; - else nGibType = GIBTYPE_17; - - int top, bottom; - GetActorExtents(actor, &top, &bottom); - CGibPosition gibPos(pSprite->x, pSprite->y, top); - CGibVelocity gibVel(actor->xvel() >> 1, actor->yvel() >> 1, -0xccccc); - GibSprite(pSprite, nGibType, &gibPos, &gibVel); - } + pEffect->cstat = CSTAT_SPRITE_ALIGNMENT_FACING; + pEffect->pal = 6; + pEffect->xrepeat = pSprite->xrepeat; + pEffect->yrepeat = pSprite->yrepeat; } - pXSprite->sysData1 = kGenDudeTransformStatus; // in transform - return true; + GIBTYPE nGibType; + for (int i = 0; i < 3; i++) + { + if (Chance(0x3000)) nGibType = GIBTYPE_6; + else if (Chance(0x2000)) nGibType = GIBTYPE_5; + else nGibType = GIBTYPE_17; + + int top, bottom; + GetActorExtents(actor, &top, &bottom); + CGibPosition gibPos(pSprite->x, pSprite->y, top); + CGibVelocity gibVel(actor->xvel() >> 1, actor->yvel() >> 1, -0xccccc); + GibSprite(pSprite, nGibType, &gibPos, &gibVel); + } } + + pXSprite->sysData1 = kGenDudeTransformStatus; // in transform + return true; + } return false; } #endif @@ -3038,7 +3038,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType) // //--------------------------------------------------------------------------- -static bool actKillDudeStage1(DBloodActor* actor,DAMAGE_TYPE damageType) +static bool actKillDudeStage1(DBloodActor* actor, DAMAGE_TYPE damageType) { auto pSprite = &actor->s(); auto pXSprite = &actor->x(); @@ -3139,7 +3139,7 @@ static void checkDropObjects(DBloodActor* actor) if (pXSprite->key > 0) actDropObject(actor, kItemKeyBase + pXSprite->key - 1); if (pXSprite->dropMsg > 0) actDropObject(actor, pXSprite->dropMsg); - switch (actor->s().type) + switch (actor->s().type) { case kDudeCultistTommy: { @@ -3173,15 +3173,15 @@ static int checkDamageType(DBloodActor* actor, DAMAGE_TYPE damageType) { case DAMAGE_TYPE_3: nSeq = 2; - switch (pSprite->type) + switch (pSprite->type) { #ifdef NOONE_EXTENSIONS case kDudeModernCustom: - case kDudeModernCustomBurning: + case kDudeModernCustomBurning: { playGenDudeSound(pSprite, kGenDudeSndDeathExplode); GENDUDEEXTRA* pExtra = &actor->genDudeExtra(); - if (!pExtra->availDeaths[damageType]) + if (!pExtra->availDeaths[damageType]) { nSeq = 1; damageType = DAMAGE_TYPE_0; @@ -3272,7 +3272,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq) if (nSeq == 2) { seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nDudeToGibClient1); - spawnGibs(actor, GIBTYPE_27, -0xccccc); + spawnGibs(actor, GIBTYPE_27, -0xccccc); } else if (nSeq == 1 && Chance(0x4000)) { @@ -3282,7 +3282,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq) actor->x().data1 = 35; actor->x().data2 = 5; - spawnGibs(actor, GIBTYPE_27, -0x111111); + spawnGibs(actor, GIBTYPE_27, -0x111111); } else if (nSeq == 14)seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); else if (nSeq == 3) seqSpawn(dudeInfo[nType].seqStartID + 13, actor, nDudeToGibClient2); @@ -3326,7 +3326,7 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType) playGenDudeSound(pSprite, kGenDudeSndDeathNormal); int dudeToGib = (actCheckRespawn(pSprite)) ? -1 : ((nSeq == 3) ? nDudeToGibClient2 : nDudeToGibClient1); - if (nSeq == 3) + if (nSeq == 3) { GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); if (pExtra->availDeaths[kDmgBurn] == 3) seqSpawn((15 + Random(2)) + pXSprite->data2, actor, dudeToGib); @@ -3336,7 +3336,7 @@ static void modernCustomDudeDeath(DBloodActor* actor, int nSeq, int damageType) else seqSpawn(1 + pXSprite->data2, actor, dudeToGib); } - else + else { seqSpawn(nSeq + pXSprite->data2, actor, dudeToGib); } @@ -3423,10 +3423,10 @@ static void zombieButcherDeath(DBloodActor* actor, int nSeq) static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum) { - auto pSprite = &actor->s(); - if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0); - else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0); - seqSpawn(seqnum, actor, -1); + auto pSprite = &actor->s(); + if (Chance(0x4000) && nSeq == 3) sfxPlay3DSound(pSprite, sound1 + 2, -1, 0); + else sfxPlay3DSound(pSprite, sound1 + Random(2), -1, 0); + seqSpawn(seqnum, actor, -1); } //--------------------------------------------------------------------------- @@ -3437,11 +3437,11 @@ static void genericDeath(DBloodActor* actor, int nSeq, int sound1, int seqnum) void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damageType, int damage) { - spritetype *pKillerSprite = &killerActor->s(); - auto pSprite = &actor->s(); - assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax && actor->hasX()); - int nType = pSprite->type-kDudeBase; - XSPRITE *pXSprite = &actor->x(); + spritetype* pKillerSprite = &killerActor->s(); + auto pSprite = &actor->s(); + assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax&& actor->hasX()); + int nType = pSprite->type - kDudeBase; + XSPRITE* pXSprite = &actor->x(); if (actKillDudeStage1(actor, damageType)) return; @@ -3459,7 +3459,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag int nSeq = checkDamageType(actor, damageType); - if (!getSequence(getDudeInfo(nType+kDudeBase)->seqStartID + nSeq)) + if (!getSequence(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq)) { seqKill(actor); gKillMgr.AddKill(pSprite); @@ -3467,7 +3467,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag return; } - switch (pSprite->type) + switch (pSprite->type) { case kDudeZombieAxeNormal: zombieAxeNormalDeath(actor, nSeq); @@ -3477,8 +3477,8 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeCultistShotgun: case kDudeCultistTesla: case kDudeCultistTNT: - sfxPlay3DSound(pSprite, 1018+Random(2), -1, 0); - seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1); + sfxPlay3DSound(pSprite, 1018 + Random(2), -1, 0); + seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1); break; case kDudeBurningCultist: @@ -3509,7 +3509,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeBurningInnocent: damageType = DAMAGE_TYPE_3; - seqSpawn(dudeInfo[nType].seqStartID+7, actor, nDudeToGibClient1); + seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1); break; case kDudeZombieButcher: @@ -3537,27 +3537,27 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag break; case kDudeSpiderBrown: - if (pSprite->owner != -1) + if (pSprite->owner != -1) { - spritetype *pOwner = &sprite[pSprite->owner]; + spritetype* pOwner = &sprite[pSprite->owner]; gDudeExtra[pOwner->extra].at6.u1.xval2--; } genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq); break; case kDudeSpiderRed: - if (pSprite->owner != -1) + if (pSprite->owner != -1) { - spritetype *pOwner = &sprite[pSprite->owner]; + spritetype* pOwner = &sprite[pSprite->owner]; gDudeExtra[pOwner->extra].at6.u1.xval2--; } genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq); break; case kDudeSpiderBlack: - if (pSprite->owner != -1) + if (pSprite->owner != -1) { - spritetype *pOwner = &sprite[pSprite->owner]; + spritetype* pOwner = &sprite[pSprite->owner]; gDudeExtra[pOwner->extra].at6.u1.xval2--; } genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq); @@ -3565,7 +3565,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeSpiderMother: sfxPlay3DSound(pSprite, 1850, -1, 0); - seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1); + seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; case kDudeGillBeast: @@ -3589,7 +3589,7 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudePodFire: case kDudeTentacleFire: if ((pSprite->cstat & CSTAT_SPRITE_YFLIP)) pSprite->cstat &= ~CSTAT_SPRITE_YFLIP; - switch (pSprite->type) + switch (pSprite->type) { case kDudePodGreen: genericDeath(actor, nSeq, 2203, dudeInfo[nType].seqStartID + nSeq); @@ -3621,32 +3621,32 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag case kDudeTchernobog: sfxPlay3DSound(pSprite, 2380, -1, 0); - seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, -1); + seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, -1); break; case kDudeBurningTinyCaleb: damageType = DAMAGE_TYPE_3; - seqSpawn(dudeInfo[nType].seqStartID+11, actor, nDudeToGibClient1); + seqSpawn(dudeInfo[nType].seqStartID + 11, actor, nDudeToGibClient1); break; case kDudeBeast: - sfxPlay3DSound(pSprite, 9000+Random(2), -1, 0); - seqSpawn(dudeInfo[nType].seqStartID+nSeq, actor, nSeq == 3? nDudeToGibClient2 : nDudeToGibClient1); + sfxPlay3DSound(pSprite, 9000 + Random(2), -1, 0); + seqSpawn(dudeInfo[nType].seqStartID + nSeq, actor, nSeq == 3 ? nDudeToGibClient2 : nDudeToGibClient1); break; case kDudeBurningBeast: damageType = DAMAGE_TYPE_3; - seqSpawn(dudeInfo[nType].seqStartID+12, actor, nDudeToGibClient1); + seqSpawn(dudeInfo[nType].seqStartID + 12, actor, nDudeToGibClient1); break; default: - seqSpawn(getDudeInfo(nType+kDudeBase)->seqStartID+nSeq, actor, -1); + seqSpawn(getDudeInfo(nType + kDudeBase)->seqStartID + nSeq, actor, -1); break; } - + if (damageType == DAMAGE_TYPE_3) { - DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type); + DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type); for (int i = 0; i < 3; i++) if (pDudeInfo->nGibType[i] > -1) GibSprite(pSprite, (GIBTYPE)pDudeInfo->nGibType[i], nullptr, nullptr);