raze/source/games/exhumed/src/fish.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "sequence.h"
#include "exhumed.h"
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#include "sound.h"
#include <assert.h>
BEGIN_PS_NS
static actionSeq FishSeq[] = {
{8, 0},
{8, 0},
{0, 0},
{24, 0},
{8, 0},
{32, 1},
{33, 1},
{34, 1},
{35, 1},
{39, 1}
};
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void BuildFishLimb(DExhumedActor* pActor, short anim)
{
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auto pSprite = &pActor->s();
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auto pChunkActor = insertActor(pSprite->sectnum, 99);
auto pSprite2 = &pChunkActor->s();
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pChunkActor->nCount = anim + 40;
pChunkActor->nFrame = RandomSize(3) % SeqSize[SeqOffsets[kSeqFish] + anim + 40];
pSprite2->x = pSprite->x;
pSprite2->y = pSprite->y;
pSprite2->z = pSprite->z;
pSprite2->cstat = 0;
pSprite2->shade = -12;
pSprite2->pal = 0;
pSprite2->xvel = (RandomSize(5) - 16) << 8;
pSprite2->yvel = (RandomSize(5) - 16) << 8;
pSprite2->xrepeat = 64;
pSprite2->yrepeat = 64;
pSprite2->xoffset = 0;
pSprite2->yoffset = 0;
pSprite2->zvel = (-(RandomByte() + 512)) * 2;
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seq_GetSeqPicnum(kSeqFish, pChunkActor->nCount, 0);
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pSprite2->picnum = anim;
pSprite2->lotag = runlist_HeadRun() + 1;
pSprite2->clipdist = 0;
// GrabTimeSlot(3);
pSprite2->extra = -1;
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pSprite2->owner = runlist_AddRunRec(pSprite2->lotag - 1, pChunkActor, 0x200000);
pSprite2->hitag = runlist_AddRunRec(NewRun, pChunkActor, 0x200000);
}
void BuildBlood(int x, int y, int z, int nSector)
{
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BuildAnim(nullptr, kSeqFish, 36, x, y, z, nSector, 75, 128);
}
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void AIFishLimb::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (!pActor) return;
auto pSprite = &pActor->s();
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int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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Gravity(pActor);
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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pActor->nFrame = 0;
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if (RandomBit()) {
BuildBlood(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
}
}
int FloorZ = pSprite->sector()->floorz;
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if (FloorZ <= pSprite->z)
{
pSprite->z += 256;
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if ((pSprite->z - FloorZ) > 25600)
{
pSprite->zvel = 0;
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
runlist_SubRunRec(pSprite->hitag);
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DeleteActor(pActor);
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}
else if ((pSprite->z - FloorZ) > 0)
{
pSprite->zvel = 1024;
}
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}
else
{
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auto coll = movesprite(pActor, pSprite->xvel << 8, pSprite->yvel << 8, pSprite->zvel, 2560, -2560, CLIPMASK1);
if (coll.type != kHitNone)
{
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pSprite->xvel = 0;
pSprite->yvel = 0;
}
}
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}
void AIFishLimb::Draw(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (pActor == nullptr) return;
int nSeq = SeqOffsets[kSeqFish] + pActor->nCount;
seq_PlotSequence(ev->nParam, nSeq, pActor->nFrame, 1);
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}
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void BuildFish(DExhumedActor* pActor, int x, int y, int z, int nSector, int nAngle)
{
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spritetype* pSprite;
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if (pActor == nullptr)
{
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pActor = insertActor(nSector, 103);
pSprite = &pActor->s();
}
else
{
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pSprite = &pActor->s();
x = pSprite->x;
y = pSprite->y;
z = pSprite->z;
nAngle = pSprite->ang;
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ChangeActorStat(pActor, 103);
}
pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
pSprite->cstat = 0x101;
pSprite->shade = -12;
pSprite->clipdist = 80;
pSprite->xrepeat = 40;
pSprite->yrepeat = 40;
pSprite->pal = pSprite->sector()->ceilingpal;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = seq_GetSeqPicnum(kSeqFish, FishSeq[0].a, 0);
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->ang = nAngle;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->hitag = 0;
pSprite->extra = -1;
// GrabTimeSlot(3);
pActor->nAction = 0;
pActor->nHealth = 200;
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pActor->pTarget = nullptr;
pActor->nCount = 60;
pActor->nFrame = 0;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x120000);
pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x120000);
nCreaturesTotal++;
}
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void IdleFish(DExhumedActor* pActor, short edx)
{
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auto pSprite = &pActor->s();
pSprite->ang += (256 - RandomSize(9)) + 1024;
pSprite->ang &= kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -8);
pSprite->yvel = bsin(pSprite->ang, -8);
pActor->nAction = 0;
pActor->nFrame = 0;
pSprite->zvel = RandomSize(9);
if (!edx)
{
if (RandomBit()) {
pSprite->zvel = -pSprite->zvel;
}
}
else if (edx < 0)
{
pSprite->zvel = -pSprite->zvel;
}
}
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void DestroyFish(DExhumedActor* pActor)
{
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auto pSprite = &pActor->s();
runlist_DoSubRunRec(pSprite->owner);
runlist_FreeRun(pSprite->lotag - 1);
runlist_SubRunRec(pActor->nRun);
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DeleteActor(pActor);
}
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void AIFish::Draw(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (pActor == nullptr) return;
short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqFish] + FishSeq[nAction].a, pActor->nFrame, FishSeq[nAction].b);
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ev->pTSprite->owner = -1;
return;
}
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void AIFish::RadialDamage(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (pActor == nullptr) return;
if (pActor->nHealth <= 0) {
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return;
}
else
{
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ev->nDamage = runlist_CheckRadialDamage(pActor);
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if (!ev->nDamage) {
return;
}
pActor->nCount = 10;
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}
// fall through
Damage(ev);
}
void AIFish::Damage(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
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if (!ev->nDamage || !pActor) {
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return;
}
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auto pSprite = &pActor->s();
pActor->nHealth -= dmgAdjust(ev->nDamage);
if (pActor->nHealth <= 0)
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{
pActor->nHealth = 0;
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nCreaturesKilled++;
pSprite->cstat &= 0xFEFE;
if (!ev->isRadialEvent())
{
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for (int i = 0; i < 3; i++)
{
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BuildFishLimb(pActor, i);
}
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PlayFXAtXYZ(StaticSound[kSound40], pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum);
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DestroyFish(pActor);
}
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else
{
pActor->nAction = 9;
pActor->nFrame = 0;
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}
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return;
}
else
{
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auto pTarget = ev->pOtherActor;
if (pTarget && pTarget->s().statnum < 199)
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{
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pActor->pTarget = pTarget;
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}
pActor->nAction = 4;
pActor->nFrame = 0;
pActor->nCount += 10;
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}
}
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void AIFish::Tick(RunListEvent* ev)
{
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auto pActor = ev->pObjActor;
if (pActor == nullptr) return;
auto pSprite = &pActor->s();
short nAction = pActor->nAction;
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
{
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Gravity(pActor);
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}
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short nSeq = SeqOffsets[kSeqFish] + FishSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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pActor->nFrame++;
if (pActor->nFrame >= SeqSize[nSeq]) {
pActor->nFrame = 0;
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}
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auto pTargetActor = pActor->pTarget;
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switch (nAction)
{
default:
return;
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case 0:
{
pActor->nCount--;
if (pActor->nCount <= 0)
{
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pTargetActor = FindPlayer(pActor, 60);
if (pTargetActor)
{
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pActor->pTarget = pTargetActor;
pActor->nAction = 2;
pActor->nFrame = 0;
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int nAngle = GetMyAngle(pTargetActor->s().x - pSprite->x, pTargetActor->s().z - pSprite->z);
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pSprite->zvel = bsin(nAngle, -5);
pActor->nCount = RandomSize(6) + 90;
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}
else
{
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IdleFish(pActor, 0);
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}
}
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break;
}
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case 1:
return;
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case 2:
case 3:
{
pActor->nCount--;
if (pActor->nCount <= 0)
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{
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IdleFish(pActor, 0);
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return;
}
else
{
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PlotCourseToSprite(pActor, pTargetActor);
int nHeight = GetActorHeight(pActor) >> 1;
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int z = abs(pTargetActor->s().z - pSprite->z);
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if (z <= nHeight)
{
pSprite->xvel = bcos(pSprite->ang, -5) - bcos(pSprite->ang, -7);
pSprite->yvel = bsin(pSprite->ang, -5) - bsin(pSprite->ang, -7);
}
else
{
pSprite->xvel = 0;
pSprite->yvel = 0;
}
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pSprite->zvel = (pTargetActor->s().z - pSprite->z) >> 3;
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}
break;
}
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case 4:
{
if (pActor->nFrame == 0)
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{
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IdleFish(pActor, 0);
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}
return;
}
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case 8:
{
return;
}
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case 9:
{
if (pActor->nFrame == 0)
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{
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DestroyFish(pActor);
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}
return;
}
}
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int x = pSprite->x;
int y = pSprite->y;
int z = pSprite->z;
int nSector =pSprite->sectnum;
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// loc_2EF54
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Collision coll = movesprite(pActor, pSprite->xvel << 13, pSprite->yvel << 13, pSprite->zvel << 2, 0, 0, CLIPMASK0);
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if (!(SectFlag[pSprite->sectnum] & kSectUnderwater))
{
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ChangeActorSect(pActor, nSector);
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pSprite->x = x;
pSprite->y = y;
pSprite->z = z;
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IdleFish(pActor, 0);
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return;
}
else
{
if (nAction >= 5) {
return;
}
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if (coll.type == kHitNone)
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{
if (nAction == 3)
{
pActor->nAction = 2;
pActor->nFrame = 0;
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}
return;
}
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if (!coll.exbits)
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{
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if (coll.type == kHitWall)
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{
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IdleFish(pActor, 0);
}
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else if (coll.type == kHitSprite)
{
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auto pHitSpr = &coll.actor->s();
if (pHitSpr->statnum == 100)
{
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pActor->pTarget = coll.actor;
pSprite->ang = GetMyAngle(pHitSpr->x - pSprite->x, pHitSpr->y - pSprite->y);
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if (nAction != 3)
{
pActor->nAction = 3;
pActor->nFrame = 0;
}
if (!pActor->nFrame)
{
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runlist_DamageEnemy(coll.actor, pActor, 2);
}
}
}
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}
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else if (coll.exbits & kHitAux2)
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{
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IdleFish(pActor, -1);
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}
else
{
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IdleFish(pActor, 1);
}
}
}
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END_PS_NS