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- floatified SpawnCoolieExp
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1 changed files with 3 additions and 7 deletions
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@ -9549,20 +9549,16 @@ int DoSpear(DSWActor* actor)
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int SpawnCoolieExp(DSWActor* actor)
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int SpawnCoolieExp(DSWActor* actor)
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{
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{
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int zh,nx,ny;
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ASSERT(actor->hasU());
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ASSERT(actor->hasU());
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actor->user.Counter = RandomRange(120); // This is the wait til birth time!
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actor->user.Counter = RandomRange(120); // This is the wait til birth time!
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zh = actor->int_pos().Z - int_ActorSizeZ(actor) + (int_ActorSizeZ(actor) >> 2);
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auto vect = actor->spr.pos + MOVExy(64, actor->spr.angle + DAngle180);
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nx = actor->int_pos().X + MOVEx(64, actor->int_ang() + 1024);
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vect.Z -= ActorSizeZ(actor) * 0.75;
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ny = actor->int_pos().Y + MOVEy(64, actor->int_ang() + 1024);
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PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none);
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PlaySound(DIGI_COOLIEEXPLODE, actor, v3df_none);
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auto actorNew = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, BOLT_EXP, s_BoltExp, actor->sector(), vect, actor->spr.angle, 0);
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nx, ny, zh, actor->int_ang(), 0);
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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actorNew->spr.hitag = LUMINOUS; //Always full brightness
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SetOwner(actor, actorNew);
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SetOwner(actor, actorNew);
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