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- ActorMoveHitReact + DebugMoveHit
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parent
c7f6b7a8c2
commit
077c4f19a7
3 changed files with 12 additions and 15 deletions
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@ -75,17 +75,14 @@ Distance(int x1, int y1, int x2, int y2)
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}
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void DebugMoveHit(short SpriteNum)
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void DebugMoveHit(DSWActor* actor)
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{
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SPRITEp sp;
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USERp u = User[SpriteNum].Data();
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return;
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//if (u->ret == -1)
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// printf("Hit a ledge\n");
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//else
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/*
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SPRITEp sp;
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USERp u = actor->u();
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_SPRITE:
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@ -113,10 +110,10 @@ void DebugMoveHit(short SpriteNum)
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}
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bool ActorMoveHitReact(short SpriteNum)
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bool ActorMoveHitReact(DSWActor* actor)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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int SpriteNum = actor->GetSpriteIndex();
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// Should only return true if there is a reaction to what was hit that
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// would cause the calling function to abort
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@ -1147,9 +1144,9 @@ DoActorMoveCloser(DSWActor* actor)
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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DebugMoveHit(SpriteNum);
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DebugMoveHit(actor);
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if (ActorMoveHitReact(SpriteNum))
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if (ActorMoveHitReact(actor))
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return 0;
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DoActorCantMoveCloser(actor);
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@ -2071,7 +2068,7 @@ DoActorReposition(DSWActor* actor)
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// still might hit something and have to handle it.
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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if (ActorMoveHitReact(SpriteNum))
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if (ActorMoveHitReact(actor))
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return 0;
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u->Vis = 6;
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@ -70,8 +70,8 @@ struct ATTRIBUTEstruct
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extern ATTRIBUTE DefaultAttrib;
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// AI.C functions
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void DebugMoveHit(short SpriteNum);
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bool ActorMoveHitReact(short SpriteNum);
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void DebugMoveHit(DSWActor* actor);
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bool ActorMoveHitReact(DSWActor* actor);
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bool ActorFlaming(short SpriteNum);
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void DoActorSetSpeed(short SpriteNum,uint8_t speed);
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short ChooseActionNumber(short decision[]);
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@ -469,7 +469,7 @@ int DoHornetCircle(DSWActor* actor)
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if (!move_actor(SpriteNum, nx, ny, 0L))
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{
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//ActorMoveHitReact(SpriteNum);
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//ActorMoveHitReact(actor);
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// try moving in the opposite direction
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u->Counter2 = -u->Counter2;
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