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- one last change plus formatting of actor.cpp
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1 changed files with 64 additions and 2 deletions
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@ -627,8 +627,12 @@ int DoActorBeginSlide(DSWActor* actor, DAngle ang, double vel)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - Sliding can occur in different directions from movement of the actor.
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// !AIC - Sliding can occur in different directions from movement of the actor.
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// Has its own set of variables
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// Has its own set of variables
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//
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//---------------------------------------------------------------------------
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int DoActorSlide(DSWActor* actor)
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int DoActorSlide(DSWActor* actor)
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{
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{
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@ -650,7 +654,11 @@ int DoActorSlide(DSWActor* actor)
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return true;
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return true;
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}
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - Actor jumping and falling
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// !AIC - Actor jumping and falling
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//
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//---------------------------------------------------------------------------
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int DoActorBeginJump(DSWActor* actor)
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int DoActorBeginJump(DSWActor* actor)
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{
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{
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@ -678,6 +686,12 @@ int DoActorBeginJump(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorJump(DSWActor* actor)
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int DoActorJump(DSWActor* actor)
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{
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{
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int jump_adj;
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int jump_adj;
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@ -714,6 +728,11 @@ int DoActorJump(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorBeginFall(DSWActor* actor)
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int DoActorBeginFall(DSWActor* actor)
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{
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{
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@ -743,6 +762,11 @@ int DoActorBeginFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorFall(DSWActor* actor)
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int DoActorFall(DSWActor* actor)
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{
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{
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@ -761,6 +785,12 @@ int DoActorFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorStopFall(DSWActor* actor)
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int DoActorStopFall(DSWActor* actor)
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{
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{
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actor->spr.pos.Z = actor->user.loz;
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actor->spr.pos.Z = actor->user.loz;
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@ -772,8 +802,7 @@ int DoActorStopFall(DSWActor* actor)
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// don't stand on face or wall sprites - jump again
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// don't stand on face or wall sprites - jump again
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if (actor->user.lowActor && !(actor->user.lowActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
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if (actor->user.lowActor && !(actor->user.lowActor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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{
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//actor->spr.__int_angle = NORM_ANGLE(actor->spr.angle + (RANDOM_P2(64<<8)>>8) - 32);
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actor->spr.angle += DAngle180 + DAngle::fromBuild(RANDOM_P2(512<<8)>>8);
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actor->set_int_ang(NORM_ANGLE(actor->int_ang() + 1024 + (RANDOM_P2(512<<8)>>8)));
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actor->user.jump_speed = -350;
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actor->user.jump_speed = -350;
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DoActorBeginJump(actor);
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DoActorBeginJump(actor);
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@ -805,6 +834,12 @@ int DoActorStopFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorDeathMove(DSWActor* actor)
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int DoActorDeathMove(DSWActor* actor)
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{
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{
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if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
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if (actor->user.Flags & (SPR_JUMPING | SPR_FALLING))
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@ -825,7 +860,12 @@ int DoActorDeathMove(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
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// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
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//
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//---------------------------------------------------------------------------
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int DoBeginJump(DSWActor* actor)
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int DoBeginJump(DSWActor* actor)
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{
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{
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@ -840,6 +880,12 @@ int DoBeginJump(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoJump(DSWActor* actor)
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int DoJump(DSWActor* actor)
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{
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{
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int jump_adj;
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int jump_adj;
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@ -876,6 +922,11 @@ int DoJump(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoBeginFall(DSWActor* actor)
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int DoBeginFall(DSWActor* actor)
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{
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{
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@ -889,6 +940,12 @@ int DoBeginFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoFall(DSWActor* actor)
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int DoFall(DSWActor* actor)
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{
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{
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// adjust jump speed by gravity
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// adjust jump speed by gravity
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@ -907,6 +964,11 @@ int DoFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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#include "saveable.h"
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#include "saveable.h"
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