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- Exhumed: pActor->s() in set.cpp
This commit is contained in:
parent
b34a4af15e
commit
0fb92e3928
1 changed files with 106 additions and 114 deletions
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@ -41,41 +41,38 @@ static actionSeq SetSeq[] = {
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, int nAngle, int nChannel)
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{
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{
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spritetype* pSprite;
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if (pActor == nullptr)
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if (pActor == nullptr)
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{
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{
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pActor = insertActor(pSector, 120);
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pActor = insertActor(pSector, 120);
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pSprite = &pActor->s();
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}
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}
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else
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else
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{
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{
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ChangeActorStat(pActor, 120);
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ChangeActorStat(pActor, 120);
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pSprite = &pActor->s();
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x = pActor->spr.pos.X;
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x = pSprite->pos.X;
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y = pActor->spr.pos.Y;
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y = pSprite->pos.Y;
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z = pActor->spr.sector()->floorz;
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z = pSprite->sector()->floorz;
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nAngle = pActor->spr.ang;
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nAngle = pSprite->ang;
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}
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}
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pSprite->pos.X = x;
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pActor->spr.pos.X = x;
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pSprite->pos.Y = y;
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pActor->spr.pos.Y = y;
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pSprite->pos.Z = z;
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pActor->spr.pos.Z = z;
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pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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pSprite->shade = -12;
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pActor->spr.shade = -12;
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pSprite->clipdist = 110;
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pActor->spr.clipdist = 110;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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pSprite->zvel = 0;
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pActor->spr.zvel = 0;
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pSprite->xrepeat = 87;
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pActor->spr.xrepeat = 87;
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pSprite->yrepeat = 96;
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pActor->spr.yrepeat = 96;
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pSprite->pal = pSprite->sector()->ceilingpal;
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pActor->spr.pal = pActor->spr.sector()->ceilingpal;
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pSprite->xoffset = 0;
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pActor->spr.xoffset = 0;
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pSprite->yoffset = 0;
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pActor->spr.yoffset = 0;
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pSprite->ang = nAngle;
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pActor->spr.ang = nAngle;
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pSprite->picnum = 1;
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pActor->spr.picnum = 1;
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pSprite->hitag = 0;
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pActor->spr.hitag = 0;
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pSprite->lotag = runlist_HeadRun() + 1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pSprite->extra = -1;
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pActor->spr.extra = -1;
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// GrabTimeSlot(3);
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// GrabTimeSlot(3);
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@ -90,7 +87,7 @@ void BuildSet(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector, i
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pActor->nChannel = nChannel;
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pActor->nChannel = nChannel;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, pActor, 0x190000);
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pActor->spr.owner = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x190000);
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// this isn't stored anywhere.
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// this isn't stored anywhere.
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runlist_AddRunRec(NewRun, pActor, 0x190000);
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runlist_AddRunRec(NewRun, pActor, 0x190000);
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@ -102,35 +99,34 @@ void BuildSoul(DExhumedActor* pSet)
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{
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{
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auto pSetSprite = &pSet->s();
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auto pSetSprite = &pSet->s();
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auto pActor = insertActor(pSetSprite->sector(), 0);
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auto pActor = insertActor(pSetSprite->sector(), 0);
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auto pSprite = &pActor->s();
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pSprite->cstat = CSTAT_SPRITE_INVISIBLE;
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pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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pSprite->shade = -127;
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pActor->spr.shade = -127;
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pSprite->xrepeat = 1;
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pActor->spr.xrepeat = 1;
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pSprite->yrepeat = 1;
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pActor->spr.yrepeat = 1;
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pSprite->pal = 0;
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pActor->spr.pal = 0;
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pSprite->clipdist = 5;
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pActor->spr.clipdist = 5;
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pSprite->xoffset = 0;
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pActor->spr.xoffset = 0;
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pSprite->yoffset = 0;
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pActor->spr.yoffset = 0;
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pSprite->picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
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pActor->spr.picnum = seq_GetSeqPicnum(kSeqSet, 75, 0);
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pSprite->ang = RandomSize(11);
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pActor->spr.ang = RandomSize(11);
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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pSprite->zvel = (-256) - RandomSize(10);
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pActor->spr.zvel = (-256) - RandomSize(10);
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pSprite->pos.X = pSetSprite->pos.X;
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pActor->spr.pos.X = pSetSprite->pos.X;
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pSprite->pos.Y = pSetSprite->pos.Y;
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pActor->spr.pos.Y = pSetSprite->pos.Y;
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pSprite->pos.Z = (RandomSize(8) << 8) + 8192 + pSprite->sector()->ceilingz - GetActorHeight(pActor);
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pActor->spr.pos.Z = (RandomSize(8) << 8) + 8192 + pActor->spr.sector()->ceilingz - GetActorHeight(pActor);
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//pSprite->hitag = nSet;
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//pActor->spr.hitag = nSet;
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pActor->pTarget = pSet;
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pActor->pTarget = pSet;
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pActor->nPhase = Counters[kCountSoul]++;
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pActor->nPhase = Counters[kCountSoul]++;
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pSprite->lotag = runlist_HeadRun() + 1;
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pSprite->extra = 0;
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pActor->spr.extra = 0;
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// GrabTimeSlot(3);
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// GrabTimeSlot(3);
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pSprite->owner = runlist_AddRunRec(NewRun, pActor, 0x230000);
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pActor->spr.owner = runlist_AddRunRec(NewRun, pActor, 0x230000);
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}
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}
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void AISoul::Tick(RunListEvent* ev)
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void AISoul::Tick(RunListEvent* ev)
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@ -138,34 +134,32 @@ void AISoul::Tick(RunListEvent* ev)
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auto pActor = ev->pObjActor;
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auto pActor = ev->pObjActor;
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if (!pActor) return;
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if (!pActor) return;
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auto pSprite = &pActor->s();
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seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0);
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seq_MoveSequence(pActor, SeqOffsets[kSeqSet] + 75, 0);
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if (pSprite->xrepeat < 32)
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if (pActor->spr.xrepeat < 32)
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{
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{
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pSprite->xrepeat++;
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pActor->spr.xrepeat++;
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pSprite->yrepeat++;
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pActor->spr.yrepeat++;
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}
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}
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pSprite->extra += (pActor->nPhase & 0x0F) + 5;
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pActor->spr.extra += (pActor->nPhase & 0x0F) + 5;
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pSprite->extra &= kAngleMask;
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pActor->spr.extra &= kAngleMask;
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int nVel = bcos(pSprite->extra, -7);
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int nVel = bcos(pActor->spr.extra, -7);
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auto coll = movesprite(pActor, bcos(pSprite->ang) * nVel, bsin(pSprite->ang) * nVel, pSprite->zvel, 5120, 0, CLIPMASK0);
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auto coll = movesprite(pActor, bcos(pActor->spr.ang) * nVel, bsin(pActor->spr.ang) * nVel, pActor->spr.zvel, 5120, 0, CLIPMASK0);
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if (coll.exbits & 0x10000)
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if (coll.exbits & 0x10000)
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{
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{
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DExhumedActor* pSet = pActor->pTarget;
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DExhumedActor* pSet = pActor->pTarget;
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if (!pSet) return;
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if (!pSet) return;
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auto pSetSprite = &pSet->s();
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auto pSetSprite = &pSet->s();
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pSprite->cstat = 0;
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pActor->spr.cstat = 0;
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pSprite->yrepeat = 1;
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pActor->spr.yrepeat = 1;
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pSprite->xrepeat = 1;
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pActor->spr.xrepeat = 1;
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pSprite->pos.X = pSetSprite->pos.X;
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pActor->spr.pos.X = pSetSprite->pos.X;
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pSprite->pos.Y = pSetSprite->pos.Y;
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pActor->spr.pos.Y = pSetSprite->pos.Y;
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pSprite->pos.Z = pSetSprite->pos.Z - (GetActorHeight(pSet) >> 1);
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pActor->spr.pos.Z = pSetSprite->pos.Z - (GetActorHeight(pSet) >> 1);
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ChangeActorSect(pActor, pSetSprite->sector());
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ChangeActorSect(pActor, pSetSprite->sector());
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return;
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return;
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}
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}
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@ -192,7 +186,6 @@ void AISet::Damage(RunListEvent* ev)
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if (!pActor) return;
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if (!pActor) return;
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int nAction = pActor->nAction;
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int nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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if (ev->nDamage && pActor->nHealth > 0)
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if (ev->nDamage && pActor->nHealth > 0)
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{
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{
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@ -203,10 +196,10 @@ void AISet::Damage(RunListEvent* ev)
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if (pActor->nHealth <= 0)
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if (pActor->nHealth <= 0)
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{
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{
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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pSprite->zvel = 0;
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pActor->spr.zvel = 0;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
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pActor->nHealth = 0;
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pActor->nHealth = 0;
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@ -242,14 +235,13 @@ void AISet::Tick(RunListEvent* ev)
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if (!pActor) return;
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if (!pActor) return;
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int nAction = pActor->nAction;
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int nAction = pActor->nAction;
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auto pSprite = &pActor->s();
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bool bVal = false;
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bool bVal = false;
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Gravity(pActor);
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Gravity(pActor);
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int nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
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int nSeq = SeqOffsets[kSeqSet] + SetSeq[pActor->nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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seq_MoveSequence(pActor, nSeq, pActor->nFrame);
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if (nAction == 3)
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if (nAction == 3)
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@ -282,11 +274,11 @@ void AISet::Tick(RunListEvent* ev)
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auto nMov = MoveCreature(pActor);
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auto nMov = MoveCreature(pActor);
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auto sect = pSprite->sector();
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auto sect = pActor->spr.sector();
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pushmove(&pSprite->pos, §, pSprite->clipdist << 2, 5120, -5120, CLIPMASK0);
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pushmove(&pActor->spr.pos, §, pActor->spr.clipdist << 2, 5120, -5120, CLIPMASK0);
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pSprite->setsector(sect);
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pActor->spr.setsector(sect);
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if (pSprite->zvel > 4000)
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if (pActor->spr.zvel > 4000)
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{
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{
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if (nMov.exbits & kHitAux2)
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if (nMov.exbits & kHitAux2)
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{
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{
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@ -314,8 +306,8 @@ void AISet::Tick(RunListEvent* ev)
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pActor->pTarget = pTarget;
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pActor->pTarget = pTarget;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pActor->spr.xvel = bcos(pActor->spr.ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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pActor->spr.yvel = bsin(pActor->spr.ang, -1);
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}
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}
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}
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}
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@ -345,8 +337,8 @@ void AISet::Tick(RunListEvent* ev)
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pActor->nIndex = 0;
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pActor->nIndex = 0;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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pActor->pTarget = FindPlayer(pActor, 1000);
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pActor->pTarget = FindPlayer(pActor, 1000);
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}
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}
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@ -376,8 +368,8 @@ void AISet::Tick(RunListEvent* ev)
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pActor->nIndex = 0;
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pActor->nIndex = 0;
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pActor->nAction = 7;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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return;
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return;
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}
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}
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case 1:
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case 1:
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@ -387,8 +379,8 @@ void AISet::Tick(RunListEvent* ev)
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pActor->nAction = 6;
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pActor->nAction = 6;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pActor->nRun = 5;
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pActor->nRun = 5;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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return;
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return;
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}
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}
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default:
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default:
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@ -407,14 +399,14 @@ void AISet::Tick(RunListEvent* ev)
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}
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}
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// loc_338E2
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// loc_338E2
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int nAngle = pSprite->ang & 0xFFF8;
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int nAngle = pActor->spr.ang & 0xFFF8;
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pSprite->xvel = bcos(nAngle, -1);
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pActor->spr.xvel = bcos(nAngle, -1);
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pSprite->yvel = bsin(nAngle, -1);
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pActor->spr.yvel = bsin(nAngle, -1);
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if (pActor->nIndex2)
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if (pActor->nIndex2)
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{
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{
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pSprite->xvel *= 2;
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pActor->spr.xvel *= 2;
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pSprite->yvel *= 2;
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pActor->spr.yvel *= 2;
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}
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}
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if (nMov.type == kHitWall)
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if (nMov.type == kHitWall)
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@ -423,31 +415,31 @@ void AISet::Tick(RunListEvent* ev)
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if (pSector)
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if (pSector)
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{
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{
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if ((pSprite->pos.Z - pSector->floorz) < 55000)
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if ((pActor->spr.pos.Z - pSector->floorz) < 55000)
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{
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{
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if (pSprite->pos.Z > pSector->ceilingz)
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if (pActor->spr.pos.Z > pSector->ceilingz)
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{
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{
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pActor->nIndex = 1;
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pActor->nIndex = 1;
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pActor->nAction = 7;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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return;
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return;
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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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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pActor->spr.ang = (pActor->spr.ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pActor->spr.xvel = bcos(pActor->spr.ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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pActor->spr.yvel = bsin(pActor->spr.ang, -1);
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break;
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break;
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}
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}
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else if (nMov.type == kHitSprite)
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else if (nMov.type == kHitSprite)
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{
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{
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if (pTarget == nMov.actor())
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if (pTarget == nMov.actor())
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{
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{
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int nAng = getangle(pTarget->spr.pos.X - pSprite->pos.X, pTarget->spr.pos.Y - pSprite->pos.Y);
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int nAng = getangle(pTarget->spr.pos.X - pActor->spr.pos.X, pTarget->spr.pos.Y - pActor->spr.pos.Y);
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if (AngleDiff(pSprite->ang, nAng) < 64)
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if (AngleDiff(pActor->spr.ang, nAng) < 64)
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{
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{
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pActor->nAction = 4;
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pActor->nAction = 4;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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@ -459,8 +451,8 @@ void AISet::Tick(RunListEvent* ev)
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pActor->nIndex = 1;
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pActor->nIndex = 1;
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pActor->nAction = 7;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pActor->spr.xvel = 0;
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pSprite->yvel = 0;
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pActor->spr.yvel = 0;
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return;
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return;
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}
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}
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}
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}
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@ -511,7 +503,7 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
{
|
{
|
||||||
if (nFlag & 0x80)
|
if (nFlag & 0x80)
|
||||||
{
|
{
|
||||||
auto pBullet = BuildBullet(pActor, 11, -1, pSprite->ang, pTarget, 1);
|
auto pBullet = BuildBullet(pActor, 11, -1, pActor->spr.ang, pTarget, 1);
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||||||
if (pBullet)
|
if (pBullet)
|
||||||
SetBulletEnemy(pBullet->nPhase, pTarget);
|
SetBulletEnemy(pBullet->nPhase, pTarget);
|
||||||
|
|
||||||
|
@ -531,18 +523,18 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
{
|
{
|
||||||
if (pActor->nIndex)
|
if (pActor->nIndex)
|
||||||
{
|
{
|
||||||
pSprite->zvel = -10000;
|
pActor->spr.zvel = -10000;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
pSprite->zvel = -(PlotCourseToSprite(pActor, pTarget));
|
pActor->spr.zvel = -(PlotCourseToSprite(pActor, pTarget));
|
||||||
}
|
}
|
||||||
|
|
||||||
pActor->nAction = 8;
|
pActor->nAction = 8;
|
||||||
pActor->nFrame = 0;
|
pActor->nFrame = 0;
|
||||||
|
|
||||||
pSprite->xvel = bcos(pSprite->ang);
|
pActor->spr.xvel = bcos(pActor->spr.ang);
|
||||||
pSprite->yvel = bsin(pSprite->ang);
|
pActor->spr.yvel = bsin(pActor->spr.ang);
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -565,13 +557,13 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
|
|
||||||
case 9:
|
case 9:
|
||||||
{
|
{
|
||||||
pSprite->xvel >>= 1;
|
pActor->spr.xvel >>= 1;
|
||||||
pSprite->yvel >>= 1;
|
pActor->spr.yvel >>= 1;
|
||||||
|
|
||||||
if (bVal)
|
if (bVal)
|
||||||
{
|
{
|
||||||
pSprite->xvel = 0;
|
pActor->spr.xvel = 0;
|
||||||
pSprite->yvel = 0;
|
pActor->spr.yvel = 0;
|
||||||
|
|
||||||
PlotCourseToSprite(pActor, pTarget);
|
PlotCourseToSprite(pActor, pTarget);
|
||||||
|
|
||||||
|
@ -579,8 +571,8 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
pActor->nFrame = 0;
|
pActor->nFrame = 0;
|
||||||
pActor->nRun = 5;
|
pActor->nRun = 5;
|
||||||
|
|
||||||
pSprite->xvel = 0;
|
pActor->spr.xvel = 0;
|
||||||
pSprite->yvel = 0;
|
pActor->spr.yvel = 0;
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -589,9 +581,9 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
{
|
{
|
||||||
if (nFlag & 0x80)
|
if (nFlag & 0x80)
|
||||||
{
|
{
|
||||||
pSprite->pos.Z -= GetActorHeight(pActor);
|
pActor->spr.pos.Z -= GetActorHeight(pActor);
|
||||||
BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0));
|
BuildCreatureChunk(pActor, seq_GetSeqPicnum(kSeqSet, 76, 0));
|
||||||
pSprite->pos.Z += GetActorHeight(pActor);
|
pActor->spr.pos.Z += GetActorHeight(pActor);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bVal)
|
if (bVal)
|
||||||
|
@ -611,7 +603,7 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
|
|
||||||
case 11:
|
case 11:
|
||||||
{
|
{
|
||||||
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -627,8 +619,8 @@ void AISet::Tick(RunListEvent* ev)
|
||||||
pActor->nFrame = 0;
|
pActor->nFrame = 0;
|
||||||
pActor->nCount = 100;
|
pActor->nCount = 100;
|
||||||
pActor->pTarget = nullptr;
|
pActor->pTarget = nullptr;
|
||||||
pSprite->xvel = 0;
|
pActor->spr.xvel = 0;
|
||||||
pSprite->yvel = 0;
|
pActor->spr.yvel = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue