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https://github.com/ZDoom/Raze.git
synced 2025-01-19 15:11:04 +00:00
- WH: fixed ambiguous naming of 'attack' functions.
This commit is contained in:
parent
f87d524987
commit
110adf4a83
20 changed files with 40 additions and 40 deletions
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@ -120,7 +120,7 @@ static void face(PLAYER& plr, short i) {
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (plr.z < spr.z) {
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@ -211,7 +211,7 @@ void createDemonAI() {
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e.frozen;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die;
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@ -155,7 +155,7 @@ static void flee(PLAYER& plr, short i) {
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setsprite(i, spr.x, spr.y, spr.z);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -260,7 +260,7 @@ void createDevilAI() {
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e.pain = pain;
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e.face = face;
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e.flee = flee;
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e.attack = attack;
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e.attack = attackfunc;
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e.resurect = resurect;
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e.search = search;
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e.frozen = frozen;
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@ -190,7 +190,7 @@ static void cast(PLAYER& plr, short i) {
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checksector6(i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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@ -370,7 +370,7 @@ void createDragonAI() {
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e.flee = flee;
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e.die = die;
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e.cast = cast;
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e.attack = attack;
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e.attack = attackfunc;
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e.resurect = resurect;
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e.search = search;
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e.frozen = frozen;
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@ -133,7 +133,7 @@ static void face(PLAYER& plr, short i) {
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newstatus(i, ATTACK);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -267,7 +267,7 @@ void createFatwitchAI() {
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e.nuked = nuked;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -80,7 +80,7 @@ static void die(PLAYER& plr, short i) {
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deletesprite(i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.z = sector[sprite[i].sectnum].floorz;
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@ -179,7 +179,7 @@ void createFishAI() {
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e.info.Init(1, 1, 512, 120, 0, 32, false, 10, 0);
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e.chase = chase;
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e.die = die;
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e.attack = attack;
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e.attack = attackfunc;
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e.skirmish = skirmish;
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e.search = search;
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e.face = face;
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@ -174,7 +174,7 @@ static void face(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -308,7 +308,7 @@ void createFredAI() {
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e.search = search;
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e.frozen = frozen;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.pain = pain;
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e.resurect = resurect;
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@ -216,7 +216,7 @@ static void stand(PLAYER& plr, short i) {
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checksector6(i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -535,7 +535,7 @@ void createGoblinAI() {
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e.face = face;
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e.flee = flee;
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e.stand = stand;
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e.attack = attack;
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e.attack = attackfunc;
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e.resurect = resurect;
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e.search = search;
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e.frozen = frozen;
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@ -342,7 +342,7 @@ static void face(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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spr.z = zr_florz;
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@ -729,7 +729,7 @@ void createGonzoAI() {
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e.frozen = frozen;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -270,7 +270,7 @@ static void face(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (spr.picnum == GRONSWATTACK) {
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@ -501,7 +501,7 @@ void createGronAI() {
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e.frozen = frozen;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -91,7 +91,7 @@ static void nuked(PLAYER& plr, short i) {
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}
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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if (plr.z < spr.z) {
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@ -230,7 +230,7 @@ void createGuardianAI() {
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e.info.Init(isWh2() ? 35 : 32, isWh2() ? 35 : 32, 4096, 120, 0, 64, true, isWh2() ? 100 : 200, 0);
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e.chase = chase;
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e.nuked = nuked;
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e.attack = attack;
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e.attack = attackfunc;
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e.face = face;
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e.search = search;
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e.flee = flee;
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@ -219,7 +219,7 @@ static void flee(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -322,7 +322,7 @@ void createImpAI() {
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e.resurect = resurect;
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e.face = face;
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e.flee = flee;
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e.attack = attack;
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e.attack = attackfunc;
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e.search = search;
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e.skirmish = skirmish;
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}
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@ -145,7 +145,7 @@ static void face(PLAYER& plr, short i) {
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newstatus(i, ATTACK);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -397,7 +397,7 @@ void createJudyAI() {
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e.nuked = nuked;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -121,7 +121,7 @@ static void face(PLAYER& plr, short i) {
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newstatus(i, ATTACK);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -267,7 +267,7 @@ void createKatieAI() {
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e.search = search;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -192,7 +192,7 @@ static void flee(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -339,7 +339,7 @@ void createKoboldAI() {
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e.pain = pain;
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e.face = face;
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e.flee = flee;
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e.attack = attack;
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e.attack = attackfunc;
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e.resurect = resurect;
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e.search = search;
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e.frozen = frozen;
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@ -196,7 +196,7 @@ static void face(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -340,7 +340,7 @@ void createMinotaurAI() {
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e.nuked = nuked;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.die = die;
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e.flee = flee;
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e.frozen = frozen;
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@ -243,7 +243,7 @@ static void flee(PLAYER& plr, short i) {
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setsprite(i, spr.x, spr.y, spr.z);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -430,7 +430,7 @@ void createNewGuyAI() {
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e.pain = pain;
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e.face = face;
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e.flee = flee;
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e.attack = attack;
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e.attack = attackfunc;
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e.die = die;
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e.cast = cast;
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}
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@ -202,7 +202,7 @@ static void stand(PLAYER& plr, short i) {
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checksector6(i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -360,7 +360,7 @@ void createSkeletonAI() {
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e.face = face;
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e.flee = flee;
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e.stand = stand;
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e.attack = attack;
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e.attack = attackfunc;
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e.resurect = resurect;
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e.search = search;
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e.frozen = frozen;
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@ -133,7 +133,7 @@ static void face(PLAYER& plr, short i) {
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newstatus(i, ATTACK);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -238,7 +238,7 @@ void createSkullyAI() {
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e.nuked = nuked;
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e.pain = pain;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.cast = cast;
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e.die = die;
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@ -176,7 +176,7 @@ static void face(PLAYER& plr, short i) {
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checkexpl(plr, i);
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -306,7 +306,7 @@ void createSpiderAI() {
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e.search = search;
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e.frozen = frozen;
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e.face = face;
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e.attack = attack;
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e.attack = attackfunc;
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e.flee = flee;
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e.die = die;
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}
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@ -67,7 +67,7 @@ static void chase(PLAYER& plr, short i) {
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}
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}
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static void attack(PLAYER& plr, short i) {
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static void attackfunc(PLAYER& plr, short i) {
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SPRITE& spr = sprite[i];
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spr.lotag -= TICSPERFRAME;
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@ -269,7 +269,7 @@ void createWillowAI() {
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auto& e = enemy[WILLOWTYPE];
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e.info.Init(32, 32, 512, 120, 0, 64, true, isWh2() ? 5 : 400, 0);
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e.chase = chase;
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e.attack = attack;
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e.attack = attackfunc;
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e.face = face;
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e.search = search;
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e.flee = flee;
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