mirror of
https://github.com/ZDoom/Raze.git
synced 2025-04-07 16:31:26 +00:00
- renamed all nu-> outside weapon.cpp.
This commit is contained in:
parent
38224f05b7
commit
13e14553eb
7 changed files with 94 additions and 94 deletions
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@ -1148,12 +1148,12 @@ void BunnyHatch(DSWActor* actor)
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(actorNew->user.Flags, SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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else
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{
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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// Oops, mommy died giving birth to a boy
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if (RandomRange(1000) > 500)
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{
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@ -1172,17 +1172,17 @@ void BunnyHatch(DSWActor* actor)
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}
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}
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nu->ShellNum = 0; // Not Pregnant right now
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actorNew->user.ShellNum = 0; // Not Pregnant right now
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
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actorNew->user.ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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SET(actorNew->user.Flags, SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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nu->jump_grav = 8;
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actorNew->user.jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew);
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@ -1208,42 +1208,42 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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actorNew->spr.shade = actor->spr.shade;
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(actorNew->user.Flags, SPR_ACTIVE);
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if (RandomRange(1000) > 500) // Boy or Girl?
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{
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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nu->Flag1 = SEC(5);
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER0; // Girl
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actorNew->user.Flag1 = SEC(5);
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}
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else
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{
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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nu->Flag1 = 0;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER8; // Boy
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actorNew->user.Flag1 = 0;
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}
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nu->ShellNum = 0; // Not Pregnant right now
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actorNew->user.ShellNum = 0; // Not Pregnant right now
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
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actorNew->user.ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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if (TEST_BOOL3(actor))
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{
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PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
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actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
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actorNew->spr.xvel = 150 + RandomRange(1000);
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nu->Health = 1; // Easy to pop. Like shootn' skeet.
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actorNew->user.Health = 1; // Easy to pop. Like shootn' skeet.
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actorNew->spr.ang -= RandomRange(128);
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actorNew->spr.ang += RandomRange(128);
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}
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else
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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SET(actorNew->user.Flags, SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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nu->jump_grav = 8;
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nu->FlagOwner = 0;
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actorNew->user.jump_grav = 8;
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actorNew->user.FlagOwner = 0;
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nu->active_range = 75000; // Set it far
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actorNew->user.active_range = 75000; // Set it far
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew);
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@ -553,15 +553,15 @@ int NewCoolg(DSWActor* actor)
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nu = actorNew->u();
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ChangeState(actorNew, &s_CoolgBirth[0]);
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nu->StateEnd = s_CoolgDie;
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nu->Rot = sg_CoolgRun;
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actorNew->spr.pal = nu->spal = u->spal;
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actorNew->user.StateEnd = s_CoolgDie;
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actorNew->user.Rot = sg_CoolgRun;
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actorNew->spr.pal = actorNew->user.spal = u->spal;
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nu->ActorActionSet = &CoolgActionSet;
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actorNew->user.ActorActionSet = &CoolgActionSet;
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actorNew->spr.shade = actor->spr.shade;
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nu->Personality = &CoolgPersonality;
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nu->Attrib = &CoolgAttrib;
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actorNew->user.Personality = &CoolgPersonality;
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actorNew->user.Attrib = &CoolgAttrib;
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// special case
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TotalKillable++;
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@ -314,12 +314,12 @@ void SpawnMidSplash(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
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nu->xchange = 0;
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nu->ychange = 0;
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nu->zchange = 0;
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actorNew->user.xchange = 0;
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actorNew->user.ychange = 0;
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actorNew->user.zchange = 0;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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void SpawnFloorSplash(DSWActor* actor)
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@ -342,12 +342,12 @@ void SpawnFloorSplash(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_XFLIP);
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nu->xchange = 0;
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nu->ychange = 0;
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nu->zchange = 0;
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actorNew->user.xchange = 0;
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actorNew->user.ychange = 0;
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actorNew->user.zchange = 0;
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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@ -549,14 +549,14 @@ int DoBloodSpray(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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ScaleSpriteVector(actorNew, 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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return false;
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@ -758,16 +758,16 @@ int DoPhosphorus(DSWActor* actor)
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if (RANDOM_P2(1024) < 512)
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YFLIP);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER3; // RED
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ScaleSpriteVector(actorNew, 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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return false;
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@ -981,16 +981,16 @@ int DoChemBomb(DSWActor* actor)
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// SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER|CSTAT_SPRITE_TRANSLUCENT);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->xchange = u->xchange;
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nu->ychange = u->ychange;
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nu->zchange = u->zchange;
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actorNew->user.xchange = u->xchange;
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actorNew->user.ychange = u->ychange;
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actorNew->user.zchange = u->zchange;
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
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ScaleSpriteVector(actorNew, 20000);
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if (TEST(u->Flags, SPR_UNDERWATER))
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SET(nu->Flags, SPR_UNDERWATER);
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SET(actorNew->user.Flags, SPR_UNDERWATER);
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}
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return false;
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@ -1209,14 +1209,14 @@ int SpawnRadiationCloud(DSWActor* actor)
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nu = actorNew->u();
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SetOwner(GetOwner(actor), actorNew);
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nu->WaitTics = 1 * 120;
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actorNew->user.WaitTics = 1 * 120;
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actorNew->spr.shade = -40;
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actorNew->spr.xrepeat = 32;
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actorNew->spr.yrepeat = 32;
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actorNew->spr.clipdist = actor->spr.clipdist;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->spal = actorNew->spr.pal = PALETTE_PLAYER6;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_PLAYER6;
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// Won't take floor palettes
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actorNew->spr.hitag = SECTFU_DONT_COPY_PALETTE;
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@ -1228,22 +1228,22 @@ int SpawnRadiationCloud(DSWActor* actor)
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actorNew->spr.ang = RANDOM_P2(2048);
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actorNew->spr.xvel = RANDOM_P2(32);
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nu->Counter = 0;
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nu->Counter2 = 0;
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actorNew->user.Counter = 0;
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actorNew->user.Counter2 = 0;
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if (u->ID == MUSHROOM_CLOUD || u->ID == 3121)
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{
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nu->Radius = 2000;
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nu->xchange = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
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nu->ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->user.Radius = 2000;
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actorNew->user.xchange = (MOVEx(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->user.ychange = (MOVEy(actorNew->spr.xvel>>2, actorNew->spr.ang));
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actorNew->spr.zvel = Z(1) + RANDOM_P2(Z(2));
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}
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else
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{
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nu->xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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nu->ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.xchange = MOVEx(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->user.ychange = MOVEy(actorNew->spr.xvel, actorNew->spr.ang);
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actorNew->spr.zvel = Z(4) + RANDOM_P2(Z(4));
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nu->Radius = 4000;
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actorNew->user.Radius = 4000;
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}
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return false;
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@ -1645,16 +1645,16 @@ void SpawnFlashBombOnActor(DSWActor* actor)
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if (u->flameActor != nullptr)
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{
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nu->Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) >> 1) * 4;
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actorNew->user.Counter = GetRepeatFromHeight(actorNew, ActorSizeZ(actor) >> 1) * 4;
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}
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else
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nu->Counter = 0; // max flame size
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actorNew->user.Counter = 0; // max flame size
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actorNew->spr.shade = -40;
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SET(actorNew->spr.cstat, CSTAT_SPRITE_YCENTER | CSTAT_SPRITE_INVISIBLE);
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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nu->Radius = 200;
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actorNew->user.Radius = 200;
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if (u->flameActor != nullptr)
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{
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@ -1217,17 +1217,17 @@ void RipperHatch(DSWActor* actor)
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nu = actorNew->u();
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(actorNew->user.Flags, SPR_ACTIVE);
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
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actorNew->user.ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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SET(actorNew->user.Flags, SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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nu->jump_grav = 8;
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actorNew->user.jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew);
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@ -1236,17 +1236,17 @@ void Ripper2Hatch(DSWActor* actor)
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nu = actorNew->u();
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(actorNew->user.Flags, SPR_ACTIVE);
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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NewStateGroup(actorNew, actorNew->user.ActorActionSet->Jump);
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actorNew->user.ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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SET(actorNew->user.Flags, SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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nu->jump_grav = 8;
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actorNew->user.jump_grav = 8;
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew);
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@ -4876,7 +4876,7 @@ int KillGet(DSWActor* actor)
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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actorNew->user.WaitTics = u->WaitTics - 12;
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break;
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}
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@ -4925,7 +4925,7 @@ int KillGetAmmo(DSWActor* actor)
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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actorNew->user.WaitTics = u->WaitTics - 12;
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break;
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}
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@ -4982,7 +4982,7 @@ int KillGetWeapon(DSWActor* actor)
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nu = actorNew->u();
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actorNew->spr.shade = -20;
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nu->WaitTics = u->WaitTics - 12;
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actorNew->user.WaitTics = u->WaitTics - 12;
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break;
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}
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@ -5927,15 +5927,15 @@ KeyMain:
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actorNew->spr.shade = -20;
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// Attach flag to player
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nu->Counter = 0;
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actorNew->user.Counter = 0;
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RESET(actorNew->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
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SetAttach(pp->Actor(), actorNew);
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nu->sz = ActorZOfMiddle(pp->Actor()); // Set mid way up who it hit
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nu->spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
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actorNew->user.sz = ActorZOfMiddle(pp->Actor()); // Set mid way up who it hit
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actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag
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SetOwner(pp->Actor(), actorNew); // Player now owns the flag
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nu->flagOwnerActor = actor; // Tell carried flag who owns it
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actorNew->user.flagOwnerActor = actor; // Tell carried flag who owns it
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KillGet(actor); // Set up for flag respawning
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break;
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}
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@ -784,20 +784,20 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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nu = actorNew->u();
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actorNew->spr.setsector(pp->cursector);
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SetOwner(actorNew, ownerActor);
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actorNew->spr.pal = nu->spal = ownerActor->user.spal;
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actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
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actorNew->spr.ang = RANDOM_P2(2048);
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SetupZombie(actorNew);
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actorNew->spr.shade = -10;
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SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
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SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
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SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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DoActorPickClosePlayer(actorNew);
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// make immediately active
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SET(nu->Flags, SPR_ACTIVE);
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SET(actorNew->user.Flags, SPR_ACTIVE);
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RESET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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RESET(actorNew->user.Flags, SPR_JUMPING);
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RESET(actorNew->user.Flags, SPR_FALLING);
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actorNew);
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@ -832,22 +832,22 @@ void SpawnZombie2(DSWActor* actor)
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|
||||
auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, actor->spr.ang, 0);
|
||||
nu = actorNew->u();
|
||||
nu->Counter3 = 0;
|
||||
actorNew->user.Counter3 = 0;
|
||||
SetOwner(ownerActor, actorNew);
|
||||
actorNew->spr.pal = nu->spal = ownerActor->user.spal;
|
||||
actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
|
||||
actorNew->spr.ang = RANDOM_P2(2048);
|
||||
SetupZombie(actorNew);
|
||||
actorNew->spr.shade = -10;
|
||||
SET(nu->Flags2, SPR2_DONT_TARGET_OWNER);
|
||||
SET(actorNew->user.Flags2, SPR2_DONT_TARGET_OWNER);
|
||||
SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
|
||||
|
||||
DoActorPickClosePlayer(actorNew);
|
||||
|
||||
// make immediately active
|
||||
SET(nu->Flags, SPR_ACTIVE);
|
||||
SET(actorNew->user.Flags, SPR_ACTIVE);
|
||||
|
||||
RESET(nu->Flags, SPR_JUMPING);
|
||||
RESET(nu->Flags, SPR_FALLING);
|
||||
RESET(actorNew->user.Flags, SPR_JUMPING);
|
||||
RESET(actorNew->user.Flags, SPR_FALLING);
|
||||
|
||||
// if I didn't do this here they get stuck in the air sometimes
|
||||
DoActorZrange(actorNew);
|
||||
|
|
Loading…
Reference in a new issue