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- SpawnFireballFlames
# Conflicts: # source/games/sw/src/weapon.cpp # source/games/sw/src/weapon.h
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parent
b863901037
commit
151306d763
3 changed files with 19 additions and 19 deletions
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@ -636,7 +636,7 @@ int DoPhosphorus(DSWActor* actor)
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hu = SpawnUser(hitActor, hsp->picnum, nullptr);
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SpawnFireballExp(actor);
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if (hu)
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SpawnFireballFlames(actor->GetSpriteIndex(), hitActor->GetSpriteIndex());
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SpawnFireballFlames(actor, hitActor);
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DoFlamesDamageTest(actor->GetSpriteIndex());
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}
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u->xchange = u->ychange = 0;
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@ -5033,7 +5033,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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// For the Nuke, do residual radiation if he gibs
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if (wu->Radius == NUKE_RADIUS)
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SpawnFireballFlames(actor->GetSpriteIndex(), -1);
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SpawnFireballFlames(actor, nullptr);
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// Random chance of taunting the AI's here
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if (RandomRange(1000) > 400)
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@ -6995,7 +6995,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (wp->owner >= 0) // For SerpGod Ring
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User[wp->owner]->Counter--;
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SpawnFireballFlames(weapActor->GetSpriteIndex(), actor->GetSpriteIndex());
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SpawnFireballFlames(weapActor, actor);
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SetSuicide(weapActor);
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break;
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@ -10493,18 +10493,18 @@ SpawnBasicExp(int16_t Weapon)
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return explosion;
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}
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void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor)
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{
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SPRITEp sp = &sprite[SpriteNum], ep = nullptr;
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USERp u = User[SpriteNum].Data(), eu = nullptr;
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SPRITEp sp = &actor->s(), ep;
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USERp u = actor->u(), eu = nullptr;
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if (TEST(u->Flags, SPR_UNDERWATER))
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return;
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if (enemy >= 0)
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if (enemyActor != nullptr)
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{
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ep = &sprite[enemy];
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eu = User[enemy].Data();
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ep = &enemyActor->s();
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eu = enemyActor->u();
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// test for already burned
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if (TEST(ep->extra, SPRX_BURNABLE) && ep->shade > 40)
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@ -10557,12 +10557,12 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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np->hitag = LUMINOUS; //Always full brightness
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if (enemy >= 0)
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if (enemyActor != nullptr)
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eu->flameActor = actorNew;
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np->xrepeat = 16;
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np->yrepeat = 16;
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if (enemy >= 0)
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if (enemyActor != nullptr)
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{
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// large flame for trees and such
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if (TEST(ep->extra, SPRX_BURNABLE))
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@ -10580,7 +10580,7 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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nu->Counter = 48; // max flame size
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}
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SetOwner(sp->owner, actorNew->GetSpriteIndex());
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SetOwner(GetOwner(actor), actorNew);
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np->shade = -40;
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np->pal = nu->spal = u->spal;
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SET(np->cstat, CSTAT_SPRITE_YCENTER);
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@ -10589,9 +10589,9 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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//nu->Radius = DamageData[DMG_FIREBALL_FLAMES].radius;
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nu->Radius = 200;
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if (enemy >= 0)
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if (enemyActor != nullptr)
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{
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SetAttach(&swActors[enemy], actorNew);
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SetAttach(enemyActor, actorNew);
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}
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else
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{
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@ -10608,7 +10608,7 @@ void SpawnFireballFlames(int16_t SpriteNum, int16_t enemy)
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DoBeginJump(actorNew);
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}
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PlaySound(DIGI_FIRE1,np,v3df_dontpan|v3df_doppler);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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}
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@ -10721,7 +10721,7 @@ void SpawnFireballExp(DSWActor* actor)
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SpawnExpZadjust(actor->GetSpriteIndex(), exp, Z(15), Z(15));
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if (RANDOM_P2(1024) < 150)
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SpawnFireballFlames(actorNew->GetSpriteIndex(),-1);
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SpawnFireballFlames(actorNew, nullptr);
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}
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void SpawnGoroFireballExp(DSWActor* actor)
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@ -11562,7 +11562,7 @@ int DoFireball(DSWActor* actor)
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{
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if (!hu)
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hu = SpawnUser(actor, hsp->picnum, nullptr);
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SpawnFireballFlames(actor->GetSpriteIndex(), u->coll.actor->GetSpriteIndex());
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SpawnFireballFlames(actor, u->coll.actor);
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hit_burn = true;
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}
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@ -13459,7 +13459,7 @@ int InitMiniSumoClap(DSWActor* actor)
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if (FAFcansee(tsp->x, tsp->y, ActorMid(u->targetActor), tsp->sectnum, sp->x, sp->y, SPRITEp_MID(sp), sp->sectnum))
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{
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PlaySound(DIGI_30MMEXPLODE, actor, v3df_none);
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SpawnFireballFlames(actor->GetSpriteIndex(), u->targetActor->GetSpriteIndex());
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SpawnFireballFlames(actor, u->targetActor);
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}
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}
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@ -82,7 +82,7 @@ bool SlopeBounce(DSWActor*, bool *hit_wall);
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int SpawnSwordSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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DSWActor* SpawnBubble(DSWActor*);
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void SpawnFireballExp(DSWActor*);
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void SpawnFireballFlames(int16_t SpriteNum,int16_t enemy);
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void SpawnFireballFlames(DSWActor* actor, DSWActor* enemyActor);
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int SpawnRadiationCloud(DSWActor* actor);
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void SpawnGrenadeExp(DSWActor*);
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DSWActor* SpawnSectorExp(DSWActor*);
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