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- simple replacements in player code
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parent
f6d06b1326
commit
1c05d80e53
3 changed files with 11 additions and 11 deletions
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@ -1053,8 +1053,8 @@ void shootbloodsplat(DDukeActor* actor, int p, int sx, int sy, int sz, int sa, i
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auto spawned = spawn(actor, atwith);
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if (spawned)
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{
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spawned->set_int_xvel(-12);
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spawned->set_int_ang(getangle(-hit.hitWall->delta()) + 512); // note the '-' sign here!
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spawned->vel.X = -0.75;
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spawned->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90; // note the '-' sign here!
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spawned->spr.pos = hit.hitpos;
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spawned->spr.cstat |= randomXFlip();
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ssp(spawned, CLIPMASK0);
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@ -512,8 +512,8 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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auto hole = spawn(spark, BULLETHOLE);
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if (hole)
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{
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hole->set_int_xvel(-1);
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hole->set_int_ang(getangle(-hit.hitWall->delta()) + 512);
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hole->vel.X = -1 / 16.;
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hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90;
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ssp(hole, CLIPMASK0);
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hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL;
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}
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@ -647,11 +647,11 @@ static void shootstuff(DDukeActor* actor, int p, int sx, int sy, int sz, int sa,
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spawned->spr.shade = 0;
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if (actor->spr.picnum == BOSS2)
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{
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l = spawned->int_xvel();
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spawned->set_int_xvel(1024);
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auto ovel = spawned->vel.X;
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spawned->vel.X = 64;
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ssp(spawned, CLIPMASK0);
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spawned->set_int_xvel(l);
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spawned->add_int_ang(128 - (krand() & 255));
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spawned->vel.X = ovel;
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spawned->spr.angle += DAngle22_5 - randomAngle(45);
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}
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}
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@ -885,7 +885,7 @@ static void shootlaser(DDukeActor* actor, int p, int sx, int sy, int sz, int sa)
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ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
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bomb->spr.hitag = ud.bomb_tag;
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S_PlayActorSound(LASERTRIP_ONWALL, bomb);
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bomb->set_int_xvel(-20);
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bomb->vel.X = -1.25;
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ssp(bomb, CLIPMASK0);
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bomb->spr.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
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auto delta = hit.hitWall->delta();
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@ -1064,7 +1064,7 @@ void shoot_d(DDukeActor* actor, int atwith)
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k->setsector(sect);
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k->spr.pos = spos;
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k->spr.angle = sang;
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k->set_int_xvel(500);
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k->vel.X = 500 / 16.;
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k->vel.Z = 0;
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}
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return;
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@ -902,7 +902,7 @@ void shoot_r(DDukeActor* actor, int atwith)
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auto j = spawn(actor, atwith);
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if (j)
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{
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j->set_int_xvel(250);
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j->vel.X = 250 / 16.;
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j->spr.angle = actor->spr.angle;
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j->spr.pos.Z -= 15;
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}
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