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https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- access RexList through a pointer.
This commit is contained in:
parent
821f3d356b
commit
1cf616c7ba
1 changed files with 76 additions and 71 deletions
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@ -80,6 +80,7 @@ void InitRexs()
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void BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, int nChannel)
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{
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int nRex = RexList.Reserve(1);
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auto pActor = &RexList[nRex];
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auto pSprite = &sprite[nSprite];
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if (nSprite == -1)
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@ -120,14 +121,14 @@ void BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, i
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GrabTimeSlot(3);
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RexList[nRex].nAction = 0;
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RexList[nRex].nHealth = 4000;
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RexList[nRex].nFrame = 0;
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RexList[nRex].nSprite = nSprite;
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RexList[nRex].nTarget = -1;
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RexList[nRex].nCount = 0;
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pActor->nAction = 0;
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pActor->nHealth = 4000;
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pActor->nFrame = 0;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->nCount = 0;
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RexList[nRex].nChannel = nChannel;
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pActor->nChannel = nChannel;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nRex, 0x180000);
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@ -141,9 +142,10 @@ void AIRex::RadialDamage(RunListEvent* ev)
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{
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short nRex = RunData[ev->nRun].nObjIndex;
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assert(nRex >= 0 && nRex < (int)RexList.Size());
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auto pActor = &RexList[nRex];
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short nAction = RexList[nRex].nAction;
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short nSprite = RexList[nRex].nSprite;
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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if (nAction == 5)
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{
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@ -156,9 +158,10 @@ void AIRex::Damage(RunListEvent* ev)
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{
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short nRex = RunData[ev->nRun].nObjIndex;
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assert(nRex >= 0 && nRex < (int)RexList.Size());
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auto pActor = &RexList[nRex];
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short nAction = RexList[nRex].nAction;
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short nSprite = RexList[nRex].nSprite;
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (ev->nDamage)
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@ -166,28 +169,28 @@ void AIRex::Damage(RunListEvent* ev)
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short nTarget = ev->nParam;
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if (nTarget >= 0 && sprite[nTarget].statnum == 100)
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{
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RexList[nRex].nTarget = nTarget;
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pActor->nTarget = nTarget;
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}
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if (RexList[nRex].nAction == 5 && RexList[nRex].nHealth > 0)
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if (pActor->nAction == 5 && pActor->nHealth > 0)
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{
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RexList[nRex].nHealth -= dmgAdjust(ev->nDamage);
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (RexList[nRex].nHealth <= 0)
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if (pActor->nHealth <= 0)
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{
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->zvel = 0;
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pSprite->cstat &= 0xFEFE;
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RexList[nRex].nHealth = 0;
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pActor->nHealth = 0;
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nCreaturesKilled++;
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if (nAction < 6)
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{
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RexList[nRex].nAction = 6;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 6;
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pActor->nFrame = 0;
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}
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}
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}
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@ -198,10 +201,11 @@ void AIRex::Draw(RunListEvent* ev)
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{
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short nRex = RunData[ev->nRun].nObjIndex;
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assert(nRex >= 0 && nRex < (int)RexList.Size());
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auto pActor = &RexList[nRex];
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short nAction = RexList[nRex].nAction;
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqRex] + RexSeq[nAction].a, RexList[nRex].nFrame, RexSeq[nAction].b);
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqRex] + RexSeq[nAction].a, pActor->nFrame, RexSeq[nAction].b);
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return;
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}
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@ -209,9 +213,10 @@ void AIRex::Tick(RunListEvent* ev)
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{
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short nRex = RunData[ev->nRun].nObjIndex;
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assert(nRex >= 0 && nRex < (int)RexList.Size());
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auto pActor = &RexList[nRex];
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short nAction = RexList[nRex].nAction;
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short nSprite = RexList[nRex].nSprite;
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short nAction = pActor->nAction;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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bool bVal = false;
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@ -220,7 +225,7 @@ void AIRex::Tick(RunListEvent* ev)
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int nSeq = SeqOffsets[kSeqRex] + RexSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, RexList[nRex].nFrame);
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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int ecx = 2;
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@ -231,19 +236,19 @@ void AIRex::Tick(RunListEvent* ev)
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// moves the mouth open and closed as it's idle?
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while (--ecx != -1)
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{
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seq_MoveSequence(nSprite, nSeq, RexList[nRex].nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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RexList[nRex].nFrame++;
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if (RexList[nRex].nFrame >= SeqSize[nSeq])
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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RexList[nRex].nFrame = 0;
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pActor->nFrame = 0;
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bVal = true;
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}
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}
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int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].nFrame];
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int nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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short nTarget = RexList[nRex].nTarget;
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short nTarget = pActor->nTarget;
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switch (nAction)
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{
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@ -252,36 +257,36 @@ void AIRex::Tick(RunListEvent* ev)
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case 0:
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{
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if (!RexList[nRex].nCount)
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if (!pActor->nCount)
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{
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if ((nRex & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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{
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short nAngle = pSprite->ang; // make backup of this variable
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RexList[nRex].nTarget = FindPlayer(nSprite, 60);
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pActor->nTarget = FindPlayer(nSprite, 60);
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pSprite->ang = nAngle;
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}
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else
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{
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RexList[nRex].nCount = 60;
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pActor->nCount = 60;
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}
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}
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}
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else
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{
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RexList[nRex].nCount--;
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if (RexList[nRex].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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D3PlayFX(StaticSound[kSound48], nSprite);
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RexList[nRex].nCount = 30;
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pActor->nCount = 30;
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}
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}
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@ -290,24 +295,24 @@ void AIRex::Tick(RunListEvent* ev)
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case 1:
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{
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if (RexList[nRex].nCount > 0)
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if (pActor->nCount > 0)
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{
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RexList[nRex].nCount--;
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pActor->nCount--;
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}
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if ((nRex & 0x0F) == (totalmoves & 0x0F))
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{
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if (!RandomSize(1))
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{
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RexList[nRex].nAction = 5;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 5;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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return;
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}
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else
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{
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if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || RexList[nRex].nCount > 0)
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if (((PlotCourseToSprite(nSprite, nTarget) >> 8) >= 60) || pActor->nCount > 0)
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{
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int nAngle = pSprite->ang & 0xFFF8;
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pSprite->xvel = bcos(nAngle, -2);
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@ -315,10 +320,10 @@ void AIRex::Tick(RunListEvent* ev)
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}
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else
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{
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RexList[nRex].nAction = 2;
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RexList[nRex].nCount = 240;
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pActor->nAction = 2;
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pActor->nCount = 240;
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D3PlayFX(StaticSound[kSound48], nSprite);
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RexList[nRex].nFrame = 0;
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pActor->nFrame = 0;
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return;
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}
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}
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@ -333,8 +338,8 @@ void AIRex::Tick(RunListEvent* ev)
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if ((nMov & 0x3FFF) == nTarget)
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{
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PlotCourseToSprite(nSprite, nTarget);
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RexList[nRex].nAction = 4;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 4;
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pActor->nFrame = 0;
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break;
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}
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fallthrough__;
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@ -344,8 +349,8 @@ void AIRex::Tick(RunListEvent* ev)
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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RexList[nRex].nAction = 1;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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nAction = 1;
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break;
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}
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@ -356,8 +361,8 @@ void AIRex::Tick(RunListEvent* ev)
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case 2:
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{
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RexList[nRex].nCount--;
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if (RexList[nRex].nCount > 0)
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pActor->nCount--;
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if (pActor->nCount > 0)
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -371,20 +376,20 @@ void AIRex::Tick(RunListEvent* ev)
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case 0x8000:
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{
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SetQuake(nSprite, 25);
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RexList[nRex].nCount = 60;
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pActor->nCount = 60;
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pSprite->ang = (pSprite->ang + 256) & kAngleMask;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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RexList[nRex].nAction = 1;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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nAction = 1;
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break;
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}
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case 0xC000:
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{
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RexList[nRex].nAction = 3;
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RexList[nRex].nFrame = 0;
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pActor->nAction = 3;
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pActor->nFrame = 0;
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short nSprite2 = nMov & 0x3FFF;
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@ -412,16 +417,16 @@ void AIRex::Tick(RunListEvent* ev)
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}
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}
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RexList[nRex].nCount >>= 2;
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pActor->nCount >>= 2;
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return;
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}
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}
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}
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else
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].nFrame = 0;
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RexList[nRex].nCount = 90;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nCount = 90;
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}
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return;
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@ -431,7 +436,7 @@ void AIRex::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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RexList[nRex].nAction = 2;
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pActor->nAction = 2;
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}
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return;
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}
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@ -451,7 +456,7 @@ void AIRex::Tick(RunListEvent* ev)
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}
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}
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RexList[nRex].nAction = 1;
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pActor->nAction = 1;
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break;
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}
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@ -459,8 +464,8 @@ void AIRex::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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RexList[nRex].nAction = 1;
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RexList[nRex].nCount = 15;
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pActor->nAction = 1;
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pActor->nCount = 15;
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}
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return;
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}
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@ -469,9 +474,9 @@ void AIRex::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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RexList[nRex].nAction = 7;
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RexList[nRex].nFrame = 0;
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runlist_ChangeChannel(RexList[nRex].nChannel, 1);
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pActor->nAction = 7;
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pActor->nFrame = 0;
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runlist_ChangeChannel(pActor->nChannel, 1);
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}
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return;
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}
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@ -488,10 +493,10 @@ void AIRex::Tick(RunListEvent* ev)
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{
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if ((nTarget != -1) && (!(sprite[nTarget].cstat & 0x101)))
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{
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RexList[nRex].nAction = 0;
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RexList[nRex].nFrame = 0;
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RexList[nRex].nCount = 0;
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RexList[nRex].nTarget = -1;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nCount = 0;
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pActor->nTarget = -1;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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