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- InitSpriteGrenade
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parent
7d352d2387
commit
2515a663cd
1 changed files with 11 additions and 18 deletions
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@ -18878,19 +18878,16 @@ InitGrenade(PLAYERp pp)
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return 0;
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}
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int
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InitSpriteGrenade(DSWActor* actor)
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int InitSpriteGrenade(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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USERp wu;
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SPRITEp wp;
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int nx, ny, nz;
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short w;
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PlaySound(DIGI_30MMFIRE, sp, v3df_dontpan|v3df_doppler);
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PlaySound(DIGI_30MMFIRE, actor, v3df_dontpan|v3df_doppler);
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nx = sp->x;
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ny = sp->y;
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@ -18898,20 +18895,20 @@ InitSpriteGrenade(DSWActor* actor)
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// Spawn a shot
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// Inserting and setting up variables
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w = SpawnSprite(STAT_MISSILE, GRENADE, &s_Grenade[0][0], sp->sectnum,
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0][0], sp->sectnum,
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nx, ny, nz, sp->ang, GRENADE_VELOCITY);
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wp = &sprite[w];
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wu = User[w].Data();
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wp = &actorNew->s();
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wu = actorNew->u();
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wu->RotNum = 5;
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NewStateGroup(&swActors[w], &sg_Grenade[0]);
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NewStateGroup(actorNew, &sg_Grenade[0]);
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SET(wu->Flags, SPR_XFLIP_TOGGLE);
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if (u->ID == ZOMBIE_RUN_R0)
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SetOwner(sp->owner, w);
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SetOwner(GetOwner(actor), actorNew);
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else
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SetOwner(SpriteNum, w);
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SetOwner(actor, actorNew);
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wp->yrepeat = 32;
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wp->xrepeat = 32;
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wp->shade = -15;
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@ -18934,12 +18931,12 @@ InitSpriteGrenade(DSWActor* actor)
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wu->zchange = wp->zvel;
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wp->ang = NORM_ANGLE(wp->ang + 512);
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HelpMissileLateral(w, 800);
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HelpMissileLateral(actorNew->GetSpriteIndex(), 800);
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wp->ang = NORM_ANGLE(wp->ang - 512);
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// don't do smoke for this movement
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SET(wu->Flags, SPR_BOUNCE);
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MissileSetPos(w, DoGrenade, 400);
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MissileSetPos(actorNew->GetSpriteIndex(), DoGrenade, 400);
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RESET(wu->Flags, SPR_BOUNCE);
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return 0;
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@ -20612,7 +20609,6 @@ int DoShrapVelocity(DSWActor* actor)
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{
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short wall_ang;
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SPRITEp hsp;
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// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
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auto hit_sprite = u->coll.actor;
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hsp = &hit_sprite->s();
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@ -20633,9 +20629,6 @@ int DoShrapVelocity(DSWActor* actor)
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hit_wall = u->coll.index;
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wph = &wall[hit_wall];
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// PlaySound(DIGI_DHCLUNK, sp, v3df_dontpan);
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nw = wall[hit_wall].point2;
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wall_ang = NORM_ANGLE(getangle(wall[nw].x - wph->x, wall[nw].y - wph->y)+512);
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