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- get rid of more ANIMATOR declarations.
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10 changed files with 0 additions and 40 deletions
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@ -40,7 +40,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR InitActorRunToward;
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bool DropAhead(DSWActor* actor, double min_height);
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VMFunction* ChooseAction(DECISION decision[]);
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@ -725,8 +725,6 @@ ACTOR_ACTION_SET BunnyWhiteActionSet =
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int SetupBunny(DSWActor* actor)
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{
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ANIMATOR DoActorDecide;
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if (!(actor->spr.cstat & CSTAT_SPRITE_RESTORE))
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{
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SpawnUser(actor, BUNNY_RUN_R0, s_BunnyRun[0]);
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@ -37,8 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR DoCoolgCircle,InitCoolgCircle;
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const int COOLG_BOB_AMT = 8;
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DECISION CoolgBattle[] =
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@ -37,8 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR InitCoolieCharge;
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DECISION CoolieBattle[] =
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{
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{700, AF(InitCoolieCharge ) },
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@ -37,9 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR DoHornetCircle, InitHornetCircle;
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DECISION HornetBattle[] =
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{
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{50, AF(InitHornetCircle ) },
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@ -86,8 +83,6 @@ DECISION HornetCloseRange[] =
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{1024, AF(InitActorReposition) }
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};
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ANIMATOR InitHornetSting;
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DECISION HornetTouchTarget[] =
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{
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{500, AF(InitHornetCircle) },
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@ -38,8 +38,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR InitRipperHang;
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DECISION RipperBattle[] =
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{
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{748, AF(InitActorMoveCloser)},
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@ -37,8 +37,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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ANIMATOR InitRipper2Hang, InitRipper2Charge;
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DECISION Ripper2Battle[] =
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{
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{879, AF(InitRipper2Charge)},
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@ -58,7 +58,6 @@ enum
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SINE_SLOPED = BIT(3),
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};
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ANIMATOR DoGrating;
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void DoPlayerBeginForceJump(PLAYER*);
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sectortype* FindNextSectorByTag(sectortype* sect, int tag);
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@ -228,7 +228,6 @@ STATE* s_Key[] =
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#define RED_COIN_RATE 10
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#define YELLOW_COIN_RATE 8
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#define GREEN_COIN_RATE 6
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ANIMATOR DoCoin;
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STATE s_RedCoin[] =
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{
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{Red_COIN + 0, RED_COIN_RATE, AF(DoCoin), &s_RedCoin[1]},
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@ -266,9 +265,6 @@ STATE s_GreenCoin[] =
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{Green_COIN + 7, GREEN_COIN_RATE, AF(DoCoin), &s_GreenCoin[0]},
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};
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ANIMATOR DoFireFly;
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STATE s_FireFly[] =
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{
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{FIRE_FLY0, FIRE_FLY_RATE * 4, AF(DoFireFly), &s_FireFly[0]}
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@ -1929,23 +1925,6 @@ void SpriteSetup(void)
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break;
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}
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#if 0
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case SECT_DEBRIS_SEWER:
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{
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ANIMATOR DoGenerateSewerDebris;
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SpawnUser(actor, 0, nullptr);
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ASSERT(actor->hasU());
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actor->user.__legacyState.RotNum = 0;
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actor->user.WaitTics = actor->spr.lotag * 120;
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actor->user.__legacyState.ActorActionFunc = DoGenerateSewerDebris;
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change_actor_stat(actor, STAT_NO_STATE);
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break;
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}
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#endif
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case SECT_VATOR:
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{
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@ -51,8 +51,6 @@ bool bosswasseen[3];
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DSWActor* BossSpriteNum[3];
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ANIMATOR InitSumoCharge;
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DECISION SumoBattle[] =
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{
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{690, AF(InitActorMoveCloser) },
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