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- finishing up with DoDamage.
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487e2b7a1e
commit
31f4a7464a
2 changed files with 8 additions and 21 deletions
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@ -5271,11 +5271,9 @@ int ActorPain(DSWActor* actor)
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return false;
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}
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int
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ActorPainPlasma(short SpriteNum)
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int ActorPainPlasma(DSWActor* actor)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING | SPR_ELECTRO_TOLERANT))
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{
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@ -5637,12 +5635,9 @@ bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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}
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int
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StarBlood(short SpriteNum, short Weapon)
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int StarBlood(DSWActor* actor, DSWActor* weapActor)
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{
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auto actor = &swActors[SpriteNum];
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auto weapActor = Weapon >= 0 ? &swActors[Weapon] : nullptr;
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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short blood_num = 1;
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short i;
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@ -5762,8 +5757,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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}
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// weapon is the actor - no missile used - example swords, axes, etc
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auto SpriteNum = actor->GetSpriteIndex();
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auto Weapon = weapActor? weapActor->GetSpriteIndex() : -1;
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switch (wu->ID)
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{
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case NINJA_RUN_R0:
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@ -5785,12 +5778,9 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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damage -= 5 - RandomRange(10);
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break;
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}
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PlaySound(DIGI_CGTHIGHBONE,wp,v3df_follow|v3df_dontpan);
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PlaySound(DIGI_CGTHIGHBONE,weapActor,v3df_follow|v3df_dontpan);
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}
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////DSPRINTF(ds,"got here 3, %d",damage);
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//MONO_PRINT(ds);
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if (u->sop_parent)
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{
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break;
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@ -6118,7 +6108,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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ActorChooseDeath(actor, weapActor);
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}
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StarBlood(SpriteNum, Weapon);
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StarBlood(actor, weapActor);
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wu->ID = 0;
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SetSuicide(weapActor);
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@ -6913,7 +6903,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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break;
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case FIREBALL1:
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ASSERT(SpriteNum >= 0 && Weapon >= 0);
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damage = GetDamage(actor, weapActor, WPN_HOTHEAD);
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if (u->sop_parent)
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{
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@ -6946,7 +6935,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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case FIREBALL:
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case GORO_FIREBALL:
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ASSERT(SpriteNum >= 0 && Weapon >= 0);
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damage = GetDamage(actor, weapActor, DMG_GORO_FIREBALL);
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if (u->sop_parent)
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{
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@ -7060,7 +7048,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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break;
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}
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ActorPainPlasma(SpriteNum);
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ActorPainPlasma(actor);
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}
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InitPlasmaFountain(weapActor, actor);
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@ -7071,7 +7059,6 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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case CALTROPS:
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ASSERT(SpriteNum >= 0 && Weapon >= 0);
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damage = GetDamage(actor, weapActor, DMG_MINE_SHRAP);
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if (u->sop_parent)
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{
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@ -89,7 +89,7 @@ DSWActor* SpawnSectorExp(DSWActor*);
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int DoShrapVelocity(DSWActor*);
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int ShrapKillSprite(DSWActor*);
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bool MissileSetPos(DSWActor*,ANIMATORp DoWeapon,int dist);
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int ActorPain(DSWActor* SpriteNum);
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int ActorPain(DSWActor*);
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int SpawnBreakFlames(DSWActor*);
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bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor);
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const char *DeathString(DSWActor*);
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