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- simple stuff in blood/actor.cpp
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1 changed files with 4 additions and 4 deletions
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@ -2717,13 +2717,13 @@ static void actNapalmMove(DBloodActor* actor)
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int spawnparam[2];
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spawnparam[0] = actor->xspr.data4 >> 1;
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spawnparam[1] = actor->xspr.data4 - spawnparam[0];
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int ang = actor->int_ang();
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auto ang = actor->spr.angle;
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actor->ZeroVelocity();
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for (int i = 0; i < 2; i++)
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{
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int t1 = Random(0x33333) + 0x33333;
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int rndang = Random2(0x71);
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actor->set_int_ang((rndang + ang + 2048) & 2047);
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auto rndang = DAngle::fromBuild(Random2(0x71));
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actor->spr.angle = (ang + rndang).Normalized360();
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auto spawned = actFireThing(actor, 0, 0, -0x93d0, kThingNapalmBall, t1);
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spawned->SetOwner(actor->GetOwner());
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seqSpawn(61, spawned, nNapalmClient);
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@ -3852,7 +3852,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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if (missileActor->hasX())
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{
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actPostSprite(missileActor, kStatDecoration);
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if (missileActor->int_ang() == 1024) sfxPlay3DSound(missileActor, 307, -1, 0);
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if (missileActor->spr.angle == DAngle180) sfxPlay3DSound(missileActor, 307, -1, 0);
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missileActor->spr.type = kSpriteDecoration;
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seqSpawn(9, missileActor, -1);
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}
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