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https://github.com/ZDoom/Raze.git
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- access LionList through a pointer.
This commit is contained in:
parent
77525cecf0
commit
3de4bc29c1
1 changed files with 80 additions and 75 deletions
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@ -84,6 +84,7 @@ void InitLion()
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void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
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{
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auto nLion = LionList.Reserve(1);
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auto pActor = &LionList[nLion];
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auto pSprite = &sprite[nSprite];
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if (nSprite == -1)
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@ -124,17 +125,17 @@ void BuildLion(short nSprite, int x, int y, int z, short nSector, short nAngle)
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// GrabTimeSlot(3);
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LionList[nLion].nAction = 0;
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LionList[nLion].nHealth = 500;
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LionList[nLion].nFrame = 0;
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LionList[nLion].nSprite = nSprite;
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LionList[nLion].nTarget = -1;
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LionList[nLion].nCount = 0;
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LionList[nLion].nIndex = nLion;
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pActor->nAction = 0;
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pActor->nHealth = 500;
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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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pActor->nIndex = nLion;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nLion, 0x130000);
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LionList[nLion].nRun = runlist_AddRunRec(NewRun, nLion, 0x130000);
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pActor->nRun = runlist_AddRunRec(NewRun, nLion, 0x130000);
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nCreaturesTotal++;
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}
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@ -143,17 +144,19 @@ void AILion::Draw(RunListEvent* ev)
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{
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short nLion = RunData[ev->nRun].nObjIndex;
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assert(nLion >= 0 && nLion < (int)LionList.Size());
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short nAction = LionList[nLion].nAction;
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auto pActor = &LionList[nLion];
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, LionList[nLion].nFrame, LionSeq[nAction].b);
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqLion] + LionSeq[nAction].a, pActor->nFrame, LionSeq[nAction].b);
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}
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void AILion::RadialDamage(RunListEvent* ev)
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{
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short nLion = RunData[ev->nRun].nObjIndex;
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assert(nLion >= 0 && nLion < (int)LionList.Size());
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auto pActor = &LionList[nLion];
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short nSprite = LionList[nLion].nSprite;
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short nSprite = pActor->nSprite;
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ev->nDamage = runlist_CheckRadialDamage(nSprite);
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// now fall through to 0x80000
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@ -164,15 +167,16 @@ void AILion::Damage(RunListEvent* ev)
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{
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short nLion = RunData[ev->nRun].nObjIndex;
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assert(nLion >= 0 && nLion < (int)LionList.Size());
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auto pActor = &LionList[nLion];
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short nSprite = LionList[nLion].nSprite;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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short nAction = LionList[nLion].nAction;
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short nAction = pActor->nAction;
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if (ev->nDamage && LionList[nLion].nHealth > 0)
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if (ev->nDamage && pActor->nHealth > 0)
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{
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LionList[nLion].nHealth -= dmgAdjust(ev->nDamage);
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if (LionList[nLion].nHealth <= 0)
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (pActor->nHealth <= 0)
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{
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// R.I.P.
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pSprite->xvel = 0;
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@ -180,7 +184,7 @@ void AILion::Damage(RunListEvent* ev)
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pSprite->zvel = 0;
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pSprite->cstat &= 0xFEFE;
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LionList[nLion].nHealth = 0;
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pActor->nHealth = 0;
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nCreaturesKilled++;
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@ -190,14 +194,14 @@ void AILion::Damage(RunListEvent* ev)
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if (ev->nMessage == EMessageType::RadialDamage)
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{
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LionList[nLion].nAction = 11;
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pActor->nAction = 11;
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}
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else
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{
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LionList[nLion].nAction = 10;
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pActor->nAction = 10;
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}
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LionList[nLion].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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@ -208,33 +212,33 @@ void AILion::Damage(RunListEvent* ev)
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if (nTarget > -1)
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{
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if (sprite[nTarget].statnum < 199) {
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LionList[nLion].nTarget = nTarget;
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pActor->nTarget = nTarget;
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}
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if (nAction != 6)
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{
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if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
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if (RandomSize(8) <= (pActor->nHealth >> 2))
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{
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LionList[nLion].nAction = 4;
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pActor->nAction = 4;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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else if (RandomSize(1))
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{
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PlotCourseToSprite(nSprite, nTarget);
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LionList[nLion].nAction = 5;
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LionList[nLion].nCount = RandomSize(3);
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pActor->nAction = 5;
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pActor->nCount = RandomSize(3);
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pSprite->ang = (pSprite->ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8); // NOTE: no angle mask in original code
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}
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else
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{
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LionList[nLion].nAction = 8;
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pActor->nAction = 8;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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pSprite->cstat &= 0xFEFE;
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}
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LionList[nLion].nFrame = 0;
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pActor->nFrame = 0;
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}
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}
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}
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@ -245,10 +249,11 @@ void AILion::Tick(RunListEvent* ev)
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{
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short nLion = RunData[ev->nRun].nObjIndex;
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assert(nLion >= 0 && nLion < (int)LionList.Size());
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auto pActor = &LionList[nLion];
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short nSprite = LionList[nLion].nSprite;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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short nAction = LionList[nLion].nAction;
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short nAction = pActor->nAction;
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bool bVal = false;
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@ -259,19 +264,19 @@ void AILion::Tick(RunListEvent* ev)
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short nSeq = SeqOffsets[kSeqLion] + LionSeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, LionList[nLion].nFrame);
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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seq_MoveSequence(nSprite, nSeq, LionList[nLion].nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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LionList[nLion].nFrame++;
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if (LionList[nLion].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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LionList[nLion].nFrame = 0;
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pActor->nFrame = 0;
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bVal = true;
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}
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short nFlag = FrameFlag[SeqBase[nSeq] + LionList[nLion].nFrame];
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short nTarget = LionList[nLion].nTarget;
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short nFlag = FrameFlag[SeqBase[nSeq] + pActor->nFrame];
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short nTarget = pActor->nTarget;
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int nMov = MoveCreatureWithCaution(nSprite);
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@ -283,7 +288,7 @@ void AILion::Tick(RunListEvent* ev)
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case 0:
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case 1:
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{
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if ((LionList[nLion].nIndex & 0x1F) == (totalmoves & 0x1F))
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if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
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{
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if (nTarget < 0)
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{
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@ -291,12 +296,12 @@ void AILion::Tick(RunListEvent* ev)
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if (nTarget >= 0)
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{
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D3PlayFX(StaticSound[kSound24], nSprite);
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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LionList[nLion].nTarget = nTarget;
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pActor->nTarget = nTarget;
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return;
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}
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}
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@ -304,8 +309,8 @@ void AILion::Tick(RunListEvent* ev)
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if (nAction && !easy())
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{
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LionList[nLion].nCount--;
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if (LionList[nLion].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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if (RandomBit())
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{
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@ -319,7 +324,7 @@ void AILion::Tick(RunListEvent* ev)
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pSprite->yvel = 0;
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}
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LionList[nLion].nCount = 100;
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pActor->nCount = 100;
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}
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}
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@ -328,7 +333,7 @@ void AILion::Tick(RunListEvent* ev)
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case 2:
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{
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if ((totalmoves & 0x1F) == (LionList[nLion].nIndex & 0x1F))
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if ((totalmoves & 0x1F) == (pActor->nIndex & 0x1F))
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -364,7 +369,7 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (pSprite->cstat & 0x8000)
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{
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LionList[nLion].nAction = 9;
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pActor->nAction = 9;
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pSprite->cstat &= 0x7FFF;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -375,11 +380,11 @@ void AILion::Tick(RunListEvent* ev)
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if (AngleDiff(pSprite->ang, nAng) < 64)
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{
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LionList[nLion].nAction = 3;
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pActor->nAction = 3;
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}
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}
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LionList[nLion].nFrame = 0;
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pActor->nFrame = 0;
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break;
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}
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else
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@ -399,14 +404,14 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (nTarget == -1)
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{
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LionList[nLion].nAction = 1;
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LionList[nLion].nCount = 50;
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pActor->nAction = 1;
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pActor->nCount = 50;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 768)
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{
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LionList[nLion].nAction = 2;
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pActor->nAction = 2;
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}
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else if (nFlag & 0x80)
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{
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@ -421,8 +426,8 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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}
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if (nMov & 0x20000)
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@ -436,11 +441,11 @@ void AILion::Tick(RunListEvent* ev)
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case 5: // Jump away when damaged
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{
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LionList[nLion].nCount--;
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if (LionList[nLion].nCount <= 0)
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pActor->nCount--;
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if (pActor->nCount <= 0)
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{
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pSprite->zvel = -4000;
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LionList[nLion].nCount = 0;
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pActor->nCount = 0;
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int x = pSprite->x;
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int y = pSprite->y;
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@ -482,7 +487,7 @@ void AILion::Tick(RunListEvent* ev)
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pSprite->ang = nAngle;
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LionList[nLion].nAction = 6;
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pActor->nAction = 6;
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pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
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pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
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D3PlayFX(StaticSound[kSound24], nSprite);
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@ -495,16 +500,16 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (nMov & 0x30000)
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{
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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return;
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}
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if ((nMov & 0xC000) == 0x8000)
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{
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LionList[nLion].nAction = 7;
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pActor->nAction = 7;
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pSprite->ang = (GetWallNormal(nMov & 0x3FFF) + 1024) & kAngleMask;
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LionList[nLion].nCount = RandomSize(4);
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pActor->nCount = RandomSize(4);
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return;
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}
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else if ((nMov & 0xC000) == 0xC000)
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@ -514,8 +519,8 @@ void AILion::Tick(RunListEvent* ev)
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int nAng = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAng) < 64)
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{
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LionList[nLion].nAction = 3;
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LionList[nLion].nFrame = 0;
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pActor->nAction = 3;
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pActor->nFrame = 0;
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}
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}
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else
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@ -533,11 +538,11 @@ void AILion::Tick(RunListEvent* ev)
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case 7:
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{
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LionList[nLion].nCount--;
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pActor->nCount--;
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if (LionList[nLion].nCount <= 0)
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if (pActor->nCount <= 0)
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{
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LionList[nLion].nCount = 0;
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pActor->nCount = 0;
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if (nTarget > -1)
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -549,7 +554,7 @@ void AILion::Tick(RunListEvent* ev)
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pSprite->zvel = -1000;
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LionList[nLion].nAction = 6;
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pActor->nAction = 6;
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pSprite->xvel = bcos(pSprite->ang) - bcos(pSprite->ang, -3);
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pSprite->yvel = bsin(pSprite->ang) - bsin(pSprite->ang, -3);
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D3PlayFX(StaticSound[kSound24], nSprite);
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@ -562,8 +567,8 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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LionList[nLion].nAction = 2;
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LionList[nLion].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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pSprite->cstat |= 0x8000;
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}
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return;
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@ -573,8 +578,8 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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LionList[nLion].nFrame = 0;
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LionList[nLion].nAction = 2;
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pActor->nFrame = 0;
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pActor->nAction = 2;
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pSprite->cstat |= 0x101;
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}
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return;
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@ -586,7 +591,7 @@ void AILion::Tick(RunListEvent* ev)
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if (bVal)
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{
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runlist_SubRunRec(pSprite->owner);
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runlist_SubRunRec(LionList[nLion].nRun);
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runlist_SubRunRec(pActor->nRun);
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pSprite->cstat = 0x8000;
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}
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return;
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@ -598,10 +603,10 @@ void AILion::Tick(RunListEvent* ev)
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{
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if (!(sprite[nTarget].cstat & 0x101))
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{
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LionList[nLion].nAction = 1;
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LionList[nLion].nFrame = 0;
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LionList[nLion].nCount = 100;
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LionList[nLion].nTarget = -1;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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pActor->nCount = 100;
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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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