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- SpawnShrap callers
Function itself still needs work.
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parent
1db4be60f0
commit
400f822df3
8 changed files with 39 additions and 40 deletions
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@ -2646,7 +2646,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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UpdateSinglePlayKills(actor);
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if (SpawnShrap(i, -99))
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if (SpawnShrap(actor, nullptr, -99))
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SetSuicide(i);
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else
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KillSprite(i);
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@ -2706,6 +2706,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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SectIterator it(int(*sectp - sector));
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while ((i = it.NextIndex()) >= 0)
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{
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auto actor = &swActors[i];
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sp = &sprite[i];
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u = User[i].Data();
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@ -2717,7 +2718,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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{
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if (sp->statnum == STAT_ENEMY)
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{
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if (SpawnShrap(i, -99))
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if (SpawnShrap(actor, nullptr, -99))
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SetSuicide(i);
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else
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KillSprite(i);
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@ -5985,7 +5986,7 @@ DoPlayerBeginDie(PLAYERp pp)
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SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
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pp->jump_speed = -300;
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u->slide_vel = 0;
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SpawnShrap(pp->PlayerSprite,-1);
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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@ -6000,7 +6001,7 @@ DoPlayerBeginDie(PLAYERp pp)
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SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
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pp->jump_speed = -650;
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SpawnShrap(pp->PlayerSprite,-1);
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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@ -6018,7 +6019,7 @@ DoPlayerBeginDie(PLAYERp pp)
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SET(pp->Flags, PF_DEAD_HEAD | PF_JUMPING);
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pp->jump_speed = 200;
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u->slide_vel = 800;
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
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u->ID = NINJA_Head_R0;
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@ -6101,7 +6102,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadHurl);
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if (MoveSkip4 == 0)
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{
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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if (RandomRange(1000) > 400)
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PlayerSound(DIGI_DHVOMIT, v3df_dontpan|v3df_follow,pp);
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}
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@ -6281,7 +6282,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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pp->jump_speed = -500;
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
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SET(pp->Flags, PF_JUMPING);
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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return hp;
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}
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}
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@ -6298,7 +6299,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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pp->jump_speed = -100;
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NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
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SET(pp->Flags, PF_JUMPING);
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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return nullptr;
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}
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@ -6339,7 +6340,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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dang = getincangle(wall_ang, u->slide_ang);
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u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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break;
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}
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case HIT_WALL:
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@ -6356,7 +6357,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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dang = getincangle(wall_ang, u->slide_ang);
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u->slide_ang = NORM_ANGLE(wall_ang + 1024 - dang);
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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break;
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}
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}
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@ -6482,7 +6483,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
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u->slide_vel >>= 2;
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u->slide_ang = NORM_ANGLE((RANDOM_P2(64<<8)>>8) - 32);
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SET(pp->Flags, PF_JUMPING);
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SpawnShrap(pp->PlayerSprite, -1);
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SpawnShrap(pp->Actor(), nullptr);
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}
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