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- BuildSplash and BuildExplosion.
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parent
a7b71c724e
commit
43e849ca40
6 changed files with 16 additions and 17 deletions
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@ -50,8 +50,9 @@ int BuildAnim(DExhumedActor* nSprite, int val, int val2, int x, int y, int z, in
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short GetAnimSprite(short nAnim);
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void FuncAnim(int, int, int, int);
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void BuildExplosion(short nSprite);
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int BuildSplash(int nSprite, int nSector);
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void BuildExplosion(DExhumedActor* actor);
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void BuildSplash(DExhumedActor* actor, int nSector);
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// anubis
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@ -278,9 +278,9 @@ void FuncAnim(int nObject, int nMessage, int nDamage, int nRun)
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runlist_DispatchEvent(&ai, nObject, nMessage, nDamage, nRun);
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}
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void BuildExplosion(short nSprite)
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void BuildExplosion(DExhumedActor* pActor)
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{
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auto pSprite = &sprite[nSprite];
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auto pSprite = &pActor->s();
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short nSector = pSprite->sectnum;
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@ -298,9 +298,9 @@ void BuildExplosion(short nSprite)
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BuildAnim(nullptr, edx, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 4);
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}
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int BuildSplash(int nSprite, int nSector)
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void BuildSplash(DExhumedActor* actor, int nSector)
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{
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auto pSprite = &sprite[nSprite];
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auto pSprite = &actor->s();
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int nRepeat, nSound;
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if (pSprite->statnum != 200)
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@ -335,7 +335,5 @@ int BuildSplash(int nSprite, int nSector)
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{
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D3PlayFX(StaticSound[nSound] | 0xa00, pActor);
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}
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return AnimList[nAnim].nSprite;
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}
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END_PS_NS
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@ -200,7 +200,7 @@ void BulletHitsSprite(Bullet *pBullet, short nBulletSprite, short nHitSprite, in
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}
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if (!RandomSize(2)) {
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BuildAnim(-1, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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BuildAnim(nullptr, pBulletInfo->field_C, 0, x, y, z, nSector, 40, pBulletInfo->nFlags);
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}
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return;
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@ -496,7 +496,7 @@ HITWALL:
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pSprite->x = x2;
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pSprite->y = y2;
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pSprite->z = z2;
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BuildSplash(nSprite, hitsect);
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BuildSplash(&exhumedActors[nSprite], hitsect);
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}
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else
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{
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@ -826,7 +826,7 @@ void AIBullet::Tick(RunListEvent* ev)
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if (nFlag & 0x80)
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{
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BuildAnim(-1, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 0);
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BuildAnim(nullptr, 45, 0, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, pSprite->xrepeat, 0);
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}
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BulletList[nBullet].nFrame++;
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@ -499,7 +499,7 @@ int movespritez(short nSprite, int z, int height, int, int clipdist)
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if ((SectDepth[nSector] != 0) || (edi != nSector && (SectFlag[edi] & kSectUnderwater)))
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{
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assert(nSector >= 0 && nSector < kMaxSectors);
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BuildSplash(nSprite, nSector);
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BuildSplash(&exhumedActors[nSprite], nSector);
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}
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}
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@ -369,7 +369,7 @@ int DestroyTailPart()
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short nSprite = tailspr[--QueenHead.tails];
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BlowChunks(nSprite);
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BuildExplosion(nSprite);
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BuildExplosion(&exhumedActors[nSprite]);
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for (int i = 0; i < 5; i++)
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{
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@ -1018,7 +1018,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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movesprite(nSprite, dx, dy, dz, 0, 0, CLIPMASK1);
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BlowChunks(nSprite);
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BuildExplosion(nSprite);
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BuildExplosion(&exhumedActors[nSprite]);
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mychangespritesect(nSprite, nSector);
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@ -1036,7 +1036,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
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}
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else
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{
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BuildExplosion(nSprite);
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BuildExplosion(&exhumedActors[nSprite]);
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int i;
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@ -1521,7 +1521,7 @@ void AIQueen::Damage(RunListEvent* ev)
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QueenList[nQueen].nHealth = 4000;
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QueenList[nQueen].nAction = 7;
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BuildAnim(-1, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sectnum, pSprite->xrepeat, 4);
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BuildAnim(nullptr, 36, 0, pSprite->x, pSprite->y, pSprite->z - 7680, pSprite->sectnum, pSprite->xrepeat, 4);
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break;
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case 2:
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QueenList[nQueen].nHealth = 4000;
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@ -347,7 +347,7 @@ void AIWasp::Tick(RunListEvent* ev)
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{
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if (SectBelow[nSector] > -1)
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{
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BuildSplash(pActor->GetSpriteIndex(), nSector);
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BuildSplash(pActor, nSector);
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pSprite->cstat |= 0x8000;
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}
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