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- function separators in the first half of actor.cpp
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84eace7680
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1 changed files with 54 additions and 2 deletions
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@ -55,6 +55,12 @@ extern STATE* sg_NinjaGrabThroat[];
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoScaleSprite(DSWActor* actor)
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{
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int scale_value;
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@ -85,6 +91,12 @@ int DoScaleSprite(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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{
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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@ -281,6 +293,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoDebrisCurrent(DSWActor* actor)
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{
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int nx, ny;
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@ -306,6 +324,12 @@ void DoDebrisCurrent(DSWActor* actor)
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actor->spr.pos.Z = actor->user.loz;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorSectorDamage(DSWActor* actor)
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{
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sectortype* sectp = actor->sector();
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@ -368,6 +392,11 @@ int DoActorSectorDamage(DSWActor* actor)
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool move_debris(DSWActor* actor, const DVector2& change)
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{
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@ -375,8 +404,12 @@ bool move_debris(DSWActor* actor, const DVector2& change)
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return actor->user.coll.type == kHitNone;
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - Supposed to allow floating of DEBRIS (dead bodies, flotsam, jetsam). Or if water has
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// current move with the current.
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//
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//---------------------------------------------------------------------------
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int DoActorDebris(DSWActor* actor)
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{
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@ -432,6 +465,11 @@ int DoActorDebris(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoFireFly(DSWActor* actor)
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{
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@ -447,6 +485,12 @@ int DoFireFly(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoGenerateSewerDebris(DSWActor* actor)
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{
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static STATE* Debris[] =
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@ -471,7 +515,11 @@ int DoGenerateSewerDebris(DSWActor* actor)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// !AIC - Tries to keep actors correctly on the floor. More that a bit messy.
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//
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//---------------------------------------------------------------------------
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void KeepActorOnFloor(DSWActor* actor)
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{
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@ -558,10 +606,14 @@ void KeepActorOnFloor(DSWActor* actor)
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actor->backupz();
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}
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#endif
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int DoActorBeginSlide(DSWActor* actor, int ang, int vel, int dec)
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{
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actor->user.Flags |= (SPR_SLIDING);
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