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- renamed u-> in ripper.cpp
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d14907e847
commit
4691da132d
1 changed files with 55 additions and 55 deletions
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@ -827,14 +827,14 @@ int SetupRipper(DSWActor* actor)
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else
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{
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u = SpawnUser(actor, RIPPER_RUN_R0, s_RipperRun[0]);
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u->Health = HEALTH_RIPPER/2; // Baby rippers are weaker
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actor->user.Health = HEALTH_RIPPER/2; // Baby rippers are weaker
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}
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ChangeState(actor, s_RipperRun[0]);
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u->Attrib = &RipperAttrib;
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actor->user.Attrib = &RipperAttrib;
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DoActorSetSpeed(actor, FAST_SPEED);
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u->StateEnd = s_RipperDie;
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u->Rot = sg_RipperRun;
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actor->user.StateEnd = s_RipperDie;
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actor->user.Rot = sg_RipperRun;
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actor->spr.xrepeat = 64;
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actor->spr.yrepeat = 64;
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@ -845,7 +845,7 @@ int SetupRipper(DSWActor* actor)
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actor->spr.yrepeat = 90;
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if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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u->Health = HEALTH_MOMMA_RIPPER;
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actor->user.Health = HEALTH_MOMMA_RIPPER;
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actor->spr.clipdist += 128 >> 2;
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}
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@ -854,7 +854,7 @@ int SetupRipper(DSWActor* actor)
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EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
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}
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(actor->user.Flags, SPR_XFLIP_TOGGLE);
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return 0;
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}
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@ -879,20 +879,20 @@ int PickJumpSpeed(DSWActor* actor, int pix_height)
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//ASSERT(pix_height < 128);
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u->jump_speed = -600;
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u->jump_grav = 8;
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actor->user.jump_speed = -600;
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actor->user.jump_grav = 8;
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while (true)
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{
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if (GetJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
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if (GetJumpHeight(actor->user.jump_speed, actor->user.jump_grav) > pix_height + 20)
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break;
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u->jump_speed -= 100;
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actor->user.jump_speed -= 100;
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ASSERT(u->jump_speed > -3000);
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ASSERT(actor->user.jump_speed > -3000);
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}
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return u->jump_speed;
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return actor->user.jump_speed;
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}
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@ -903,23 +903,23 @@ int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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ASSERT(max_speed < 0);
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u->jump_speed = max_speed;
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u->jump_grav = 8;
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actor->user.jump_speed = max_speed;
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actor->user.jump_grav = 8;
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zh = ActorZOfTop(actor);
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while (true)
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{
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if (zh - Z(GetJumpHeight(u->jump_speed, u->jump_grav)) - Z(16) > u->hiz)
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if (zh - Z(GetJumpHeight(actor->user.jump_speed, actor->user.jump_grav)) - Z(16) > actor->user.hiz)
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break;
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u->jump_speed += 100;
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actor->user.jump_speed += 100;
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if (u->jump_speed > -200)
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if (actor->user.jump_speed > -200)
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break;
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}
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return u->jump_speed;
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return actor->user.jump_speed;
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}
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@ -969,17 +969,17 @@ int InitRipperHang(DSWActor* actor)
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}
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NewStateGroup(actor, sg_RipperHangJump);
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u->StateFallOverride = sg_RipperHangFall;
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actor->user.StateFallOverride = sg_RipperHangFall;
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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//actor->user.jump_speed = -800;
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PickJumpMaxSpeed(actor, -800);
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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SET(actor->user.Flags, SPR_JUMPING);
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RESET(actor->user.Flags, SPR_FALLING);
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// set up individual actor jump gravity
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u->jump_grav = 8;
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actor->user.jump_grav = 8;
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DoJump(actor);
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@ -990,12 +990,12 @@ int DoRipperHang(DSWActor* actor)
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{
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USER* u = actor->u();
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if ((u->WaitTics -= ACTORMOVETICS) > 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) > 0)
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return 0;
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NewStateGroup(actor, sg_RipperJumpAttack);
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// move to the 2nd frame - past the pause frame
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u->Tics += u->State->Tics;
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actor->user.Tics += actor->user.State->Tics;
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return 0;
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}
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@ -1011,13 +1011,13 @@ int DoRipperMoveHang(DSWActor* actor)
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// if cannot move the sprite
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if (!move_actor(actor, nx, ny, 0L))
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{
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if (u->coll.type == kHitWall)
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if (actor->user.coll.type == kHitWall)
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{
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NewStateGroup(actor, u->ActorActionSet->Special[1]);
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u->WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
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NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
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actor->user.WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
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// hang flush with the wall
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actor->spr.ang = NORM_ANGLE(getangle(u->coll.hitWall->delta()) - 512);
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actor->spr.ang = NORM_ANGLE(getangle(actor->user.coll.hitWall->delta()) - 512);
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return 0;
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}
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@ -1031,15 +1031,15 @@ int DoRipperHangJF(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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if (TEST(actor->user.Flags, SPR_JUMPING))
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DoJump(actor);
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else
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DoFall(actor);
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}
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (DoRipperQuickJump(actor))
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return 0;
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@ -1060,13 +1060,13 @@ int DoRipperHangJF(DSWActor* actor)
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int DoRipperBeginJumpAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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DSWActor* target = u->targetActor;
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DSWActor* target = actor->user.targetActor;
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short tang;
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tang = getangle(target->spr.pos.X - actor->spr.pos.X, target->spr.pos.Y - actor->spr.pos.Y);
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Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7),
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0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
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0L, actor->user.ceiling_dist, actor->user.floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
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if (coll.type != kHitNone)
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actor->spr.ang = NORM_ANGLE((actor->spr.ang + 1024) + (RANDOM_NEG(256, 6) >> 6));
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@ -1075,14 +1075,14 @@ int DoRipperBeginJumpAttack(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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//actor->user.jump_speed = -800;
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PickJumpMaxSpeed(actor, -400); // was -800
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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SET(actor->user.Flags, SPR_JUMPING);
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RESET(actor->user.Flags, SPR_FALLING);
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// set up individual actor jump gravity
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u->jump_grav = 17; // was 8
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actor->user.jump_grav = 17; // was 8
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actor);
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@ -1096,15 +1096,15 @@ int DoRipperMoveJump(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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if (TEST(actor->user.Flags, SPR_JUMPING))
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DoJump(actor);
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else
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DoFall(actor);
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}
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (DoRipperQuickJump(actor))
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return 0;
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@ -1126,14 +1126,14 @@ int DoRipperQuickJump(DSWActor* actor)
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// Tests to see if ripper is on top of a player/enemy and then immediatly
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// does another jump
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DSWActor* low = u->lowActor;
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DSWActor* low = actor->user.lowActor;
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if (low)
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{
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if (TEST(low->spr.extra, SPRX_PLAYER_OR_ENEMY))
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{
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NewStateGroup(actor, sg_RipperJumpAttack);
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// move past the first state
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u->Tics = 30;
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actor->user.Tics = 30;
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return true;
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}
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}
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@ -1145,7 +1145,7 @@ int NullRipper(DSWActor* actor)
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{
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USER* u = actor->u();
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if (TEST(u->Flags,SPR_SLIDING))
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if (TEST(actor->user.Flags,SPR_SLIDING))
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DoActorSlide(actor);
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DoActorSectorDamage(actor);
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@ -1160,7 +1160,7 @@ int DoRipperPain(DSWActor* actor)
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NullRipper(actor);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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InitActorDecide(actor);
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return 0;
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}
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@ -1172,10 +1172,10 @@ int DoRipperRipHeart(DSWActor* actor)
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{
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USERp u = actor->u();
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DSWActor* target = u->targetActor;
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DSWActor* target = actor->user.targetActor;
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NewStateGroup(actor, sg_RipperHeart);
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u->WaitTics = 6 * 120;
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actor->user.WaitTics = 6 * 120;
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// player face ripper
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target->spr.ang = getangle(actor->spr.pos.X - target->spr.pos.X, actor->spr.pos.Y - target->spr.pos.Y);
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@ -1189,7 +1189,7 @@ int DoRipperStandHeart(DSWActor* actor)
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NullRipper(actor);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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if ((actor->user.WaitTics -= ACTORMOVETICS) <= 0)
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NewStateGroup(actor, sg_RipperRun);
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return 0;
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}
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@ -1238,21 +1238,21 @@ int DoRipperMove(DSWActor* actor)
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{
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USER* u = actor->u();
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if (u->scale_speed)
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if (actor->user.scale_speed)
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{
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DoScaleSprite(actor);
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}
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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if (TEST(actor->user.Flags, SPR_JUMPING))
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DoJump(actor);
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else
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DoFall(actor);
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}
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// if on a player/enemy sprite jump quickly
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if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (!TEST(actor->user.Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (DoRipperQuickJump(actor))
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return 0;
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@ -1260,13 +1260,13 @@ int DoRipperMove(DSWActor* actor)
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KeepActorOnFloor(actor);
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}
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if (TEST(u->Flags, SPR_SLIDING))
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if (TEST(actor->user.Flags, SPR_SLIDING))
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DoActorSlide(actor);
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if (u->track >= 0)
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if (actor->user.track >= 0)
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ActorFollowTrack(actor, ACTORMOVETICS);
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else
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(*u->ActorActionFunc)(actor);
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(*actor->user.ActorActionFunc)(actor);
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DoActorSectorDamage(actor);
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return 0;
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