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- renamed u-> in ripper2.cpp
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parent
401f1f8dbc
commit
574deb2111
1 changed files with 45 additions and 45 deletions
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@ -895,14 +895,14 @@ int SetupRipper2(DSWActor* actor)
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else
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{
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u = SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]);
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u->Health = HEALTH_RIPPER2;
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actor->user.Health = HEALTH_RIPPER2;
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}
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ChangeState(actor, s_Ripper2Run[0]);
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u->Attrib = &Ripper2Attrib;
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actor->user.Attrib = &Ripper2Attrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_Ripper2Die;
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u->Rot = sg_Ripper2Run;
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actor->user.StateEnd = s_Ripper2Die;
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actor->user.Rot = sg_Ripper2Run;
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actor->spr.clipdist = 512 >> 2; // This actor is bigger, needs bigger box.
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actor->spr.xrepeat = actor->spr.yrepeat = 55;
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@ -913,7 +913,7 @@ int SetupRipper2(DSWActor* actor)
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actor->spr.yrepeat += 40;
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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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@ -922,7 +922,7 @@ int SetupRipper2(DSWActor* actor)
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EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
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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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@ -973,17 +973,17 @@ int InitRipper2Hang(DSWActor* actor)
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}
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NewStateGroup(actor, sg_Ripper2HangJump);
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u->StateFallOverride = sg_Ripper2HangFall;
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actor->user.StateFallOverride = sg_Ripper2HangFall;
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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, -(RandomRange(400)+100));
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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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@ -994,12 +994,12 @@ int DoRipper2Hang(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_Ripper2JumpAttack);
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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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@ -1016,23 +1016,23 @@ int DoRipper2MoveHang(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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short hit_wall;
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short w, nw;
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// Don't keep clinging and going ever higher!
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if (abs(actor->spr.pos.Z - u->targetActor->spr.pos.Z) > (4000<<4))
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if (abs(actor->spr.pos.Z - actor->user.targetActor->spr.pos.Z) > (4000<<4))
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return 0;
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NewStateGroup(actor, u->ActorActionSet->Special[1]);
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NewStateGroup(actor, actor->user.ActorActionSet->Special[1]);
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if (RANDOM_P2(1024<<8)>>8 > 500)
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u->WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
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actor->user.WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
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else
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u->WaitTics = 0; // Double jump
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actor->user.WaitTics = 0; // Double jump
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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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@ -1046,15 +1046,15 @@ int DoRipper2HangJF(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 (DoRipper2QuickJump(actor))
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return 0;
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@ -1075,7 +1075,7 @@ int DoRipper2HangJF(DSWActor* actor)
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int DoRipper2BeginJumpAttack(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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@ -1083,7 +1083,7 @@ int DoRipper2BeginJumpAttack(DSWActor* actor)
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// Always jump at player if mad.
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Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7),
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0, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
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0, 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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else
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@ -1092,14 +1092,14 @@ int DoRipper2BeginJumpAttack(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, -(RandomRange(400)+100));
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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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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(actor);
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@ -1113,15 +1113,15 @@ int DoRipper2MoveJump(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 (DoRipper2QuickJump(actor))
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return 0;
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@ -1144,14 +1144,14 @@ int DoRipper2QuickJump(DSWActor* actor)
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// Tests to see if ripper2 is on top of a player/enemy and then immediatly
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// does another jump
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DSWActor* low = u->targetActor;
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DSWActor* low = actor->user.targetActor;
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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_Ripper2JumpAttack);
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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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@ -1164,7 +1164,7 @@ int NullRipper2(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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@ -1178,7 +1178,7 @@ int DoRipper2Pain(DSWActor* actor)
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USER* u = actor->u();
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NullRipper2(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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@ -1188,9 +1188,9 @@ int DoRipper2RipHeart(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_Ripper2Heart);
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u->WaitTics = 6 * 120;
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actor->user.WaitTics = 6 * 120;
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// player face ripper2
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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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@ -1206,7 +1206,7 @@ int DoRipper2StandHeart(DSWActor* actor)
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if (!SoundValidAndActive(actor, CHAN_RipHeart))
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PlaySound(DIGI_RIPPER2HEARTOUT, actor, v3df_none, CHAN_RipHeart);
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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_Ripper2Run);
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return 0;
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}
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@ -1259,21 +1259,21 @@ int DoRipper2Move(DSWActor* actor)
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if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
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DoCheckSwarm(actor);
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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 (DoRipper2QuickJump(actor))
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return 0;
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@ -1281,13 +1281,13 @@ int DoRipper2Move(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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