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- set_int_ang, add_int_ang in SW
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5a3d4a4b42
1 changed files with 6 additions and 8 deletions
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@ -12286,7 +12286,7 @@ int InitSwordAttack(PLAYER* pp)
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bubble = SpawnBubble(pp->actor);
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if (bubble != nullptr)
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{
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bubble->set_int_ang(pp->angle.ang.Buildang());
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bubble->spr.angle = pp->angle.ang;
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auto random_amt = RandomAngle(DAngle22_5 / 4) - DAngle22_5 / 8;
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@ -12715,7 +12715,7 @@ int InitSumoSkull(DSWActor* actor)
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actorNew->spr.pal = 0;
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// randomize the head turning angle
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actorNew->set_int_ang(RANDOM_P2(2048<<5)>>5);
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actorNew->spr.angle = RandomAngle();
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// control direction of spinning
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actor->user.Flags ^= SPR_BOUNCE;
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@ -15842,7 +15842,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
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WeaponAutoAim(actor, actorNew, 64, false);
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// a bit of randomness
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actorNew->add_int_ang(RandomRange(30) - 15);
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actorNew->spr.angle += DAngle::fromBuild(RandomRange(30) - 15);
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actorNew->norm_ang();
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UpdateChange(actorNew);
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@ -16021,7 +16021,7 @@ int InitTurretFireball(DSWActor* actor, PLAYER* pp)
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WeaponAutoAim(actor, actorNew, 64, false);
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// a bit of randomness
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actorNew->add_int_ang(RandomRange(30) - 15);
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actorNew->spr.angle += DAngle::fromBuild(RandomRange(30) - 15);
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actorNew->norm_ang();
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UpdateChange(actorNew);
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@ -18262,9 +18262,8 @@ STATE s_WallBlood4[] =
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DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
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{
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short w,nw,wall_ang,dang;
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short w,nw,dang;
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DSWActor* spawnedActor;
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int nx,ny;
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short rndnum;
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int daz;
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HitInfo hit{};
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@ -18345,8 +18344,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang)
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spawnedActor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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spawnedActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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wall_ang = NORM_ANGLE(getangle(hit.hitWall->delta()) + 512);
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spawnedActor->set_int_ang(wall_ang);
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spawnedActor->spr.angle = VecToAngle(hit.hitWall->delta()) + DAngle90;
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// move it back some
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auto vec = spawnedActor->spr.angle.ToVector();
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