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https://github.com/ZDoom/Raze.git
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- reduce footprint of the Rot member variable.
This commit is contained in:
parent
71e44ac7ae
commit
5ee909ab6f
21 changed files with 59 additions and 62 deletions
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@ -1049,10 +1049,18 @@ static FState* getLegacyState(ACTOR_ACTION_SET* a, FName label, int subl)
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return nullptr;
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}
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void DSWActor::setStateGroup(FName label, int subl)
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void DSWActor::setStateGroup(FName label, int subl, bool noset)
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{
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auto a = user.__legacyState.ActorActionSet;
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if (a) NewStateGroup(this, getLegacyState(a, label, subl));
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if (a)
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{
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auto st = getLegacyState(a, label, subl);
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if (!noset)
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{
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NewStateGroup(this, st);
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}
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else this->user.__legacyState.Rot = st;
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}
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}
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bool DSWActor::checkStateGroup(FName label, int subl)
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@ -431,9 +431,6 @@ int SetupBunny(DSWActor* actor)
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Bunny_Count++;
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ChangeState(actor, &s_BunnyRun[0]);
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actor->user.__legacyState.StateEnd = s_BunnyDie;
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actor->user.__legacyState.Rot = s_BunnyRun;
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actor->user.ShellNum = 0; // Not Pregnant right now
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actor->user.FlagOwner = 0;
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@ -469,6 +466,11 @@ int SetupBunny(DSWActor* actor)
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//actor->spr.shade = 0; // darker
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}
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.__legacyState.StateEnd = s_BunnyDie;
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DoActorSetSpeed(actor, FAST_SPEED);
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -325,14 +325,15 @@ int SetupCoolg(DSWActor* actor)
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actor->user.Health = HEALTH_COOLIE_GHOST;
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}
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ChangeState(actor, s_CoolgRun[0]);
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actor->user.__legacyState.Attrib = &CoolgAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_CoolgDie;
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actor->user.__legacyState.Rot = s_CoolgRun;
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EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.__legacyState.StateEnd = s_CoolgDie;
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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CoolgCommon(actor);
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@ -360,7 +361,7 @@ int NewCoolg(DSWActor* actor)
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ChangeState(actorNew, &s_CoolgBirth[0]);
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actorNew->user.__legacyState.StateEnd = s_CoolgDie;
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actorNew->user.__legacyState.Rot = s_CoolgRun;
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actorNew->setStateGroup(NAME_Run, 0, false);
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actorNew->spr.pal = actorNew->user.spal = actor->user.spal;
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actorNew->user.__legacyState.ActorActionSet = &CoolgActionSet;
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@ -389,9 +390,8 @@ int DoCoolgBirth(DSWActor* actor)
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actor->user.__legacyState.Attrib = &CoolgAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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ChangeState(actor, s_CoolgRun[0]);
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actor->setStateGroup(NAME_Run);
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actor->user.__legacyState.StateEnd = s_CoolgDie;
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actor->user.__legacyState.Rot = s_CoolgRun;
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EnemyDefaults(actor, &CoolgActionSet, &CoolgPersonality);
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// special case
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@ -282,7 +282,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
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actor->spr.cstat |= (CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
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actor->setPicFromState();
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//actor->setPicFromState();
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change_actor_stat(actor, STAT_ENEMY);
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actor->user.Personality = person;
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@ -349,13 +349,13 @@ int SetupCoolie(DSWActor* actor)
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actor->user.Health = HEALTH_COOLIE;
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}
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ChangeState(actor,s_CoolieRun[0]);
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actor->user.__legacyState.Attrib = &CoolieAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_CoolieDie;
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actor->user.__legacyState.Rot = s_CoolieRun;
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EnemyDefaults(actor, &CoolieActionSet, &CooliePersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->spr.scale = DVector2(0.65625, 0.65625);
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@ -267,13 +267,13 @@ int SetupEel(DSWActor* actor)
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actor->user.Health = 40;
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}
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ChangeState(actor, s_EelRun[0]);
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actor->user.__legacyState.Attrib = &EelAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_EelDie;
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actor->user.__legacyState.Rot = s_EelRun;
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EnemyDefaults(actor, &EelActionSet, &EelPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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@ -385,14 +385,14 @@ int SetupGirlNinja(DSWActor* actor)
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}
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actor->user.__legacyState.StateEnd = s_GirlNinjaDie;
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actor->user.__legacyState.Rot = s_GirlNinjaRun;
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actor->spr.scale = DVector2(0.796875, 0.671875);
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actor->user.__legacyState.Attrib = &GirlNinjaAttrib;
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actor->spr.pal = actor->user.spal = 26;
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EnemyDefaults(actor, &GirlNinjaActionSet, &GirlNinjaPersonality);
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ChangeState(actor, s_GirlNinjaRun[0]);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.Radius = 280;
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@ -287,14 +287,14 @@ int SetupGoro(DSWActor* actor)
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actor->user.Health = HEALTH_GORO;
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}
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ChangeState(actor, s_GoroRun[0]);
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actor->user.__legacyState.Attrib = &GoroAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_GoroDie;
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actor->user.__legacyState.Rot = s_GoroRun;
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EnemyDefaults(actor, &GoroActionSet, &GoroPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->clipdist = 32;
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -224,13 +224,13 @@ int SetupHornet(DSWActor* actor)
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actor->user.Health = HEALTH_HORNET;
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}
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ChangeState(actor, s_HornetRun[0]);
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actor->user.__legacyState.Attrib = &HornetAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_HornetDie;
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actor->user.__legacyState.Rot = s_HornetRun;
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EnemyDefaults(actor, &HornetActionSet, &HornetPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.Flags |= (SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
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actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
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@ -281,14 +281,14 @@ int SetupLava(DSWActor* actor)
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actor->user.Health = 100;
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}
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ChangeState(actor, s_LavaRun[0]);
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actor->user.__legacyState.Attrib = &LavaAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_LavaDie;
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actor->user.__legacyState.Rot = s_LavaRun;
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EnemyDefaults(actor, &LavaActionSet, &LavaPersonality);
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actor->spr.scale = DVector2(1.71875, 1.71875);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->spr.scale = DVector2(1.71875, 1.71875);
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actor->clipdist = 32;
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actor->user.Flags |= (SPR_XFLIP_TOGGLE|SPR_ELECTRO_TOLERANT);
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@ -123,7 +123,6 @@ int SetupToiletGirl(DSWActor* actor)
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ChangeState(actor,s_ToiletGirlStand);
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actor->user.__legacyState.Attrib = &ToiletGirlAttrib;
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actor->user.__legacyState.StateEnd = s_ToiletGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.5, 0.5);
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@ -377,7 +376,6 @@ int SetupWashGirl(DSWActor* actor)
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ChangeState(actor,s_WashGirlStand);
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actor->user.__legacyState.Attrib = &WashGirlAttrib;
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actor->user.__legacyState.StateEnd = s_WashGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.4374, 0.375);
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@ -608,7 +606,6 @@ int SetupTrashCan(DSWActor* actor)
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ChangeState(actor,s_TrashCanStand);
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actor->user.__legacyState.Attrib = &TrashCanAttrib;
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actor->user.__legacyState.StateEnd = s_TrashCanStand;
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actor->user.__legacyState.Rot = 0;
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@ -717,7 +714,6 @@ int SetupPachinkoLight(DSWActor* actor)
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ChangeState(actor,s_PachinkoLightStand);
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actor->user.__legacyState.Attrib = &PachinkoLightAttrib;
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actor->user.__legacyState.StateEnd = s_PachinkoLightStand;
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actor->user.__legacyState.Rot = 0;
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actor->user.ID = PACHINKOLIGHT_R0;
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@ -826,7 +822,6 @@ int SetupPachinko1(DSWActor* actor)
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ChangeState(actor,s_Pachinko1Stand);
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actor->user.__legacyState.Attrib = &Pachinko1Attrib;
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actor->user.__legacyState.StateEnd = s_Pachinko1Stand;
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actor->user.__legacyState.Rot = 0;
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actor->user.ID = PACHINKO1;
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@ -1003,7 +998,6 @@ int SetupPachinko2(DSWActor* actor)
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ChangeState(actor,s_Pachinko2Stand);
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actor->user.__legacyState.Attrib = &Pachinko2Attrib;
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actor->user.__legacyState.StateEnd = s_Pachinko2Stand;
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actor->user.__legacyState.Rot = 0;
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actor->user.ID = PACHINKO2;
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@ -1092,7 +1086,6 @@ int SetupPachinko3(DSWActor* actor)
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ChangeState(actor,s_Pachinko3Stand);
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actor->user.__legacyState.Attrib = &Pachinko3Attrib;
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actor->user.__legacyState.StateEnd = s_Pachinko3Stand;
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actor->user.__legacyState.Rot = 0;
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actor->user.ID = PACHINKO3;
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@ -1181,7 +1174,6 @@ int SetupPachinko4(DSWActor* actor)
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ChangeState(actor,s_Pachinko4Stand);
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actor->user.__legacyState.Attrib = &Pachinko4Attrib;
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actor->user.__legacyState.StateEnd = s_Pachinko4Stand;
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actor->user.__legacyState.Rot = 0;
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actor->user.ID = PACHINKO4;
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@ -1294,7 +1286,6 @@ int SetupCarGirl(DSWActor* actor)
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ChangeState(actor,s_CarGirlStand);
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actor->user.__legacyState.Attrib = &CarGirlAttrib;
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actor->user.__legacyState.StateEnd = s_CarGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.453125, 0.390625);
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@ -1527,7 +1518,6 @@ int SetupMechanicGirl(DSWActor* actor)
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ChangeState(actor,s_MechanicGirlStand);
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actor->user.__legacyState.Attrib = &MechanicGirlAttrib;
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actor->user.__legacyState.StateEnd = s_MechanicGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.421875, 0.40625);
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@ -1759,7 +1749,6 @@ int SetupSailorGirl(DSWActor* actor)
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ChangeState(actor,s_SailorGirlStand);
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actor->user.__legacyState.Attrib = &SailorGirlAttrib;
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actor->user.__legacyState.StateEnd = s_SailorGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.4375, 0.40625);
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@ -1988,7 +1977,6 @@ int SetupPruneGirl(DSWActor* actor)
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ChangeState(actor,s_PruneGirlStand);
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actor->user.__legacyState.Attrib = &PruneGirlAttrib;
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actor->user.__legacyState.StateEnd = s_PruneGirlStand;
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actor->user.__legacyState.Rot = 0;
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actor->spr.scale = DVector2(0.515625, 0.4375);
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@ -894,8 +894,6 @@ int SetupNinja(DSWActor* actor)
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actor->user.Health = HEALTH_NINJA;
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}
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actor->user.__legacyState.StateEnd = s_NinjaDie;
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actor->user.__legacyState.Rot = s_NinjaRun;
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actor->spr.scale = DVector2(0.71875, 0.71875);
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if (actor->spr.pal == PALETTE_PLAYER5)
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@ -983,6 +981,9 @@ int SetupNinja(DSWActor* actor)
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}
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}
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//actor->setStateGroup()
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actor->user.__legacyState.StateEnd = s_NinjaDie;
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actor->setStateGroup(NAME_Run, 0, true); // Something wrong with the sniper ninja...
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ChangeState(actor, s_NinjaRun[0]);
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DoActorSetSpeed(actor, NORM_SPEED);
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@ -1477,8 +1478,6 @@ void InitPlayerSprite(DSWPlayer* pp, const DVector3& spawnpos, const DAngle star
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actor->spr.cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
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// Grouping items that need to be reset after a LoadLevel
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ChangeState(actor, s_NinjaRun[0]);
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actor->user.__legacyState.Rot = s_NinjaRun;
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actor->user.__legacyState.ActorActionSet = &PlayerNinjaActionSet;
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actor->user.Radius = 400;
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@ -1487,7 +1486,6 @@ void InitPlayerSprite(DSWPlayer* pp, const DVector3& spawnpos, const DAngle star
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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actor->setPicFromState();
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actor->spr.shade = -60; // was 15
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actor->clipdist = 16;
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@ -1496,6 +1494,7 @@ void InitPlayerSprite(DSWPlayer* pp, const DVector3& spawnpos, const DAngle star
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actor->user.spal = actor->spr.pal;
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pp->GetActor()->setStateGroup(NAME_Run);
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actor->setPicFromState();
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pp->PlayerUnderActor = nullptr;
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@ -1545,7 +1544,6 @@ void SpawnPlayerUnderSprite(DSWPlayer* pp)
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actor->spr.cstat |= (CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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actor->spr.extra |= (SPRX_PLAYER_OR_ENEMY);
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actor->user.__legacyState.Rot = s_NinjaRun;
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actor->user.__legacyState.State = plActor->user.__legacyState.State;
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NewStateGroup(pp->PlayerUnderActor, plActor->user.__legacyState.Rot);
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@ -427,11 +427,9 @@ int SetupRipper(DSWActor* actor)
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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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actor->user.__legacyState.Attrib = &RipperAttrib;
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DoActorSetSpeed(actor, FAST_SPEED);
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actor->user.__legacyState.StateEnd = s_RipperDie;
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actor->user.__legacyState.Rot = s_RipperRun;
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actor->spr.scale = DVector2(1, 1);
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if (actor->spr.pal == PALETTE_BROWN_RIPPER)
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@ -448,6 +446,8 @@ int SetupRipper(DSWActor* actor)
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{
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EnemyDefaults(actor, &RipperActionSet, &RipperPersonality);
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}
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -452,11 +452,9 @@ int SetupRipper2(DSWActor* actor)
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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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actor->user.__legacyState.Attrib = &Ripper2Attrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_Ripper2Die;
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actor->user.__legacyState.Rot = s_Ripper2Run;
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actor->clipdist = 32; // This actor is bigger, needs bigger box.
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actor->spr.scale = DVector2(0.859375, 0.859375);
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@ -475,6 +473,8 @@ int SetupRipper2(DSWActor* actor)
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{
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EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
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}
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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@ -349,13 +349,13 @@ int SetupSerp(DSWActor* actor)
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if (Skill == 0) actor->user.Health = 1100;
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if (Skill == 1) actor->user.Health = 2200;
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ChangeState(actor, s_SerpRun[0]);
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actor->user.__legacyState.Attrib = &SerpAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_SerpDie;
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actor->user.__legacyState.Rot = s_SerpRun;
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EnemyDefaults(actor, &SerpActionSet, &SerpPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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// Mini-Boss Serp
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if (actor->spr.pal == 16)
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|
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@ -304,13 +304,13 @@ int SetupSkel(DSWActor* actor)
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actor->user.Health = HEALTH_SKEL_PRIEST;
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}
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||||
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ChangeState(actor, s_SkelRun[0]);
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actor->user.__legacyState.Attrib = &SkelAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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actor->user.__legacyState.StateEnd = s_SkelDie;
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actor->user.__legacyState.Rot = s_SkelRun;
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||||
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||||
EnemyDefaults(actor, &SkelActionSet, &SkelPersonality);
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actor->setStateGroup(NAME_Run);
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actor->setPicFromState();
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||||
|
||||
// 256 is default
|
||||
//actor->clipdist = 16;
|
||||
|
|
|
@ -139,11 +139,12 @@ int SetupSkull(DSWActor* actor)
|
|||
actor->user.__legacyState.Attrib = &SkullAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
actor->user.__legacyState.StateEnd = s_SkullExplode;
|
||||
actor->user.__legacyState.Rot = s_SkullWait;
|
||||
|
||||
actor->user.ID = SKULL_R0;
|
||||
|
||||
EnemyDefaults(actor, nullptr, nullptr);
|
||||
actor->setPicFromState();
|
||||
|
||||
actor->clipdist = 12;
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
@ -495,11 +496,11 @@ int SetupBetty(DSWActor* actor)
|
|||
actor->user.__legacyState.Attrib = &BettyAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
actor->user.__legacyState.StateEnd = s_BettyExplode;
|
||||
actor->user.__legacyState.Rot = s_BettyWait;
|
||||
|
||||
actor->user.ID = BETTY_R0;
|
||||
|
||||
EnemyDefaults(actor, nullptr, nullptr);
|
||||
actor->setPicFromState();
|
||||
actor->clipdist = 12;
|
||||
actor->user.Flags |= (SPR_XFLIP_TOGGLE);
|
||||
actor->spr.cstat |= (CSTAT_SPRITE_YCENTER);
|
||||
|
|
|
@ -322,13 +322,13 @@ int SetupSumo(DSWActor* actor)
|
|||
if (Skill == 0) actor->user.Health = 2000;
|
||||
if (Skill == 1) actor->user.Health = 4000;
|
||||
|
||||
ChangeState(actor,s_SumoRun[0]);
|
||||
actor->user.__legacyState.Attrib = &SumoAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
actor->user.__legacyState.StateEnd = s_SumoDie;
|
||||
actor->user.__legacyState.Rot = s_SumoRun;
|
||||
|
||||
EnemyDefaults(actor, &SumoActionSet, &SumoPersonality);
|
||||
actor->setStateGroup(NAME_Run);
|
||||
actor->setPicFromState();
|
||||
|
||||
actor->clipdist = 32;
|
||||
if (actor->spr.pal == 16)
|
||||
|
|
|
@ -59,7 +59,7 @@ public:
|
|||
void ChangeStateEnd();
|
||||
void clearActionFunc() { user.ActorActionFunc = nullptr; }
|
||||
void setActionDecide();
|
||||
void setStateGroup(FName label, int substate = 0); // substate is only valid for Attack and CloseAttack
|
||||
void setStateGroup(FName label, int substate = 0, bool noset = false); // substate is only valid for Attack and CloseAttack
|
||||
bool checkStateGroup(FName label, int substate = 0);
|
||||
bool hasState(FName label, int substate = 0);
|
||||
void callAction();
|
||||
|
|
|
@ -11219,10 +11219,10 @@ int InitSerpRing(DSWActor* actor)
|
|||
actorNew->user.Counter2 = 0;
|
||||
|
||||
actorNew->user.__legacyState.StateEnd = s_SkullExplode;
|
||||
actorNew->user.__legacyState.Rot = s_SkullRing;
|
||||
|
||||
// defaults do change the statnum
|
||||
EnemyDefaults(actorNew, nullptr, nullptr);
|
||||
actor->setPicFromState();
|
||||
change_actor_stat(actorNew, STAT_SKIP4);
|
||||
actorNew->spr.extra &= ~(SPRX_PLAYER_OR_ENEMY);
|
||||
|
||||
|
@ -11935,7 +11935,6 @@ int InitSumoSkull(DSWActor* actor)
|
|||
actorNew->user.Flags |= (actor->user.Flags & (SPR_BOUNCE));
|
||||
|
||||
actorNew->user.__legacyState.StateEnd = s_SkullExplode;
|
||||
actorNew->user.__legacyState.Rot = s_SkullWait;
|
||||
|
||||
actorNew->user.__legacyState.Attrib = &SkullAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
@ -11945,6 +11944,7 @@ int InitSumoSkull(DSWActor* actor)
|
|||
|
||||
// defaults do change the statnum
|
||||
EnemyDefaults(actorNew, nullptr, nullptr);
|
||||
actor->setPicFromState();
|
||||
actorNew->spr.extra |= SPRX_PLAYER_OR_ENEMY;
|
||||
|
||||
actorNew->clipdist = 12;
|
||||
|
|
|
@ -297,13 +297,13 @@ int SetupZilla(DSWActor* actor)
|
|||
if (Skill == 0) actor->user.Health = 2000;
|
||||
if (Skill == 1) actor->user.Health = 4000;
|
||||
|
||||
ChangeState(actor,s_ZillaRun[0]);
|
||||
actor->user.__legacyState.Attrib = &ZillaAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
actor->user.__legacyState.StateEnd = s_ZillaDie;
|
||||
actor->user.__legacyState.Rot = s_ZillaRun;
|
||||
|
||||
EnemyDefaults(actor, &ZillaActionSet, &ZillaPersonality);
|
||||
actor->setStateGroup(NAME_Run);
|
||||
actor->setPicFromState();
|
||||
|
||||
actor->clipdist = 32;
|
||||
actor->spr.scale = DVector2(1.515625, 1.23475);
|
||||
|
|
|
@ -355,13 +355,13 @@ int SetupZombie(DSWActor* actor)
|
|||
|
||||
actor->user.Health = 100;
|
||||
actor->user.__legacyState.StateEnd = &s_ZombiePain[0];
|
||||
actor->user.__legacyState.Rot = s_ZombieRun;
|
||||
actor->spr.scale = DVector2(PLAYER_NINJA_XREPEAT, PLAYER_NINJA_YREPEAT);
|
||||
|
||||
actor->user.__legacyState.Attrib = &ZombieAttrib;
|
||||
EnemyDefaults(actor, &ZombieActionSet, &ZombiePersonality);
|
||||
|
||||
ChangeState(actor, s_ZombieRun[0]);
|
||||
actor->setStateGroup(NAME_Run);
|
||||
actor->setPicFromState();
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
||||
actor->user.Radius = 280;
|
||||
|
|
Loading…
Reference in a new issue