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- PlayerTakeDamage
This commit is contained in:
parent
98fe147d7a
commit
6c867e23ee
3 changed files with 51 additions and 52 deletions
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@ -40,7 +40,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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bool PlayerTakeDamage(PLAYERp, short);
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ANIMATOR InitActorRunToward;
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bool FAF_Sector(short);
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bool DropAhead(DSWActor* actor, short min_height);
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@ -363,7 +362,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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if (sp->owner == pp->PlayerSprite)
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continue;
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if (!PlayerTakeDamage(pp, SpriteNum))
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if (!PlayerTakeDamage(pp, actor))
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continue;
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// if co-op don't hurt teammate
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@ -393,7 +392,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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if (sp->owner == pp->PlayerSprite)
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continue;
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if (!PlayerTakeDamage(pp, SpriteNum))
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if (!PlayerTakeDamage(pp, actor))
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continue;
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// if co-op don't hurt teammate
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@ -781,7 +780,7 @@ int DoActorDecide(DSWActor* actor)
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return 0;
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// if this player cannot take damage from this zombie(weapon) return out
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if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, SpriteNum))
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if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, actor))
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return 0;
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}
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@ -1265,7 +1264,7 @@ int InitActorAttack(DSWActor* actor)
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return 0;
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// if this player cannot take damage from this zombie(weapon) return out
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if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, SpriteNum))
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if (!PlayerTakeDamage(u->targetActor->u()->PlayerP, actor))
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return 0;
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}
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@ -5744,15 +5744,14 @@ PlayerCheckDeath(PLAYERp pp, short Weapon)
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return false;
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}
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bool
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PlayerTakeDamage(PLAYERp pp, short Weapon)
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bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor)
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{
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if (Weapon < 0)
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if (weapActor == nullptr)
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return true;
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USERp u = User[pp->PlayerSprite].Data();
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SPRITEp wp = &sprite[Weapon];
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USERp wu = User[Weapon].Data();
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USERp u = pp->Actor()->u();
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SPRITEp wp = &weapActor->s();
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USERp wu = weapActor->u();
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if (gNet.MultiGameType == MULTI_GAME_NONE)
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{
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@ -5910,7 +5909,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -5948,7 +5947,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6012,7 +6011,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6046,7 +6045,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6076,7 +6075,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6106,7 +6105,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6136,7 +6135,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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if (PlayerCheckDeath(u->PlayerP, Weapon))
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@ -6170,7 +6169,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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if (PlayerCheckDeath(u->PlayerP, Weapon))
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@ -6205,7 +6204,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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if (PlayerCheckDeath(u->PlayerP, Weapon))
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@ -6236,7 +6235,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage/4, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6276,7 +6275,7 @@ DoDamage(short SpriteNum, short Weapon)
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{
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u->BladeDamageTics = DAMAGE_BLADE_TIME;
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6313,7 +6312,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (u->PlayerP->WpnKungFuMove == 3)
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damage /= 3;
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6347,7 +6346,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6380,7 +6379,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6411,7 +6410,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6447,7 +6446,7 @@ DoDamage(short SpriteNum, short Weapon)
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{
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//PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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PlayerDamageSlide(u->PlayerP, damage/2, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6496,7 +6495,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6545,7 +6544,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6572,7 +6571,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6597,7 +6596,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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else if (u->PlayerP)
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{
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6631,7 +6630,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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else if (u->PlayerP)
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{
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6671,7 +6670,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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else if (u->PlayerP)
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{
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6701,7 +6700,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6737,7 +6736,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6768,7 +6767,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6799,7 +6798,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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//PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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if (PlayerCheckDeath(u->PlayerP, Weapon))
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@ -6836,7 +6835,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6873,7 +6872,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6909,7 +6908,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6942,7 +6941,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -6981,7 +6980,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -7020,7 +7019,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -7048,7 +7047,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -7073,7 +7072,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -7107,7 +7106,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, ANG2PLAYER(u->PlayerP, wp));
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if (PlayerTakeDamage(u->PlayerP, Weapon))
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if (PlayerTakeDamage(u->PlayerP, weapActor))
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{
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PlayerUpdateHealth(u->PlayerP, damage);
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PlayerCheckDeath(u->PlayerP, Weapon);
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@ -7138,7 +7137,7 @@ DoDamage(short SpriteNum, short Weapon)
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else if (u->PlayerP)
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{
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PlayerDamageSlide(u->PlayerP, damage, wp->ang);
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if (PlayerTakeDamage(u->PlayerP, Weapon))
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
PlayerCheckDeath(u->PlayerP, Weapon);
|
||||
|
@ -7171,7 +7170,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
else if (u->PlayerP)
|
||||
{
|
||||
PlayerDamageSlide(u->PlayerP, damage, wp->ang);
|
||||
if (PlayerTakeDamage(u->PlayerP, Weapon))
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
PlayerCheckDeath(u->PlayerP, Weapon);
|
||||
|
@ -7202,7 +7201,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
if (PlayerTakeDamage(u->PlayerP, Weapon))
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PlayerUpdateHealth(u->PlayerP, damage);
|
||||
PlayerCheckDeath(u->PlayerP, Weapon);
|
||||
|
@ -7230,7 +7229,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
if (PlayerTakeDamage(u->PlayerP, Weapon))
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
PLAYERp pp = u->PlayerP;
|
||||
|
||||
|
@ -7299,7 +7298,7 @@ DoDamage(short SpriteNum, short Weapon)
|
|||
}
|
||||
else if (u->PlayerP)
|
||||
{
|
||||
if (PlayerTakeDamage(u->PlayerP, Weapon))
|
||||
if (PlayerTakeDamage(u->PlayerP, weapActor))
|
||||
{
|
||||
if (RANDOM_P2(1024<<4)>>4 < 800)
|
||||
PlayerSound(DIGI_STEPONCALTROPS, v3df_follow|v3df_dontpan, u->PlayerP);
|
||||
|
@ -13683,7 +13682,7 @@ InitFistAttack(PLAYERp pp)
|
|||
{
|
||||
SpawnSwordSparks(pp, hitinfo.sect, hitinfo.wall, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
|
||||
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
|
||||
if (PlayerTakeDamage(pp, -1))
|
||||
if (PlayerTakeDamage(pp, nullptr))
|
||||
{
|
||||
PlayerUpdateHealth(pp, -(RandomRange(2<<8)>>8));
|
||||
PlayerCheckDeath(pp, -1);
|
||||
|
|
|
@ -86,6 +86,7 @@ int ShrapKillSprite(short SpriteNum);
|
|||
bool MissileSetPos(short Weapon,ANIMATORp DoWeapon,int dist);
|
||||
int ActorPain(short SpriteNum);
|
||||
int SpawnBreakFlames(int16_t SpriteNum);
|
||||
bool PlayerTakeDamage(PLAYERp pp, DSWActor* weapActor);
|
||||
const char *DeathString(short SpriteNum);
|
||||
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue