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Fix rex animation speed
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parent
e65d2ef4f4
commit
6da91a4c1f
1 changed files with 28 additions and 48 deletions
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@ -72,24 +72,23 @@ int BuildRex(short nSprite, int x, int y, int z, short nSector, short nAngle, in
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sprite[nSprite].x = x;
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sprite[nSprite].y = y;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].z = z;
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sprite[nSprite].cstat = 0x101;
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sprite[nSprite].shade = -12;
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sprite[nSprite].clipdist = 80;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].shade = -12;
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sprite[nSprite].xrepeat = 64;
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sprite[nSprite].yrepeat = 64;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].pal = sector[sprite[nSprite].sectnum].ceilingpal;
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sprite[nSprite].xoffset = 0;
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sprite[nSprite].yoffset = 0;
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sprite[nSprite].ang = nAngle;
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sprite[nSprite].picnum = 1;
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sprite[nSprite].hitag = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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sprite[nSprite].lotag = runlist_HeadRun() + 1;
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sprite[nSprite].extra = -1;
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sprite[nSprite].hitag = 0;
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GrabTimeSlot(3);
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@ -198,10 +197,8 @@ void FuncRex(int a, int nDamage, int nRun)
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}
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// moves the mouth open and closed as it's idle?
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do
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while (--ecx != -1)
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{
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ecx--;
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seq_MoveSequence(nSprite, nSeq, RexList[nRex].field_2);
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RexList[nRex].field_2++;
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@ -210,16 +207,12 @@ void FuncRex(int a, int nDamage, int nRun)
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RexList[nRex].field_2 = 0;
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var_1C = 1;
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}
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} while (ecx != -1);
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}
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int nFlag = FrameFlag[SeqBase[nSeq] + RexList[nRex].field_2];
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short nTarget = RexList[nRex].nTarget;
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if (nAction > 7) {
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return;
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}
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switch (nAction)
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{
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default:
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@ -252,7 +245,7 @@ void FuncRex(int a, int nDamage, int nRun)
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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D3PlayFX(StaticSound[kSound48], nSprite);
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@ -302,18 +295,9 @@ void FuncRex(int a, int nDamage, int nRun)
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int nVal = MoveCreatureWithCaution(nSprite);
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if ((nVal & 0xC000) == 0x8000)
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{
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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nAction = 1;
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break;
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}
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else if ((nVal & 0xC000) == 0xC000)
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switch ((nVal & 0xC000))
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{
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case 0xc000:
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if ((nVal & 0x3FFF) == nTarget)
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{
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PlotCourseToSprite(nSprite, nTarget);
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@ -321,10 +305,10 @@ void FuncRex(int a, int nDamage, int nRun)
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RexList[nRex].field_2 = 0;
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break;
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}
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else
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{
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fallthrough__;
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case 0x8000:
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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@ -333,9 +317,6 @@ void FuncRex(int a, int nDamage, int nRun)
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}
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}
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break;
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}
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case 2:
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{
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RexList[nRex].field_A--;
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@ -343,26 +324,25 @@ void FuncRex(int a, int nDamage, int nRun)
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{
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PlotCourseToSprite(nSprite, nTarget);
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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int nVal = MoveCreatureWithCaution(nSprite);
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if ((nVal & 0x0C000) == 0x8000)
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switch(nVal & 0x0C000)
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{
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case 0x8000:
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SetQuake(nSprite, 25);
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RexList[nRex].field_A = 60;
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 2;
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sprite[nSprite].xvel = Cos(sprite[nSprite].ang) >> 2;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 2;
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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nAction = 1;
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break;
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}
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else if ((nVal & 0x0C000) == 0x0C000)
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{
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case 0xc000:
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RexList[nRex].nAction = 3;
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RexList[nRex].field_2 = 0;
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@ -374,7 +354,7 @@ void FuncRex(int a, int nDamage, int nRun)
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runlist_DamageEnemy(nSprite2, nSprite, 15);
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int ebx = Sin(nAngle + 512) * 15;
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int ebx = Cos(nAngle) * 15;
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int edx = Sin(nAngle) * 15;
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if (sprite[nSprite2].statnum == 100)
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@ -393,6 +373,7 @@ void FuncRex(int a, int nDamage, int nRun)
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}
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RexList[nRex].field_A >>= 2;
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return;
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}
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}
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else
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@ -400,10 +381,9 @@ void FuncRex(int a, int nDamage, int nRun)
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RexList[nRex].nAction = 1;
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RexList[nRex].field_2 = 0;
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RexList[nRex].field_A = 90;
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}
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return;
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}
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}
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case 3:
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{
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