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- DoSuicide
This commit is contained in:
parent
400f822df3
commit
740c5e1e56
11 changed files with 57 additions and 57 deletions
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@ -327,7 +327,6 @@ int DoActorSectorDamage(DSWActor* actor)
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SPRITEp sp = &actor->s();
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SECT_USERp sectu = SectUser[sp->sectnum].Data();
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SECTORp sectp = §or[sp->sectnum];
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int SpriteNum = actor->GetSpriteIndex();
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if (u->Health <= 0)
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return false;
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@ -374,7 +373,7 @@ int DoActorSectorDamage(DSWActor* actor)
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if (SpawnShrap(actor, nullptr, WPN_NM_SECTOR_SQUISH))
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{
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UpdateSinglePlayKills(actor);
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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}
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else
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{
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@ -838,6 +838,7 @@ bool HitBreakWall(WALLp wp, int hit_x, int hit_y, int hit_z, short ang, short ty
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int KillBreakSprite(short BreakSprite)
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{
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auto breakActor = &swActors[BreakSprite];
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SPRITEp bp = &sprite[BreakSprite];
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USERp bu = User[BreakSprite].Data();
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@ -856,11 +857,11 @@ int KillBreakSprite(short BreakSprite)
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// a few things have users and are not StateControlled
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KillSprite(BreakSprite);
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else
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SetSuicide(BreakSprite);
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SetSuicide(breakActor);
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}
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else
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{
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change_sprite_stat(BreakSprite, STAT_SUICIDE);
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change_actor_stat(breakActor, STAT_SUICIDE);
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}
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return 0;
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@ -1005,7 +1005,7 @@ DoBunnyQuickJump(DSWActor* actor)
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if (SpawnShrap(hitActor, actor))
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{
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SetSuicide(hit_sprite);
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SetSuicide(hitActor);
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}
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else
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DoActorDie(hitActor, actor, 0);
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@ -1225,7 +1225,7 @@ void BunnyHatch(short Weapon)
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if (SpawnShrap(actor, actorNew))
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{
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SetSuicide(Weapon);
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SetSuicide(actor);
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}
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else
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DoActorDie(actor, actorNew, 0);
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@ -1336,7 +1336,7 @@ DoBunnyMove(DSWActor* actor)
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// Sometimes they just won't die!
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if (u->Health <= 0)
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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if (u->scale_speed)
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{
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@ -633,7 +633,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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InitBloodSpray(SpriteNum, true, 105);
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InitBloodSpray(SpriteNum, true, 105);
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UpdateSinglePlayKills(actor);
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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}
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// actor does a sine wave about u->sz - this is the z mid point
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@ -2256,7 +2256,7 @@ DoCarryFlag(DSWActor* actor)
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}
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}
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}
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SetSuicide(Weapon); // Kill the flag, you scored!
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SetSuicide(actor); // Kill the flag, you scored!
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}
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}
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else
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@ -2328,7 +2328,7 @@ DoCarryFlag(DSWActor* actor)
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break;
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case FLAG_DETONATE_STATE + 1:
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SpawnGrenadeExp(Weapon);
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SetSuicide(Weapon);
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SetSuicide(actor);
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return false;
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break;
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}
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@ -2368,7 +2368,7 @@ DoCarryFlagNoDet(DSWActor* actor)
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{
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if (u->FlagOwner >= 0)
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fu->WaitTics = 0; // Tell it to respawn
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SetSuicide(Weapon);
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SetSuicide(actor);
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return false;
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}
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@ -2399,7 +2399,7 @@ DoCarryFlagNoDet(DSWActor* actor)
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}
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}
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}
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SetSuicide(Weapon); // Kill the flag, you scored!
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SetSuicide(actor); // Kill the flag, you scored!
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}
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return false;
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@ -2647,7 +2647,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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UpdateSinglePlayKills(actor);
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if (SpawnShrap(actor, nullptr, -99))
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SetSuicide(i);
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SetSuicide(actor);
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else
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KillSprite(i);
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}
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@ -2719,7 +2719,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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if (sp->statnum == STAT_ENEMY)
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{
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if (SpawnShrap(actor, nullptr, -99))
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SetSuicide(i);
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SetSuicide(actor);
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else
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KillSprite(i);
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}
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@ -4915,7 +4915,7 @@ DoPlayerFireOutWater(PLAYERp pp)
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if (pp->WadeDepth > 20)
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{
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if (u->flame >= 0)
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SetSuicide(u->flame);
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SetSuicide(&swActors[u->flame]);
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u->flame = -2;
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}
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}
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@ -4929,7 +4929,7 @@ DoPlayerFireOutDeath(PLAYERp pp)
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return;
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if (u->flame >= 0)
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SetSuicide(u->flame);
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SetSuicide(&swActors[u->flame]);
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u->flame = -2;
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}
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@ -359,7 +359,7 @@ DoSkullBeginDeath(DSWActor* actor)
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sp->shade = -40;
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SpawnLittleExp(SpriteNum);
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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//u->spal = sp->pal = PALETTE_RED_LIGHTING;
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@ -775,7 +775,7 @@ DoBettyBeginDeath(DSWActor* actor)
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sp->shade = -40;
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SpawnLittleExp(SpriteNum);
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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//u->spal = sp->pal = PALETTE_RED_LIGHTING;
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@ -778,7 +778,7 @@ KillSprite(int16_t SpriteNum)
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if (u->flame >= 0)
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{
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SetSuicide(u->flame);
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SetSuicide(&swActors[u->flame]);
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}
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User[SpriteNum].Clear();
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}
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@ -5014,7 +5014,7 @@ ActorDrop(short SpriteNum, int x, int y, int z, short new_sector, short min_heig
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if (florhit < 0 || ceilhit < 0)
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{
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//SetSuicide(SpriteNum);
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//SetSuicide(actor);
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return true;
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}
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@ -3565,7 +3565,7 @@ AutoShrap:
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p = StoneShrap;
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shrap_xsize = shrap_ysize = 4;
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shrap_bounce = true;
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SetSuicide(short(parent - sprite)); // kill next iteration
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SetSuicide(parentActor); // kill next iteration
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break;
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case BOLT_EXP:
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return false;
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@ -4431,8 +4431,9 @@ VehicleMoveHit(short SpriteNum)
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bool
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WeaponMoveHit(short SpriteNum)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = User[SpriteNum]->SpriteP;
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auto actor = &swActors[SpriteNum];
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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if (!u->ret)
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@ -4441,7 +4442,7 @@ WeaponMoveHit(short SpriteNum)
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switch (TEST(u->ret, HIT_MASK))
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{
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case HIT_PLAX_WALL:
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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return true;
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case HIT_SECTOR:
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@ -4476,7 +4477,7 @@ WeaponMoveHit(short SpriteNum)
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if (SectUser[hit_sect].Data() && FixedToInt(SectUser[hit_sect]->depth_fixed) > 0)
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{
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SpawnSplash(SpriteNum);
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//SetSuicide(SpriteNum);
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//SetSuicide(actor);
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return true;
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}
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@ -4512,7 +4513,7 @@ WeaponMoveHit(short SpriteNum)
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{
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if (labs(sp->z - sectp->ceilingz) < SPRITEp_SIZE_Z(sp))
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{
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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return true;
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}
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}
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@ -4894,10 +4895,8 @@ DoBreakFlames(DSWActor* actor)
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return 0;
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}
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int
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SetSuicide(short SpriteNum)
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int SetSuicide(DSWActor* actor)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = actor->u();
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if (u != nullptr)
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@ -5074,7 +5073,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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PlaySound(DIGI_TOILETGIRLSCREAM, sp, v3df_none);
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}
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if (SpawnShrap(actor, weapActor))
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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break;
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}
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@ -5083,7 +5082,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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InitBloodSpray(SpriteNum,true,105);
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InitBloodSpray(SpriteNum,true,105);
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if (SpawnShrap(actor, weapActor))
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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break;
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default:
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@ -5153,7 +5152,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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if (SpawnShrap(actor, weapActor))
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{
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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}
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else
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DoActorDie(actor, weapActor, 0);
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@ -5163,7 +5162,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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#if 0
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case PLASMA_FOUNTAIN:
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if (SpawnShrap(SpriteNum, Weapon))
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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else
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DoActorDie(actor, weapActor, 0);
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break;
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@ -5237,7 +5236,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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if (SpawnShrap(actor, weapActor))
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{
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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}
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else
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DoActorDie(actor, weapActor, 0);
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@ -5928,7 +5927,7 @@ DoDamage(short SpriteNum, short Weapon)
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PlayerSound(TauntAIVocs[choosesnd],v3df_dontpan|v3df_follow,pp);
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}
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SpawnShrap(actor, weapActor);
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SetSuicide(SpriteNum);
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SetSuicide(actor);
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return 0;
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}
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}
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@ -6331,7 +6330,7 @@ DoDamage(short SpriteNum, short Weapon)
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StarBlood(SpriteNum, Weapon);
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wu->ID = 0;
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case SPEAR_R0:
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@ -6364,7 +6363,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnBlood(actor, weapActor, 0, 0, 0, 0);
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wu->ID = 0;
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case LAVA_BOULDER:
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@ -6395,7 +6394,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnBlood(actor, weapActor, 0, 0, 0, 0);
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wu->ID = 0;
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case LAVA_SHARD:
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@ -6426,7 +6425,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnBlood(actor, weapActor, 0, 0, 0, 0);
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wu->ID = 0;
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case UZI_SMOKE:
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@ -6555,7 +6554,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorStdMissile(SpriteNum, Weapon);
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}
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case SERP_METEOR:
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@ -6582,7 +6581,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorStdMissile(SpriteNum, Weapon);
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}
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case BOLT_THINMAN_R0:
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@ -6611,7 +6610,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnNuclearExp(Weapon);
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else
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SpawnBoltExp(Weapon);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case BOLT_THINMAN_R1:
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@ -6656,7 +6655,7 @@ DoDamage(short SpriteNum, short Weapon)
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wu->ID = 0; // No more damage
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SpawnTracerExp(Weapon);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case BOLT_THINMAN_R2:
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@ -6685,7 +6684,7 @@ DoDamage(short SpriteNum, short Weapon)
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SpawnNuclearExp(Weapon);
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else
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SpawnBoltExp(Weapon);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case BOLT_THINMAN_R4:
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@ -6716,7 +6715,7 @@ DoDamage(short SpriteNum, short Weapon)
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//InitBloodSpray(Weapon,true,-1);
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//InitBloodSpray(Weapon,true,-1);
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//InitBloodSpray(Weapon,true,-1);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case SUMO_RUN_R0:
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@ -7031,7 +7030,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorChooseDeath(SpriteNum, Weapon);
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}
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case Vomit1:
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@ -7058,7 +7057,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorChooseDeath(SpriteNum, Weapon);
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}
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case COOLG_FIRE:
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@ -7084,7 +7083,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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// u->ID = 0;
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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// Skull Exp
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@ -7153,7 +7152,7 @@ DoDamage(short SpriteNum, short Weapon)
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if (wp->owner >= 0) // For SerpGod Ring
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User[wp->owner]->Counter--;
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SpawnFireballFlames(Weapon, SpriteNum);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case FIREBALL:
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@ -7186,7 +7185,7 @@ DoDamage(short SpriteNum, short Weapon)
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}
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SpawnGoroFireballExp(Weapon);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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case FIREBALL_FLAMES:
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@ -7268,7 +7267,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorHealth(SpriteNum, damage);
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ActorStdMissile(SpriteNum, Weapon);
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ActorChooseDeath(SpriteNum, Weapon);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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}
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else if (u->ID == RIPPER_RUN_R0)
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@ -7282,7 +7281,7 @@ DoDamage(short SpriteNum, short Weapon)
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InitPlasmaFountain(wp, sp);
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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@ -7312,7 +7311,7 @@ DoDamage(short SpriteNum, short Weapon)
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ActorChooseDeath(SpriteNum, Weapon);
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}
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SetSuicide(Weapon);
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SetSuicide(weapActor);
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break;
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#if 0
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@ -12235,6 +12234,7 @@ DoBloodWorm(DSWActor* actor)
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StatIterator it(STAT_ENEMY);
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while ((i = it.NextIndex()) >= 0)
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{
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auto itActor = &swActors[i];
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tsp = &sprite[i];
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tu = User[i].Data();
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@ -12244,7 +12244,7 @@ DoBloodWorm(DSWActor* actor)
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{
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InitBloodSpray(i,true,105);
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InitBloodSpray(i,true,105);
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SetSuicide(i);
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SetSuicide(itActor);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -200,7 +200,7 @@ enum ShrapPos
|
|||
Z_BOT
|
||||
};
|
||||
|
||||
int SetSuicide(short SpriteNum);
|
||||
int SetSuicide(DSWActor*);
|
||||
void UpdateSinglePlayKills(DSWActor* actor);
|
||||
int InitPlasmaFountain(SPRITEp wp, SPRITEp sp);
|
||||
int InitCoolgDrip(short SpriteNum);
|
||||
|
|
|
@ -893,7 +893,7 @@ DoZombieMove(DSWActor* actor)
|
|||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
SetSuicide(actor);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -944,7 +944,7 @@ NullZombie(DSWActor* actor)
|
|||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
InitBloodSpray(SpriteNum,true,105);
|
||||
SetSuicide(SpriteNum);
|
||||
SetSuicide(actor);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue