mirror of
https://github.com/ZDoom/Raze.git
synced 2025-04-23 00:11:03 +00:00
- first half of AI code fully cleaned up (except owner)
This commit is contained in:
parent
04218f4f89
commit
758bf78c81
22 changed files with 114 additions and 139 deletions
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@ -9,8 +9,8 @@ Enemy enemy[MAXTYPES];
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int checksight_ang = 0;
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void skeletonChill(PLAYER& plr, DWHActor* i);
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void goblinChill(PLAYER& plr, DWHActor* i);
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void skeletonChill(PLAYER& plr, DWHActor* actor);
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void goblinChill(PLAYER& plr, DWHActor* actor);
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void createDemonAI();
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@ -640,8 +640,8 @@ void castspell(PLAYER& plr, DWHActor* actor) {
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spawned.backuploc();
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}
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void skullycastspell(PLAYER& plr, int i) {
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auto& spr = sprite[i];
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void skullycastspell(PLAYER& plr, DWHActor* actor) {
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auto& spr = actor->s();
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auto spawnedactor = InsertActor(spr.sectnum, MISSILE);
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auto& spawned = spawnedactor->s();
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@ -669,7 +669,7 @@ void skullycastspell(PLAYER& plr, int i) {
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discrim = 1;
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spawned.zvel = (short)(((plr.z + (48 << 8) - spawned.z) << 7) / discrim);
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spawned.owner = (short)i;
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spawned.owner = actor->GetSpriteIndex();
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spawned.clipdist = 16;
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spawned.lotag = 512;
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spawned.hitag = 0;
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@ -121,19 +121,19 @@ extern int checksight_ang;
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void aiProcess();
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Collision aimove(DWHActor* actor);
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Collision aifly(DWHActor* i);
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void aisearch(PLAYER& plr, DWHActor* i, boolean fly);
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boolean checksector6(DWHActor* i);
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int checkfluid(DWHActor* i, Collision& florhit);
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void processfluid(DWHActor* i, Collision& florHit, boolean fly);
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void castspell(PLAYER& plr, DWHActor* i);
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void skullycastspell(PLAYER& plr, int i);
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void attack(PLAYER& plr, DWHActor* i);
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Collision aifly(DWHActor* actor);
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void aisearch(PLAYER& plr, DWHActor* actor, boolean fly);
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boolean checksector6(DWHActor* actor);
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int checkfluid(DWHActor* actor, Collision& florhit);
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void processfluid(DWHActor* actor, Collision& florHit, boolean fly);
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void castspell(PLAYER& plr, DWHActor* actor);
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void skullycastspell(PLAYER& plr, DWHActor*);
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void attack(PLAYER& plr, DWHActor* actor);
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int checkmove(DWHActor* actor, int dax, int day);
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boolean checkdist(PLAYER& plr, DWHActor* i);
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boolean checkdist(DWHActor* i, int x, int y, int z);
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boolean checkdist(PLAYER& plr, DWHActor* actor);
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boolean checkdist(DWHActor* actor, int x, int y, int z);
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extern int checksight_ang;
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boolean checksight(PLAYER& plr, DWHActor* i);
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boolean checksight(PLAYER& plr, DWHActor* actor);
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void monsterweapon(int i);
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PLAYER* aiGetPlayerTarget(short i);
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boolean actoruse(short i);
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@ -141,28 +141,28 @@ boolean actoruse(short i);
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void initAI();
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void aiInit();
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void premapDemon(DWHActor* i);
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void premapDevil(DWHActor* i);
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void premapDragon(DWHActor* i);
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void premapFatwitch(DWHActor* i);
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void premapFish(DWHActor* i);
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void premapFred(DWHActor* i);
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void premapGoblin(DWHActor* i);
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void premapGonzo(DWHActor* i);
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void premapGron(DWHActor* i);
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void premapGuardian(DWHActor* i);
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void premapImp(DWHActor* i);
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void premapJudy(DWHActor* i);
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void premapKatie(DWHActor* i);
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void premapKobold(DWHActor* i);
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void premapKurt(DWHActor* i);
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void premapMinotaur(DWHActor* i);
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void premapNewGuy(DWHActor* i);
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void premapRat(DWHActor* i);
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void premapSkeleton(DWHActor* i);
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void premapSkully(DWHActor* i);
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void premapSpider(DWHActor* i);
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void premapWillow(DWHActor* i);
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void premapDemon(DWHActor* actor);
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void premapDevil(DWHActor* actor);
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void premapDragon(DWHActor* actor);
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void premapFatwitch(DWHActor* actor);
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void premapFish(DWHActor* actor);
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void premapFred(DWHActor* actor);
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void premapGoblin(DWHActor* actor);
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void premapGonzo(DWHActor* actor);
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void premapGron(DWHActor* actor);
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void premapGuardian(DWHActor* actor);
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void premapImp(DWHActor* actor);
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void premapJudy(DWHActor* actor);
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void premapKatie(DWHActor* actor);
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void premapKobold(DWHActor* actor);
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void premapKurt(DWHActor* actor);
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void premapMinotaur(DWHActor* actor);
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void premapNewGuy(DWHActor* actor);
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void premapRat(DWHActor* actor);
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void premapSkeleton(DWHActor* actor);
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void premapSkully(DWHActor* actor);
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void premapSpider(DWHActor* actor);
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void premapWillow(DWHActor* actor);
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void deaddude(short sn);
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@ -71,7 +71,6 @@ static void chasedragon(PLAYER& plr, DWHActor* actor)
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static void fleedragon(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -126,7 +125,6 @@ static void diedragon(PLAYER& plr, DWHActor* actor)
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static void castdragon(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -262,7 +260,6 @@ static void nukeddragon(PLAYER& plr, DWHActor* actor)
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static void paindragon(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -319,7 +316,6 @@ void dragonProcess(PLAYER& plr)
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static void dragonAttack2(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -3,7 +3,7 @@
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BEGIN_WH_NS
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static void throwspank(PLAYER& plr, DWHActor* i);
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static void throwspank(PLAYER& plr, DWHActor* actor);
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static void chasefatwitch(PLAYER& plr, DWHActor* actor)
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{
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@ -245,7 +245,6 @@ static void diefatwitch(PLAYER& plr, DWHActor* actor)
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static void throwspank(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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auto spawnedactor = InsertActor(spr.sectnum, MISSILE);
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@ -269,7 +268,7 @@ static void throwspank(PLAYER& plr, DWHActor* actor)
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if (discrim == 0)
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discrim = 1;
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spawned.zvel = (short)(((plr.z + (48 << 8) - spawned.z) << 7) / discrim);
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spawned.owner = (short)i;
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spawned.owner = actor->GetSpriteIndex();
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spawned.clipdist = 16;
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spawned.lotag = 512;
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spawned.hitag = 0;
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@ -6,7 +6,6 @@ BEGIN_WH_NS
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static void chasefish(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -86,7 +85,6 @@ static void diefish(PLAYER& plr, DWHActor* actor)
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static void attackfish(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.z = spr.sector()->floorz;
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@ -153,7 +151,6 @@ static void searchfish(PLAYER& plr, DWHActor* actor)
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static void facefish(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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boolean cansee = ::cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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@ -3,7 +3,7 @@
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BEGIN_WH_NS
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static void checkexplfred(PLAYER& plr, DWHActor* i);
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static void checkexplfred(PLAYER& plr, DWHActor* actor);
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static void chasefred(PLAYER& plr, DWHActor* actor)
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@ -183,7 +183,6 @@ static void facefred(PLAYER& plr, DWHActor* actor)
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static void attackfred(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -292,7 +291,6 @@ static void resurectfred(PLAYER& plr, DWHActor* actor)
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static void checkexplfred(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -3,7 +3,7 @@
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BEGIN_WH_NS
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static void checkexplgoblin(PLAYER& plr, DWHActor* i);
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static void checkexplgoblin(PLAYER& plr, DWHActor* actor);
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static void chasegoblin(PLAYER& plr, DWHActor* actor)
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@ -228,7 +228,6 @@ static void standgoblin(PLAYER& plr, DWHActor* actor)
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static void attackgoblin(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -359,7 +358,6 @@ void goblinChill(PLAYER& plr, DWHActor* actor)
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static void goblinWar(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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short k;
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@ -535,7 +533,6 @@ void goblinWarProcess(PLAYER& plr)
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static void checkexplgoblin(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -3,9 +3,9 @@
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BEGIN_WH_NS
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static void gonzopike(short s, PLAYER& plr);
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static void checkexplgonzo(PLAYER& plr, DWHActor* i);
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static boolean patrolprocess(PLAYER& plr, DWHActor* i);
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static void gonzopike(DWHActor* s, PLAYER& plr);
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static void checkexplgonzo(PLAYER& plr, DWHActor* actor);
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static boolean patrolprocess(PLAYER& plr, DWHActor* actor);
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static void chasegonzo(PLAYER& plr, DWHActor* actor)
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{
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@ -353,7 +353,6 @@ static void facegonzo(PLAYER& plr, DWHActor* actor)
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static void attackgonzo(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -440,7 +439,6 @@ static void attackgonzo(PLAYER& plr, DWHActor* actor)
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static void fleegonzo(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -480,7 +478,6 @@ static void fleegonzo(PLAYER& plr, DWHActor* actor)
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static void castgonzo(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -492,7 +489,7 @@ static void castgonzo(PLAYER& plr, DWHActor* actor)
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if (spr.picnum == GONZOCSWAT) {
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spr.extra--;
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spritesound(S_GENTHROW, actor);
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gonzopike(i, plr);
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gonzopike(actor, plr);
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SetNewStatus(actor, CHASE);
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}
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}
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@ -560,7 +557,6 @@ void gonzoProcess(PLAYER& plr)
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while (auto actor = it.Next())
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{
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SPRITE& spr = actor->s();
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int i = actor->GetSpriteIndex();
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switch (spr.extra) {
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case 1: // forward
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@ -657,41 +653,41 @@ static boolean patrolprocess(PLAYER& plr, DWHActor* actor)
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return target != -1;
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}
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static void gonzopike(short s, PLAYER& plr) {
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auto spawnedactor = InsertActor(sprite[s].sectnum, JAVLIN);
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auto& spr = spawnedactor->s();
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static void gonzopike(DWHActor* actor, PLAYER& plr) {
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auto& spr = actor->s();
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auto spawnedactor = InsertActor(spr.sectnum, JAVLIN);
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auto& spawned = spawnedactor->s();
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spr.x = sprite[s].x;
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spr.y = sprite[s].y;
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spr.z = sprite[s].z - (40 << 8);
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spawned.x = spr.x;
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spawned.y = spr.y;
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spawned.z = spr.z - (40 << 8);
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spr.cstat = 21;
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spr.picnum = THROWPIKE;
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spr.ang = (short)(((sprite[s].ang + 2048 + 96) - 512) & 2047);
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spr.xrepeat = 24;
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spr.yrepeat = 24;
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spr.clipdist = 32;
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spawned.cstat = 21;
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spawned.picnum = THROWPIKE;
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spawned.ang = (short)(((spr.ang + 2048 + 96) - 512) & 2047);
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spawned.xrepeat = 24;
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spawned.yrepeat = 24;
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spawned.clipdist = 32;
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spr.extra = sprite[s].ang;
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spr.shade = -15;
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spr.xvel = (short)((krand() & 256) - 128);
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spr.yvel = (short)((krand() & 256) - 128);
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spawned.extra = spr.ang;
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spawned.shade = -15;
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spawned.xvel = (short)((krand() & 256) - 128);
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spawned.yvel = (short)((krand() & 256) - 128);
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spr.zvel = (short)(((plr.z + (8 << 8) - sprite[s].z) << 7) / ksqrt((plr.x - sprite[s].x) * (plr.x - sprite[s].x) + (plr.y - sprite[s].y) * (plr.y - sprite[s].y)));
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spawned.zvel = (short)(((plr.z + (8 << 8) - spr.z) << 7) / ksqrt((plr.x - spr.x) * (plr.x - spr.x) + (plr.y - spr.y) * (plr.y - spr.y)));
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spr.zvel += ((krand() % 256) - 128);
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spawned.zvel += ((krand() % 256) - 128);
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spr.owner = s;
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spr.lotag = 1024;
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spr.hitag = 0;
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spr.pal = 0;
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spawned.owner = actor->GetSpriteIndex();
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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spr.backuploc();
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}
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static void checkexplgonzo(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -3,13 +3,12 @@
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BEGIN_WH_NS
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static void checkexplgron(PLAYER& plr, DWHActor* i);
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static void throwhalberd(int s);
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static void checkexplgron(PLAYER& plr, DWHActor* actor);
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static void throwhalberd(DWHActor* s);
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static void chasegron(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -282,7 +281,6 @@ static void facegron(PLAYER& plr, DWHActor* actor)
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static void attackgron(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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if (spr.picnum == GRONSWATTACK) {
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@ -372,7 +370,6 @@ static void fleegron(PLAYER& plr, DWHActor* actor)
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static void castgron(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -380,7 +377,7 @@ static void castgron(PLAYER& plr, DWHActor* actor)
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if (spr.picnum == GRONHALATTACK) {
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||||
spr.extra--;
|
||||
spritesound(S_THROWPIKE, actor);
|
||||
throwhalberd(i);
|
||||
throwhalberd(actor);
|
||||
SetNewStatus(actor, CHASE);
|
||||
}
|
||||
else if (spr.picnum == GRONMUATTACK) {
|
||||
|
@ -427,7 +424,6 @@ static void diegron(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
static void checkexplgron(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
int i = actor->GetSpriteIndex();
|
||||
SPRITE& spr = actor->s();
|
||||
|
||||
WHSectIterator it(spr.sectnum);
|
||||
|
@ -452,38 +448,40 @@ static void checkexplgron(PLAYER& plr, DWHActor* actor)
|
|||
}
|
||||
}
|
||||
|
||||
static void throwhalberd(int s) {
|
||||
auto spawnedactor = InsertActor(sprite[s].sectnum, JAVLIN);
|
||||
SPRITE& spr = spawnedactor->s();
|
||||
static void throwhalberd(DWHActor* actor) {
|
||||
|
||||
spr.x = sprite[s].x;
|
||||
spr.y = sprite[s].y;
|
||||
spr.z = sprite[s].z - (40 << 8);
|
||||
auto& spr = actor->s();
|
||||
auto spawnedactor = InsertActor(spr.sectnum, JAVLIN);
|
||||
SPRITE& spawned = spawnedactor->s();
|
||||
|
||||
spr.cstat = 17;
|
||||
spawned.x = spr.x;
|
||||
spawned.y = spr.y;
|
||||
spawned.z = spr.z - (40 << 8);
|
||||
|
||||
spr.picnum = THROWHALBERD;
|
||||
spr.detail = THROWHALBERDTYPE;
|
||||
spr.ang = (short)(((sprite[s].ang + 2048) - 512) & 2047);
|
||||
spr.xrepeat = 8;
|
||||
spr.yrepeat = 16;
|
||||
spr.clipdist = 32;
|
||||
spawned.cstat = 17;
|
||||
|
||||
spr.extra = sprite[s].ang;
|
||||
spr.shade = -15;
|
||||
spr.xvel = (short)((krand() & 256) - 128);
|
||||
spr.yvel = (short)((krand() & 256) - 128);
|
||||
spr.zvel = (short)((krand() & 256) - 128);
|
||||
spr.owner = (short)s;
|
||||
spr.lotag = 0;
|
||||
spr.hitag = 0;
|
||||
spr.pal = 0;
|
||||
spawned.picnum = THROWHALBERD;
|
||||
spawned.detail = THROWHALBERDTYPE;
|
||||
spawned.ang = (short)(((spr.ang + 2048) - 512) & 2047);
|
||||
spawned.xrepeat = 8;
|
||||
spawned.yrepeat = 16;
|
||||
spawned.clipdist = 32;
|
||||
|
||||
spr.cstat = 0;
|
||||
int daz = (((spr.zvel) * TICSPERFRAME) >> 3);
|
||||
movesprite(spawnedactor, (bcos(spr.extra) * TICSPERFRAME) << 7,
|
||||
(bsin(spr.extra) * TICSPERFRAME) << 7, daz, 4 << 8, 4 << 8, 1);
|
||||
spr.cstat = 21;
|
||||
spawned.extra = spr.ang;
|
||||
spawned.shade = -15;
|
||||
spawned.xvel = (short)((krand() & 256) - 128);
|
||||
spawned.yvel = (short)((krand() & 256) - 128);
|
||||
spawned.zvel = (short)((krand() & 256) - 128);
|
||||
spawned.owner = actor->GetSpriteIndex();
|
||||
spawned.lotag = 0;
|
||||
spawned.hitag = 0;
|
||||
spawned.pal = 0;
|
||||
|
||||
spawned.cstat = 0;
|
||||
int daz = (((spawned.zvel) * TICSPERFRAME) >> 3);
|
||||
movesprite(spawnedactor, (bcos(spawned.extra) * TICSPERFRAME) << 7,
|
||||
(bsin(spawned.extra) * TICSPERFRAME) << 7, daz, 4 << 8, 4 << 8, 1);
|
||||
spawned.cstat = 21;
|
||||
spr.backuploc();
|
||||
}
|
||||
|
||||
|
|
|
@ -74,7 +74,6 @@ static void chaseguardian(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
static void nukedguardian(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
int i = actor->GetSpriteIndex();
|
||||
SPRITE& spr = actor->s();
|
||||
|
||||
if (isWh2()) {
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void checkexplimp(PLAYER& plr, DWHActor* i);
|
||||
static void checkexplimp(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chaseimp(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
@ -233,7 +233,6 @@ static void fleeimp(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
static void attackimp(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
int i = actor->GetSpriteIndex();
|
||||
SPRITE& spr = actor->s();
|
||||
|
||||
getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
|
||||
|
@ -306,7 +305,6 @@ static void skirmishimp(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
static void checkexplimp(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
int i = actor->GetSpriteIndex();
|
||||
SPRITE& spr = actor->s();
|
||||
|
||||
WHSectIterator it(spr.sectnum);
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
void spawnabaddy(DWHActor* i, int monster);
|
||||
void spawnabaddy(DWHActor* actor, int monster);
|
||||
|
||||
static void chasejudy(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
@ -218,7 +218,6 @@ static void fleejudy(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
static void castjudy(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
int i = actor->GetSpriteIndex();
|
||||
SPRITE& spr = actor->s();
|
||||
|
||||
spr.lotag -= TICSPERFRAME;
|
||||
|
@ -286,7 +285,7 @@ static void castjudy(PLAYER& plr, DWHActor* actor)
|
|||
spr.picnum = JUDYATTACK2;
|
||||
spritesound(S_JUDY1 + krand() % 4, actor);
|
||||
if (krand() % 100 > 50)
|
||||
skullycastspell(plr, i);
|
||||
skullycastspell(plr, actor);
|
||||
else {
|
||||
if (krand() % 100 > 70) {
|
||||
if (krand() % 100 > 50) {
|
||||
|
@ -358,8 +357,6 @@ void judyOperate(PLAYER& plr)
|
|||
while (auto actor = it.Next())
|
||||
{
|
||||
SPRITE& spri = actor->s();
|
||||
int i = actor->GetSpriteIndex();
|
||||
|
||||
|
||||
spri.ang = (short)(getangle(plr.x - spri.x, plr.y - spri.y) & 2047);
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spri.x, spri.y,
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
void spawnabaddy(DWHActor* i, int monster);
|
||||
void spawnabaddy(DWHActor* actor, int monster);
|
||||
|
||||
static void chasekatie(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void checkexplkobold(PLAYER& plr, DWHActor* i);
|
||||
static void checkexplkobold(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chasekobold(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void checkexplminotaur(PLAYER& plr, DWHActor* i);
|
||||
static void checkexplminotaur(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chaseminotaur(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -348,7 +348,7 @@ static void castnewguy(PLAYER& plr, DWHActor* actor)
|
|||
spr.extra--;
|
||||
spr.picnum = NEWGUY;
|
||||
spritesound(S_WISP, actor);
|
||||
skullycastspell(plr, i);
|
||||
skullycastspell(plr, actor);
|
||||
SetNewStatus(actor, CHASE);
|
||||
}
|
||||
if (spr.picnum == NEWGUYBOW + 2) {
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void checkexplskeleton(PLAYER& plr, DWHActor* i);
|
||||
static void checkexplskeleton(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chaseskeleton(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -216,7 +216,7 @@ static void castskully(PLAYER& plr, DWHActor* actor)
|
|||
if (spr.picnum == SKULLYATTACK + 2) {
|
||||
spr.picnum = SKULLY;
|
||||
spritesound(S_SKULLWITCH1 + krand() % 3, actor);
|
||||
skullycastspell(plr, i);
|
||||
skullycastspell(plr, actor);
|
||||
SetNewStatus(actor, CHASE);
|
||||
}
|
||||
checksector6(actor);
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void checkexplspider(PLAYER& plr, DWHActor* i);
|
||||
static void checkexplspider(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chasespider(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
BEGIN_WH_NS
|
||||
|
||||
static void willowDrain(PLAYER& plr, DWHActor* i);
|
||||
static void willowDrain(PLAYER& plr, DWHActor* actor);
|
||||
|
||||
static void chasewillow(PLAYER& plr, DWHActor* actor)
|
||||
{
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
struct Item {
|
||||
|
||||
using Callback = void (*)(PLAYER &plr, DWHActor* i);
|
||||
using Callback = void (*)(PLAYER &plr, DWHActor* actor);
|
||||
|
||||
int sizx, sizy;
|
||||
boolean treasures, cflag;
|
||||
|
|
|
@ -194,7 +194,7 @@ void newstatus(short sn, int seq);
|
|||
void makeafire(int i, int firetype);
|
||||
void explosion(int i, int x, int y, int z, int owner);
|
||||
void explosion2(int i, int x, int y, int z, int owner);
|
||||
void trailingsmoke(DWHActor* i, boolean ball);
|
||||
void trailingsmoke(DWHActor* actor, boolean ball);
|
||||
void icecubes(int i, int x, int y, int z, int owner);
|
||||
boolean damageactor(PLAYER& plr, DWHActor* hitobject, DWHActor* actor);
|
||||
Collision movesprite(DWHActor*, int dx, int dy, int dz, int ceildist, int flordist, int cliptype);
|
||||
|
|
Loading…
Reference in a new issue