mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- renamed ChangeState to ChangeSpriteState.
This commit is contained in:
parent
9602ee6c39
commit
771b4bcf43
26 changed files with 119 additions and 124 deletions
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@ -111,12 +111,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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switch (meansofdeath)
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{
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case WPN_NM_LAVA:
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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case WPN_NM_SECTOR_SQUISH:
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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}
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@ -134,7 +134,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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// Coolie actually explodes himself
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// he is the Sprite AND Weapon
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case COOLIE_RUN_R0:
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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sp->xvel <<= 1;
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u->ActorActionFunc = nullptr;
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@ -152,9 +152,9 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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InitPlasmaFountain(wp, sp);
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PlaySound(DIGI_NINJAINHALF, sp, v3df_none);
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if (sw_ninjahack)
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ChangeState(SpriteNum, &s_NinjaDieSlicedHack[5]);
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ChangeSpriteState(SpriteNum, &s_NinjaDieSlicedHack[5]);
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else
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ChangeState(SpriteNum, &s_NinjaDieSliced[0]);
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ChangeSpriteState(SpriteNum, &s_NinjaDieSliced[0]);
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}
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else
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{
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@ -163,7 +163,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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InitPlasmaFountain(wp, sp);
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}
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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sp->xvel = 200 + RandomRange(200);
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@ -177,7 +177,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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// test for gibable dead bodies
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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sp->xvel = 0;
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u->jump_speed = 0;
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DoActorBeginJump(actor);
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@ -198,14 +198,14 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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case EEL_RUN_R0:
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case STAR1:
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case SUMO_RUN_R0:
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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break;
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case UZI_SMOKE:
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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// Rippers still gotta jump or they fall off walls weird
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if (u->ID == RIPPER_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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@ -228,7 +228,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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case UZI_SMOKE+1: // Shotgun
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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// Rippers still gotta jump or they fall off walls weird
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@ -253,7 +253,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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{
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case SKULL_R0:
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case BETTY_R0:
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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break;
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default:
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@ -264,7 +264,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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ChangeState(SpriteNum, u->StateEnd);
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ChangeSpriteState(SpriteNum, u->StateEnd);
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u->RotNum = 0;
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u->ActorActionFunc = nullptr;
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sp->xvel = 300 + RandomRange(400);
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@ -883,7 +883,6 @@ int UserBreakSprite(short BreakSprite)
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DoMatchEverything(nullptr, match, -1);
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// Kill sound if one is attached
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DeleteNoSoundOwner(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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KillBreakSprite(BreakSprite);
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return true;
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}
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@ -913,8 +912,6 @@ int UserBreakSprite(short BreakSprite)
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// Kill sound if one is attached
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DeleteNoSoundOwner(BreakSprite);
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KillBreakSprite(BreakSprite);
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//KillSprite(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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return true;
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}
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else if (SP_TAG8(sp) == 2)
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@ -1004,8 +1001,6 @@ int AutoBreakSprite(short BreakSprite, short type)
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// Kill sound if one is attached
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DeleteNoSoundOwner(BreakSprite);
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KillBreakSprite(BreakSprite);
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//change_sprite_stat(BreakSprite, STAT_SUICIDE);
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//KillSprite(BreakSprite);
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return true;
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}
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else
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@ -749,7 +749,7 @@ SetupBunny(short SpriteNum)
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// return(0);
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// }
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ChangeState(SpriteNum, s_BunnyRun[0]);
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ChangeSpriteState(SpriteNum, s_BunnyRun[0]);
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u->StateEnd = s_BunnyDie;
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u->Rot = sg_BunnyRun;
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//sp->xrepeat = 64;
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@ -530,7 +530,7 @@ int SetupCoolg(DSWActor* actor)
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}
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u = actor->u();
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ChangeState(SpriteNum, s_CoolgRun[0]);
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ChangeSpriteState(SpriteNum, s_CoolgRun[0]);
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u->Attrib = &CoolgAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_CoolgDie;
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@ -560,7 +560,7 @@ int NewCoolg(DSWActor* actor)
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nu = actorNew->u();
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np = &actorNew->s();
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ChangeState(actorNew->GetSpriteIndex(), &s_CoolgBirth[0]);
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ChangeSpriteState(actorNew->GetSpriteIndex(), &s_CoolgBirth[0]);
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nu->StateEnd = s_CoolgDie;
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nu->Rot = sg_CoolgRun;
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np->pal = nu->spal = u->spal;
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@ -589,7 +589,7 @@ int DoCoolgBirth(DSWActor* actor)
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u->Attrib = &CoolgAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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ChangeState(New, s_CoolgRun[0]);
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ChangeSpriteState(New, s_CoolgRun[0]);
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u->StateEnd = s_CoolgDie;
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u->Rot = sg_CoolgRun;
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@ -542,7 +542,7 @@ SetupCoolie(short SpriteNum)
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u->Health = HEALTH_COOLIE;
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}
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ChangeState(SpriteNum,s_CoolieRun[0]);
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ChangeSpriteState(SpriteNum,s_CoolieRun[0]);
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u->Attrib = &CoolieAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_CoolieDie;
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@ -672,7 +672,7 @@ DoCoolieWaitBirth(DSWActor* actor)
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if ((u->Counter -= ACTORMOVETICS) <= 0)
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{
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ChangeState(SpriteNum,&s_CoolieDie[9]);
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ChangeSpriteState(SpriteNum,&s_CoolieDie[9]);
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}
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return 0;
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@ -394,7 +394,7 @@ SetupEel(short SpriteNum)
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u->Health = 40;
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}
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ChangeState(SpriteNum, s_EelRun[0]);
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ChangeSpriteState(SpriteNum, s_EelRun[0]);
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u->Attrib = &EelAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_EelDie;
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@ -1945,7 +1945,7 @@ void SetOwner(int a, int b); // we still need this...
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void ClearOwner(DSWActor* ownr);
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void SetAttach(short, short);
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void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang);
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void ChangeState(short SpriteNum, STATEp statep);
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void ChangeSpriteState(short SpriteNum, STATEp statep);
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void CollectPortals();
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#define FAF_PLACE_MIRROR_PIC 341
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@ -740,7 +740,7 @@ SetupGirlNinja(short SpriteNum)
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sp->pal = u->spal = 26;
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EnemyDefaults(SpriteNum, &GirlNinjaActionSet, &GirlNinjaPersonality);
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ChangeState(SpriteNum, s_GirlNinjaRun[0]);
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ChangeSpriteState(SpriteNum, s_GirlNinjaRun[0]);
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DoActorSetSpeed(actor, NORM_SPEED);
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u->Radius = 280;
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@ -500,7 +500,7 @@ SetupGoro(short SpriteNum)
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u->Health = HEALTH_GORO;
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}
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ChangeState(SpriteNum, s_GoroRun[0]);
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ChangeSpriteState(SpriteNum, s_GoroRun[0]);
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u->Attrib = &GoroAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_GoroDie;
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@ -306,7 +306,7 @@ SetupHornet(short SpriteNum)
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u->Health = HEALTH_HORNET;
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}
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ChangeState(SpriteNum, s_HornetRun[0]);
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ChangeSpriteState(SpriteNum, s_HornetRun[0]);
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u->Attrib = &HornetAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_HornetDie;
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@ -498,7 +498,7 @@ DoBloodSpray(DSWActor* actor)
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}
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RESET(sp->cstat,CSTAT_SPRITE_INVISIBLE);
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ChangeState(Weapon, s_BloodSprayDrip);
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ChangeSpriteState(Weapon, s_BloodSprayDrip);
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}
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//WallBounce(Weapon, wall_ang);
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@ -1194,7 +1194,7 @@ DoCaltrops(DSWActor* actor)
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u->xchange = u->ychange = 0;
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SET(sp->extra, SPRX_BREAKABLE);
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SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
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ChangeState(Weapon, s_CaltropsStick);
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ChangeSpriteState(Weapon, s_CaltropsStick);
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return true;
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}
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}
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@ -1232,7 +1232,7 @@ DoCaltrops(DSWActor* actor)
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u->xchange = u->ychange = 0;
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SET(sp->extra, SPRX_BREAKABLE);
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SET(sp->cstat,CSTAT_SPRITE_BREAKABLE);
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ChangeState(Weapon, s_CaltropsStick);
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ChangeSpriteState(Weapon, s_CaltropsStick);
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return true;
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}
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}
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@ -2421,9 +2421,9 @@ SetCarryFlag(int16_t Weapon)
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u->Counter = 0;
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change_sprite_stat(Weapon, STAT_ITEM);
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if (sp->hitag == 1)
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ChangeState(Weapon, s_CarryFlagNoDet);
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ChangeSpriteState(Weapon, s_CarryFlagNoDet);
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else
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ChangeState(Weapon, s_CarryFlag);
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ChangeSpriteState(Weapon, s_CarryFlag);
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return false;
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}
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@ -470,7 +470,7 @@ SetupLava(short SpriteNum)
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u->Health = 100;
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}
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ChangeState(SpriteNum, s_LavaRun[0]);
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ChangeSpriteState(SpriteNum, s_LavaRun[0]);
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u->Attrib = &LavaAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_LavaDie;
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@ -131,7 +131,7 @@ SetupToiletGirl(short SpriteNum)
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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ChangeState(SpriteNum,s_ToiletGirlStand);
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ChangeSpriteState(SpriteNum,s_ToiletGirlStand);
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u->Attrib = &ToiletGirlAttrib;
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u->StateEnd = s_ToiletGirlStand;
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u->Rot = 0;
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@ -187,7 +187,7 @@ int DoToiletGirl(DSWActor* actor)
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else
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PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
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}
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ChangeState(SpriteNum,s_ToiletGirlUzi);
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ChangeSpriteState(SpriteNum,s_ToiletGirlUzi);
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u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
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u->FlagOwner = 0;
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}
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@ -233,7 +233,7 @@ int NullToiletGirl(DSWActor* actor)
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else
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PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
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}
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ChangeState(SpriteNum,s_ToiletGirlUzi);
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ChangeSpriteState(SpriteNum,s_ToiletGirlUzi);
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u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
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u->FlagOwner = 0;
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}
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@ -252,7 +252,7 @@ int ToiletGirlUzi(DSWActor* actor)
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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{
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u->WaitTics = RandomRange(240)+120;
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ChangeState(SpriteNum,s_ToiletGirlStand);
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ChangeSpriteState(SpriteNum,s_ToiletGirlStand);
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u->FlagOwner = 0;
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}
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@ -267,7 +267,7 @@ int ToiletGirlPain(DSWActor* actor)
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NullToiletGirl(actor);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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ChangeState(SpriteNum,s_ToiletGirlStand);
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ChangeSpriteState(SpriteNum,s_ToiletGirlStand);
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return 0;
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}
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@ -374,7 +374,7 @@ SetupWashGirl(short SpriteNum)
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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ChangeState(SpriteNum,s_WashGirlStand);
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ChangeSpriteState(SpriteNum,s_WashGirlStand);
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u->Attrib = &WashGirlAttrib;
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u->StateEnd = s_WashGirlStand;
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u->Rot = 0;
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@ -412,7 +412,7 @@ int DoWashGirl(DSWActor* actor)
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PlaySound(DIGI_ANIMESING2, sp, v3df_dontpan, CHAN_AnimeSing);
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}
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ChangeState(SpriteNum,s_WashGirlStandScrub);
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ChangeSpriteState(SpriteNum,s_WashGirlStandScrub);
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u->ShellNum = RandomRange(2*120)+240;
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}
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else
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@ -421,7 +421,7 @@ int DoWashGirl(DSWActor* actor)
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{
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if ((u->ShellNum -= ACTORMOVETICS) < 0)
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{
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ChangeState(SpriteNum,s_WashGirlStand);
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ChangeSpriteState(SpriteNum,s_WashGirlStand);
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u->ShellNum = 0;
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}
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}
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@ -439,7 +439,7 @@ int DoWashGirl(DSWActor* actor)
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else
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PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
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}
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ChangeState(SpriteNum,s_WashGirlUzi);
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ChangeSpriteState(SpriteNum,s_WashGirlUzi);
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u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
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u->FlagOwner = 0;
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}
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@ -482,7 +482,7 @@ int NullWashGirl(DSWActor* actor)
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else
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PlaySound(DIGI_ANIMEMAD2, sp, v3df_dontpan, CHAN_AnimeMad);
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}
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ChangeState(SpriteNum,s_WashGirlUzi);
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ChangeSpriteState(SpriteNum,s_WashGirlUzi);
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u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
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u->FlagOwner = 0;
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}
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@ -501,7 +501,7 @@ int WashGirlUzi(DSWActor* actor)
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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{
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u->WaitTics = RandomRange(240)+120;
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ChangeState(SpriteNum,s_WashGirlStand);
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ChangeSpriteState(SpriteNum,s_WashGirlStand);
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u->FlagOwner = 0;
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}
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@ -515,7 +515,7 @@ int WashGirlPain(DSWActor* actor)
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NullWashGirl(actor);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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ChangeState(SpriteNum,s_WashGirlStand);
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ChangeSpriteState(SpriteNum,s_WashGirlStand);
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return 0;
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}
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@ -586,7 +586,7 @@ SetupTrashCan(short SpriteNum)
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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ChangeState(SpriteNum,s_TrashCanStand);
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ChangeSpriteState(SpriteNum,s_TrashCanStand);
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u->Attrib = &TrashCanAttrib;
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u->StateEnd = s_TrashCanStand;
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u->Rot = 0;
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@ -638,7 +638,7 @@ int TrashCanPain(DSWActor* actor)
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KeepActorOnFloor(actor);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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ChangeState(SpriteNum,s_TrashCanStand);
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ChangeSpriteState(SpriteNum,s_TrashCanStand);
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return 0;
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}
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@ -696,7 +696,7 @@ SetupPachinkoLight(short SpriteNum)
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EnemyDefaults(SpriteNum, nullptr, nullptr);
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|
||||
ChangeState(SpriteNum,s_PachinkoLightStand);
|
||||
ChangeSpriteState(SpriteNum,s_PachinkoLightStand);
|
||||
u->Attrib = &PachinkoLightAttrib;
|
||||
u->StateEnd = s_PachinkoLightStand;
|
||||
u->Rot = 0;
|
||||
|
@ -723,7 +723,7 @@ int PachinkoLightOperate(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
sp->shade = -2;
|
||||
ChangeState(SpriteNum,s_PachinkoLightStand);
|
||||
ChangeSpriteState(SpriteNum,s_PachinkoLightStand);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
@ -798,7 +798,7 @@ SetupPachinko1(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_Pachinko1Stand);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko1Stand);
|
||||
u->Attrib = &Pachinko1Attrib;
|
||||
u->StateEnd = s_Pachinko1Stand;
|
||||
u->Rot = 0;
|
||||
|
@ -859,7 +859,7 @@ int PachinkoCheckWin(DSWActor* actor)
|
|||
{
|
||||
tsp->shade = -90; // Full brightness
|
||||
tu->WaitTics = SEC(3); // Flash
|
||||
ChangeState(i,s_PachinkoLightOperate);
|
||||
ChangeSpriteState(i,s_PachinkoLightOperate);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -970,7 +970,7 @@ SetupPachinko2(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_Pachinko2Stand);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko2Stand);
|
||||
u->Attrib = &Pachinko2Attrib;
|
||||
u->StateEnd = s_Pachinko2Stand;
|
||||
u->Rot = 0;
|
||||
|
@ -1054,7 +1054,7 @@ SetupPachinko3(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_Pachinko3Stand);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko3Stand);
|
||||
u->Attrib = &Pachinko3Attrib;
|
||||
u->StateEnd = s_Pachinko3Stand;
|
||||
u->Rot = 0;
|
||||
|
@ -1139,7 +1139,7 @@ SetupPachinko4(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_Pachinko4Stand);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko4Stand);
|
||||
u->Attrib = &Pachinko4Attrib;
|
||||
u->StateEnd = s_Pachinko4Stand;
|
||||
u->Rot = 0;
|
||||
|
@ -1253,7 +1253,7 @@ SetupCarGirl(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_CarGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_CarGirlStand);
|
||||
u->Attrib = &CarGirlAttrib;
|
||||
u->StateEnd = s_CarGirlStand;
|
||||
u->Rot = 0;
|
||||
|
@ -1300,7 +1300,7 @@ int DoCarGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI054, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
ChangeSpriteState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1354,7 +1354,7 @@ int NullCarGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI054, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_CarGirlUzi);
|
||||
ChangeSpriteState(SpriteNum,s_CarGirlUzi);
|
||||
u->WaitTics = SEC(3)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1373,7 +1373,7 @@ int CarGirlUzi(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_CarGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_CarGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1387,7 +1387,7 @@ int CarGirlPain(DSWActor* actor)
|
|||
NullCarGirl(actor);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
ChangeState(SpriteNum,s_CarGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_CarGirlStand);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1476,7 +1476,7 @@ SetupMechanicGirl(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_MechanicGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_MechanicGirlStand);
|
||||
u->Attrib = &MechanicGirlAttrib;
|
||||
u->StateEnd = s_MechanicGirlStand;
|
||||
u->Rot = 0;
|
||||
|
@ -1522,7 +1522,7 @@ int DoMechanicGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI079, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
ChangeSpriteState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1576,7 +1576,7 @@ int NullMechanicGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI079, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_MechanicGirlDrill);
|
||||
ChangeSpriteState(SpriteNum,s_MechanicGirlDrill);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(2<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1594,7 +1594,7 @@ int MechanicGirlDrill(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_MechanicGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_MechanicGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1609,7 +1609,7 @@ int MechanicGirlPain(DSWActor* actor)
|
|||
NullMechanicGirl(actor);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
ChangeState(SpriteNum,s_MechanicGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_MechanicGirlStand);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1698,7 +1698,7 @@ SetupSailorGirl(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_SailorGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_SailorGirlStand);
|
||||
u->Attrib = &SailorGirlAttrib;
|
||||
u->StateEnd = s_SailorGirlStand;
|
||||
u->Rot = 0;
|
||||
|
@ -1749,7 +1749,7 @@ int DoSailorGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI066, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
ChangeSpriteState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1808,7 +1808,7 @@ int NullSailorGirl(DSWActor* actor)
|
|||
else
|
||||
PlaySound(DIGI_LANI066, sp, v3df_dontpan, CHAN_AnimeMad);
|
||||
}
|
||||
ChangeState(SpriteNum,s_SailorGirlThrow);
|
||||
ChangeSpriteState(SpriteNum,s_SailorGirlThrow);
|
||||
u->WaitTics = SEC(1)+SEC(RandomRange(3<<8)>>8);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
@ -1827,7 +1827,7 @@ int SailorGirlThrow(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_SailorGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_SailorGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -1841,7 +1841,7 @@ int SailorGirlPain(DSWActor* actor)
|
|||
NullSailorGirl(actor);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
ChangeState(SpriteNum,s_SailorGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_SailorGirlStand);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1914,7 +1914,7 @@ SetupPruneGirl(short SpriteNum)
|
|||
|
||||
EnemyDefaults(SpriteNum, nullptr, nullptr);
|
||||
|
||||
ChangeState(SpriteNum,s_PruneGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_PruneGirlStand);
|
||||
u->Attrib = &PruneGirlAttrib;
|
||||
u->StateEnd = s_PruneGirlStand;
|
||||
u->Rot = 0;
|
||||
|
@ -2048,7 +2048,7 @@ int PruneGirlUzi(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
{
|
||||
u->WaitTics = RandomRange(240)+120;
|
||||
ChangeState(SpriteNum,s_PruneGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_PruneGirlStand);
|
||||
u->FlagOwner = 0;
|
||||
}
|
||||
|
||||
|
@ -2063,7 +2063,7 @@ int PruneGirlPain(DSWActor* actor)
|
|||
NullPruneGirl(actor);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
ChangeState(SpriteNum,s_PruneGirlStand);
|
||||
ChangeSpriteState(SpriteNum,s_PruneGirlStand);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1862,14 +1862,14 @@ SetupNinja(short SpriteNum)
|
|||
u->Attrib = &NinjaAttrib;
|
||||
u->ActorActionSet = &NinjaActionSet;
|
||||
u->Personality = &NinjaPersonality;
|
||||
ChangeState(SpriteNum, s_NinjaCeiling[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaCeiling[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
u->Attrib = &NinjaAttrib;
|
||||
u->ActorActionSet = &NinjaSniperActionSet;
|
||||
u->Personality = &NinjaSniperPersonality;
|
||||
ChangeState(SpriteNum, s_NinjaDuck[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaDuck[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1887,14 +1887,14 @@ SetupNinja(short SpriteNum)
|
|||
u->Attrib = &NinjaAttrib;
|
||||
u->ActorActionSet = &NinjaActionSet;
|
||||
u->Personality = &NinjaPersonality;
|
||||
ChangeState(SpriteNum, s_NinjaCeiling[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaCeiling[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
u->Attrib = &NinjaAttrib;
|
||||
u->ActorActionSet = &NinjaSniperActionSet;
|
||||
u->Personality = &NinjaSniperPersonality;
|
||||
ChangeState(SpriteNum, s_NinjaDuck[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaDuck[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1926,11 +1926,11 @@ SetupNinja(short SpriteNum)
|
|||
u->Attrib = &NinjaAttrib;
|
||||
u->ActorActionSet = &NinjaSniperActionSet;
|
||||
u->Personality = &NinjaSniperPersonality;
|
||||
ChangeState(SpriteNum, s_NinjaDuck[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaDuck[0]);
|
||||
}
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_NinjaRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaRun[0]);
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
||||
u->Radius = 280;
|
||||
|
@ -1995,7 +1995,7 @@ DoNinjaGrabThroat(DSWActor* actor)
|
|||
|
||||
//SpawnBlood(SpriteNum, SpriteNum, -1, -1, -1, -1);
|
||||
|
||||
ChangeState(SpriteNum, u->StateEnd);
|
||||
ChangeSpriteState(SpriteNum, u->StateEnd);
|
||||
sp->xvel = 0;
|
||||
//u->jump_speed = -300;
|
||||
//DoActorBeginJump(actor);
|
||||
|
@ -2388,7 +2388,7 @@ PlayerSpriteLoadLevel(short SpriteNum)
|
|||
{
|
||||
USERp u = User[SpriteNum].Data();
|
||||
|
||||
ChangeState(SpriteNum, s_NinjaRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_NinjaRun[0]);
|
||||
u->Rot = sg_NinjaRun;
|
||||
u->ActorActionSet = &PlayerNinjaActionSet;
|
||||
}
|
||||
|
@ -2417,7 +2417,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
u = User[sp_num].Data();
|
||||
|
||||
// Grouping items that need to be reset after a LoadLevel
|
||||
ChangeState(sp_num, s_NinjaRun[0]);
|
||||
ChangeSpriteState(sp_num, s_NinjaRun[0]);
|
||||
u->Rot = sg_NinjaRun;
|
||||
u->ActorActionSet = &PlayerNinjaActionSet;
|
||||
|
||||
|
|
|
@ -833,7 +833,7 @@ SetupRipper(short SpriteNum)
|
|||
u->Health = HEALTH_RIPPER/2; // Baby rippers are weaker
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_RipperRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_RipperRun[0]);
|
||||
u->Attrib = &RipperAttrib;
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
u->StateEnd = s_RipperDie;
|
||||
|
|
|
@ -901,7 +901,7 @@ SetupRipper2(short SpriteNum)
|
|||
u->Health = HEALTH_RIPPER2;
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_Ripper2Run[0]);
|
||||
ChangeSpriteState(SpriteNum, s_Ripper2Run[0]);
|
||||
u->Attrib = &Ripper2Attrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_Ripper2Die;
|
||||
|
|
|
@ -1799,7 +1799,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko1Operate);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko1Operate);
|
||||
|
||||
return true;
|
||||
|
||||
|
@ -1810,7 +1810,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko2Operate);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko2Operate);
|
||||
|
||||
return true;
|
||||
|
||||
|
@ -1821,7 +1821,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko3Operate);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko3Operate);
|
||||
|
||||
return true;
|
||||
|
||||
|
@ -1832,7 +1832,7 @@ OperateSprite(short SpriteNum, short player_is_operating)
|
|||
|
||||
PlaySound(DIGI_PFLIP, sp, v3df_none);
|
||||
u->WaitTics = SEC(3) + SEC(RandomRange(10));
|
||||
ChangeState(SpriteNum,s_Pachinko4Operate);
|
||||
ChangeSpriteState(SpriteNum,s_Pachinko4Operate);
|
||||
|
||||
return true;
|
||||
|
||||
|
|
|
@ -717,7 +717,7 @@ SetupSerp(short SpriteNum)
|
|||
if (Skill == 0) u->Health = 1100;
|
||||
if (Skill == 1) u->Health = 2200;
|
||||
|
||||
ChangeState(SpriteNum, s_SerpRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_SerpRun[0]);
|
||||
u->Attrib = &SerpAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_SerpDie;
|
||||
|
|
|
@ -519,7 +519,7 @@ SetupSkel(short SpriteNum)
|
|||
u->Health = HEALTH_SKEL_PRIEST;
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_SkelRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_SkelRun[0]);
|
||||
u->Attrib = &SkelAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_SkelDie;
|
||||
|
|
|
@ -228,7 +228,7 @@ SetupSkull(short SpriteNum)
|
|||
u->Health = HEALTH_SKULL;
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_SkullWait[0]);
|
||||
ChangeSpriteState(SpriteNum, s_SkullWait[0]);
|
||||
u->Attrib = &SkullAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_SkullExplode;
|
||||
|
@ -349,7 +349,7 @@ DoSkullBeginDeath(DSWActor* actor)
|
|||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
u->RotNum = 0;
|
||||
u->Tics = 0;
|
||||
// ChangeState(SpriteNum, u->StateEnd);
|
||||
// ChangeSpriteState(SpriteNum, u->StateEnd);
|
||||
//u->State = u->StateStart = u->StateEnd;
|
||||
//u->State = u->StateEnd;
|
||||
u->ID = SKULL_R0;
|
||||
|
@ -653,7 +653,7 @@ SetupBetty(short SpriteNum)
|
|||
u->Health = HEALTH_SKULL;
|
||||
}
|
||||
|
||||
ChangeState(SpriteNum, s_BettyWait[0]);
|
||||
ChangeSpriteState(SpriteNum, s_BettyWait[0]);
|
||||
u->Attrib = &BettyAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_BettyExplode;
|
||||
|
@ -769,7 +769,7 @@ DoBettyBeginDeath(DSWActor* actor)
|
|||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
u->RotNum = 0;
|
||||
u->Tics = 0;
|
||||
// ChangeState(SpriteNum, u->StateEnd);
|
||||
// ChangeSpriteState(SpriteNum, u->StateEnd);
|
||||
//u->State = u->StateStart = u->StateEnd;
|
||||
//u->State = u->StateEnd;
|
||||
u->ID = BETTY_R0;
|
||||
|
|
|
@ -806,7 +806,7 @@ KillSprite(int16_t SpriteNum)
|
|||
}
|
||||
}
|
||||
|
||||
void ChangeState(short SpriteNum, STATEp statep)
|
||||
void ChangeSpriteState(short SpriteNum, STATEp statep)
|
||||
{
|
||||
USERp u = User[SpriteNum].Data();
|
||||
if (u == nullptr)
|
||||
|
@ -3187,7 +3187,7 @@ KeyMain:
|
|||
|
||||
//SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
|
||||
ChangeState(SpriteNum, s_Key[num]);
|
||||
ChangeSpriteState(SpriteNum, s_Key[num]);
|
||||
|
||||
RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK);
|
||||
RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK);
|
||||
|
@ -3222,7 +3222,7 @@ KeyStatueMain:
|
|||
sprite[SpriteNum].picnum = u->ID = sprite[SpriteNum].picnum;
|
||||
|
||||
u->spal = sp->pal;
|
||||
ChangeState(SpriteNum, s_KeyStatue[num]);
|
||||
ChangeSpriteState(SpriteNum, s_KeyStatue[num]);
|
||||
|
||||
RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK);
|
||||
RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK);
|
||||
|
@ -4658,7 +4658,7 @@ int SpawnItemsMatch(short match)
|
|||
//SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
||||
|
||||
|
||||
ChangeState(SpriteNum, s_Key[num]);
|
||||
ChangeSpriteState(SpriteNum, s_Key[num]);
|
||||
|
||||
RESET(picanm[sp->picnum].sf, PICANM_ANIMTYPE_MASK);
|
||||
RESET(picanm[sp->picnum + 1].sf, PICANM_ANIMTYPE_MASK);
|
||||
|
@ -5299,7 +5299,7 @@ DoCoin(DSWActor* actor)
|
|||
if (u->StateStart != s_GreenCoin)
|
||||
{
|
||||
offset = int(u->State - u->StateStart);
|
||||
ChangeState(SpriteNum, s_GreenCoin);
|
||||
ChangeSpriteState(SpriteNum, s_GreenCoin);
|
||||
u->State = u->StateStart + offset;
|
||||
}
|
||||
}
|
||||
|
@ -5308,7 +5308,7 @@ DoCoin(DSWActor* actor)
|
|||
if (u->StateStart != s_YellowCoin)
|
||||
{
|
||||
offset = int(u->State - u->StateStart);
|
||||
ChangeState(SpriteNum, s_YellowCoin);
|
||||
ChangeSpriteState(SpriteNum, s_YellowCoin);
|
||||
u->State = u->StateStart + offset;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -649,7 +649,7 @@ SetupSumo(short SpriteNum)
|
|||
if (Skill == 0) u->Health = 2000;
|
||||
if (Skill == 1) u->Health = 4000;
|
||||
|
||||
ChangeState(SpriteNum,s_SumoRun[0]);
|
||||
ChangeSpriteState(SpriteNum,s_SumoRun[0]);
|
||||
u->Attrib = &SumoAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_SumoDie;
|
||||
|
|
|
@ -3529,35 +3529,35 @@ AutoShrap:
|
|||
p = WoodShrap;
|
||||
shrap_xsize = shrap_ysize = 24;
|
||||
shrap_bounce = true;
|
||||
ChangeState(short(parent - sprite), s_BreakBarrel);
|
||||
ChangeSpriteState(short(parent - sprite), s_BreakBarrel);
|
||||
break;
|
||||
case BREAK_LIGHT:
|
||||
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
|
||||
p = GlassShrap;
|
||||
shrap_xsize = shrap_ysize = 24;
|
||||
shrap_bounce = true;
|
||||
ChangeState(short(parent - sprite), s_BreakLight);
|
||||
ChangeSpriteState(short(parent - sprite), s_BreakLight);
|
||||
break;
|
||||
case BREAK_PEDISTAL:
|
||||
PlaySound(DIGI_BREAKSTONES,parent,v3df_dontpan|v3df_doppler);
|
||||
p = StoneShrap;
|
||||
shrap_xsize = shrap_ysize = 24;
|
||||
shrap_bounce = true;
|
||||
ChangeState(short(parent - sprite), s_BreakPedistal);
|
||||
ChangeSpriteState(short(parent - sprite), s_BreakPedistal);
|
||||
break;
|
||||
case BREAK_BOTTLE1:
|
||||
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
|
||||
p = GlassShrap;
|
||||
shrap_xsize = shrap_ysize = 8;
|
||||
shrap_bounce = true;
|
||||
ChangeState(short(parent - sprite), s_BreakBottle1);
|
||||
ChangeSpriteState(short(parent - sprite), s_BreakBottle1);
|
||||
break;
|
||||
case BREAK_BOTTLE2:
|
||||
PlaySound(DIGI_BREAKGLASS,parent,v3df_dontpan|v3df_doppler);
|
||||
p = GlassShrap;
|
||||
shrap_xsize = shrap_ysize = 8;
|
||||
shrap_bounce = true;
|
||||
ChangeState(short(parent - sprite), s_BreakBottle2);
|
||||
ChangeSpriteState(short(parent - sprite), s_BreakBottle2);
|
||||
break;
|
||||
case BREAK_MUSHROOM:
|
||||
PlaySound(DIGI_BREAKDEBRIS,parent,v3df_dontpan|v3df_doppler);
|
||||
|
@ -3907,7 +3907,7 @@ DoVomit(DSWActor* actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
ChangeState(SpriteNum, s_VomitSplash);
|
||||
ChangeSpriteState(SpriteNum, s_VomitSplash);
|
||||
DoFindGroundPoint(SpriteNum);
|
||||
MissileWaterAdjust(SpriteNum);
|
||||
sp->z = u->loz;
|
||||
|
@ -4012,7 +4012,7 @@ DoShrapJumpFall(DSWActor* actor)
|
|||
}
|
||||
|
||||
if (u->ID == GORE_Drip)
|
||||
ChangeState(SpriteNum, s_GoreFloorSplash);
|
||||
ChangeSpriteState(SpriteNum, s_GoreFloorSplash);
|
||||
else
|
||||
ShrapKillSprite(SpriteNum);
|
||||
}
|
||||
|
@ -4561,7 +4561,7 @@ WeaponMoveHit(short SpriteNum)
|
|||
if (hu->WaitTics <= 0)
|
||||
{
|
||||
hu->WaitTics = SEC(2);
|
||||
ChangeState(hit_sprite,s_TrashCanPain);
|
||||
ChangeSpriteState(hit_sprite,s_TrashCanPain);
|
||||
}
|
||||
break;
|
||||
case PACHINKO1:
|
||||
|
@ -4904,7 +4904,7 @@ SetSuicide(short SpriteNum)
|
|||
SET(u->Flags, SPR_SUICIDE);
|
||||
u->RotNum = 0;
|
||||
}
|
||||
ChangeState(SpriteNum, s_Suicide);
|
||||
ChangeSpriteState(SpriteNum, s_Suicide);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -8006,7 +8006,7 @@ DoStar(DSWActor* actor)
|
|||
if (!TEST(u->Flags, SPR_BOUNCE) && RANDOM_P2(1024) < STAR_STICK_RNUM)
|
||||
{
|
||||
u->motion_blur_num = 0;
|
||||
ChangeState(Weapon, s_StarStuck);
|
||||
ChangeSpriteState(Weapon, s_StarStuck);
|
||||
sp->xrepeat -= 16;
|
||||
sp->yrepeat -= 16;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
@ -8702,7 +8702,7 @@ DoPlasma(DSWActor* actor)
|
|||
else
|
||||
{
|
||||
u->Counter = 4;
|
||||
ChangeState(Weapon, s_PlasmaDone);
|
||||
ChangeSpriteState(Weapon, s_PlasmaDone);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -8734,7 +8734,7 @@ DoCoolgFire(DSWActor* actor)
|
|||
if (WeaponMoveHit(Weapon))
|
||||
{
|
||||
PlaySound(DIGI_CGMAGICHIT, sp, v3df_follow);
|
||||
ChangeState(Weapon, s_CoolgFireDone);
|
||||
ChangeSpriteState(Weapon, s_CoolgFireDone);
|
||||
if (sp->owner >= 0 && User[sp->owner].Data() && User[sp->owner]->ID != RIPPER_RUN_R0) // JBF: added range check
|
||||
SpawnDemonFist(Weapon); // Just a red magic circle flash
|
||||
return true;
|
||||
|
@ -9537,7 +9537,7 @@ SetMineStuck(int16_t Weapon)
|
|||
SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
u->Counter = 0;
|
||||
change_sprite_stat(Weapon, STAT_MINE_STUCK);
|
||||
ChangeState(Weapon, s_MineStuck);
|
||||
ChangeSpriteState(Weapon, s_MineStuck);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -13474,7 +13474,7 @@ InitSwordAttack(PLAYERp pp)
|
|||
if (tu->WaitTics <= 0)
|
||||
{
|
||||
tu->WaitTics = SEC(2);
|
||||
ChangeState(hitinfo.sprite,s_TrashCanPain);
|
||||
ChangeSpriteState(hitinfo.sprite,s_TrashCanPain);
|
||||
}
|
||||
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
|
||||
PlaySound(DIGI_SWORDCLANK, &hitinfo.pos, v3df_none);
|
||||
|
@ -13665,7 +13665,7 @@ InitFistAttack(PLAYERp pp)
|
|||
if (tu->WaitTics <= 0)
|
||||
{
|
||||
tu->WaitTics = SEC(2);
|
||||
ChangeState(hitinfo.sprite,s_TrashCanPain);
|
||||
ChangeSpriteState(hitinfo.sprite,s_TrashCanPain);
|
||||
}
|
||||
SpawnSwordSparks(pp, hitinfo.sect, -1, hitinfo.pos.x, hitinfo.pos.y, hitinfo.pos.z, daang);
|
||||
PlaySound(DIGI_ARMORHIT, &hitinfo.pos, v3df_none);
|
||||
|
@ -14744,7 +14744,7 @@ InitShotgun(PLAYERp pp)
|
|||
if (hu->WaitTics <= 0)
|
||||
{
|
||||
hu->WaitTics = SEC(2);
|
||||
ChangeState(hitinfo.sprite,s_TrashCanPain);
|
||||
ChangeSpriteState(hitinfo.sprite,s_TrashCanPain);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -16798,7 +16798,7 @@ int DoCoolgDrip(DSWActor* actor)
|
|||
{
|
||||
sp->z = u->loz - u->floor_dist;
|
||||
sp->yrepeat = sp->xrepeat = 32;
|
||||
ChangeState(SpriteNum, s_GoreFloorSplash);
|
||||
ChangeSpriteState(SpriteNum, s_GoreFloorSplash);
|
||||
if (u->spal == PALETTE_BLUE_LIGHTING)
|
||||
PlaySound(DIGI_DRIP, sp, v3df_none);
|
||||
}
|
||||
|
@ -17594,7 +17594,7 @@ InitUzi(PLAYERp pp)
|
|||
if (hu->WaitTics <= 0)
|
||||
{
|
||||
hu->WaitTics = SEC(2);
|
||||
ChangeState(hitinfo.sprite,s_TrashCanPain);
|
||||
ChangeSpriteState(hitinfo.sprite,s_TrashCanPain);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -20955,7 +20955,7 @@ DoShrapVelocity(int16_t SpriteNum)
|
|||
else
|
||||
{
|
||||
if (u->ID == GORE_Drip)
|
||||
ChangeState(SpriteNum, s_GoreFloorSplash);
|
||||
ChangeSpriteState(SpriteNum, s_GoreFloorSplash);
|
||||
else
|
||||
ShrapKillSprite(SpriteNum);
|
||||
return true;
|
||||
|
@ -21000,7 +21000,7 @@ DoShrapVelocity(int16_t SpriteNum)
|
|||
else
|
||||
{
|
||||
if (u->ID == GORE_Drip)
|
||||
ChangeState(SpriteNum, s_GoreFloorSplash);
|
||||
ChangeSpriteState(SpriteNum, s_GoreFloorSplash);
|
||||
else
|
||||
ShrapKillSprite(SpriteNum);
|
||||
return true;
|
||||
|
|
|
@ -64,7 +64,7 @@ extern short GenericQueue[MAX_GENERIC_QUEUE];
|
|||
extern short LoWangsQueueHead;
|
||||
extern short LoWangsQueue[MAX_LOWANGS_QUEUE];
|
||||
|
||||
void ChangeState(short SpriteNum, STATEp statep);
|
||||
void ChangeSpriteState(short SpriteNum, STATEp statep);
|
||||
void DoPlayerBeginRecoil(PLAYERp pp, short pix_amt);
|
||||
SECTOR_OBJECTp DetectSectorObject(SECTORp);
|
||||
SECTOR_OBJECTp DetectSectorObjectByWall(WALLp);
|
||||
|
|
|
@ -662,7 +662,7 @@ SetupZilla(short SpriteNum)
|
|||
if (Skill == 0) u->Health = 2000;
|
||||
if (Skill == 1) u->Health = 4000;
|
||||
|
||||
ChangeState(SpriteNum,s_ZillaRun[0]);
|
||||
ChangeSpriteState(SpriteNum,s_ZillaRun[0]);
|
||||
u->Attrib = &ZillaAttrib;
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
u->StateEnd = s_ZillaDie;
|
||||
|
|
|
@ -765,7 +765,7 @@ SetupZombie(short SpriteNum)
|
|||
u->Attrib = &ZombieAttrib;
|
||||
EnemyDefaults(SpriteNum, &ZombieActionSet, &ZombiePersonality);
|
||||
|
||||
ChangeState(SpriteNum, s_ZombieRun[0]);
|
||||
ChangeSpriteState(SpriteNum, s_ZombieRun[0]);
|
||||
DoActorSetSpeed(actor, NORM_SPEED);
|
||||
|
||||
u->Radius = 280;
|
||||
|
|
Loading…
Reference in a new issue