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https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- sp cleanup of ripper.cpp, ripper2.cpp, serp.cpp, skel.cpp.
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639613297d
commit
926b4f8ba9
5 changed files with 23 additions and 49 deletions
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@ -2204,6 +2204,17 @@ inline int ActorLowerZ(DSWActor* actor)
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return (GetSpriteZOfBottom(&actor->spr) - (GetSpriteSizeZ(&actor->spr) >> 2));
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}
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// Z size of top (TOS) and bottom (BOS) part of sprite
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inline int ActorSizeToTop(DSWActor* a)
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{
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return ((ActorSizeZ(a)) + (tileTopOffset(a->spr.picnum) << 8)) >> 1;
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}
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inline int ActorSizeToBottom(DSWActor* a)
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{
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return ((ActorSizeZ(a)) - (tileTopOffset(a->spr.picnum) << 8)) >> 1;
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}
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inline int ActorMid(DSWActor* actor)
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{
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return GetSpriteZOfMiddle(&actor->s());
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@ -816,7 +816,6 @@ ACTOR_ACTION_SET RipperBrownActionSet =
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int SetupRipper(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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ANIMATOR DoActorDecide;
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@ -899,7 +898,6 @@ int PickJumpSpeed(DSWActor* actor, int pix_height)
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int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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int zh;
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@ -908,7 +906,7 @@ int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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u->jump_speed = max_speed;
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u->jump_grav = 8;
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zh = GetSpriteZOfTop(sp);
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zh = ActorZOfTop(actor);
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while (true)
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{
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@ -932,7 +930,6 @@ int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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int InitRipperHang(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int dist;
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HitInfo hit{};
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@ -944,7 +941,7 @@ int InitRipperHang(DSWActor* actor)
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{
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tang = NORM_ANGLE(actor->spr.ang + dang);
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FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector(), // Start position
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FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector(), // Start position
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bcos(tang), // X vector of 3D ang
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bsin(tang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -1005,7 +1002,6 @@ int DoRipperHang(DSWActor* actor)
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int DoRipperMoveHang(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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// Move while jumping
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@ -1064,7 +1060,6 @@ int DoRipperHangJF(DSWActor* actor)
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int DoRipperBeginJumpAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SPRITEp psp = &u->targetActor->s();
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short tang;
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@ -1177,7 +1172,6 @@ int DoRipperPain(DSWActor* actor)
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int DoRipperRipHeart(DSWActor* actor)
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// CTW MODIFICATION END
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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SPRITEp tsp = &u->targetActor->s();
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@ -1204,25 +1198,22 @@ int DoRipperStandHeart(DSWActor* actor)
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void RipperHatch(DSWActor* actor)
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{
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SPRITEp wp = &actor->s();
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SPRITEp np;
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USERp nu;
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const int MAX_RIPPERS = 1;
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short rip_ang[MAX_RIPPERS];
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rip_ang[0] = RANDOM_P2(2048);
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// rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256));
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for (int i = 0; i < MAX_RIPPERS; i++)
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{
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auto actorNew = insertActor(wp->sector(), STAT_DEFAULT);
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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ClearOwner(actorNew);
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np->pos.X = wp->pos.X;
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np->pos.Y = wp->pos.Y;
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np->pos.Z = wp->pos.Z;
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np->pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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np->xrepeat = np->yrepeat = 64;
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np->ang = rip_ang[i];
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np->pal = 0;
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@ -884,7 +884,6 @@ ACTOR_ACTION_SET Ripper2BrownActionSet =
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int SetupRipper2(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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ANIMATOR DoActorDecide;
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@ -935,7 +934,6 @@ int SetupRipper2(DSWActor* actor)
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int InitRipper2Hang(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int dist;
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HitInfo hit{};
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@ -947,7 +945,7 @@ int InitRipper2Hang(DSWActor* actor)
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{
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tang = NORM_ANGLE(actor->spr.ang + dang);
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FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - GetSpriteSizeZ(sp), actor->spr.sector(), // Start position
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FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector(), // Start position
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bcos(tang), // X vector of 3D ang
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bsin(tang), // Y vector of 3D ang
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0, // Z vector of 3D ang
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@ -1009,7 +1007,6 @@ int DoRipper2Hang(DSWActor* actor)
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int DoRipper2MoveHang(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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// Move while jumping
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@ -1078,7 +1075,6 @@ int DoRipper2HangJF(DSWActor* actor)
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int DoRipper2BeginJumpAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SPRITEp psp = &u->targetActor->s();
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short tang;
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@ -1191,7 +1187,6 @@ int DoRipper2Pain(DSWActor* actor)
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int DoRipper2RipHeart(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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SPRITEp tsp = &u->targetActor->s();
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@ -1207,7 +1202,6 @@ int DoRipper2RipHeart(DSWActor* actor)
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int DoRipper2StandHeart(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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NullRipper2(actor);
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@ -1221,8 +1215,6 @@ int DoRipper2StandHeart(DSWActor* actor)
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void Ripper2Hatch(DSWActor* actor)
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{
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SPRITEp wp = &actor->s();
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SPRITEp np;
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USERp nu;
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@ -1234,13 +1226,13 @@ void Ripper2Hatch(DSWActor* actor)
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for (int i = 0; i < MAX_RIPPER2S; i++)
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{
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auto actorNew = insertActor(wp->sector(), STAT_DEFAULT);
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auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
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np = &actorNew->s();
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np->clear();
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ClearOwner(actorNew);
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np->pos.X = wp->pos.X;
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np->pos.Y = wp->pos.Y;
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np->pos.Z = wp->pos.Z;
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np->pos.X = actor->spr.pos.X;
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np->pos.Y = actor->spr.pos.Y;
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np->pos.Z = actor->spr.pos.Z;
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//np->xrepeat = np->yrepeat = 36;
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np->xrepeat = np->yrepeat = 64;
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np->ang = rip_ang[i];
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@ -1272,7 +1264,6 @@ void Ripper2Hatch(DSWActor* actor)
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int DoRipper2Move(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
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DoCheckSwarm(actor);
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@ -1326,10 +1317,7 @@ int InitRipper2Charge(DSWActor* actor)
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int ChestRipper2(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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PlaySound(DIGI_RIPPER2CHEST, actor, v3df_follow);
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return 0;
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}
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@ -695,7 +695,6 @@ ACTOR_ACTION_SET SerpActionSet =
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int SetupSerp(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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ANIMATOR DoActorDecide;
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@ -745,7 +744,7 @@ int SetupSerp(DSWActor* actor)
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u->lo_step = Z(40);
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u->floor_dist = u->zclip - u->lo_step;
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u->ceiling_dist = GetSpriteSizeZ(sp) - u->zclip;
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u->ceiling_dist = ActorSizeZ(actor) - u->zclip;
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return 0;
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}
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@ -766,7 +765,6 @@ int NullSerp(DSWActor* actor)
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int DoSerpMove(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags,SPR_SLIDING))
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DoActorSlide(actor);
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@ -807,9 +805,6 @@ int DoSerpMove(DSWActor* actor)
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int DoDeathSpecial(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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DoMatchEverything(nullptr, actor->spr.lotag, ON);
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if (!SW_SHAREWARE)
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@ -502,7 +502,6 @@ ACTOR_ACTION_SET SkelActionSet =
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int SetupSkel(DSWActor* actor)
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{
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SPRITEp sp = &actor->s();
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USERp u;
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ANIMATOR DoActorDecide;
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@ -534,20 +533,14 @@ int SetupSkel(DSWActor* actor)
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int DoSkelInitTeleport(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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PlaySpriteSound(actor,attr_extra3,v3df_follow);
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return 0;
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}
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int DoSkelTeleport(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int x,y;
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x = actor->spr.pos.X;
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@ -579,11 +572,7 @@ int DoSkelTeleport(DSWActor* actor)
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int DoSkelTermTeleport(DSWActor* actor)
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{
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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return 0;
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}
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