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- cleanup only.
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9e438b4042
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1 changed files with 12 additions and 20 deletions
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@ -630,8 +630,7 @@ int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec)
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// !AIC - Sliding can occur in different directions from movement of the actor.
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// !AIC - Sliding can occur in different directions from movement of the actor.
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// Has its own set of variables
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// Has its own set of variables
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int
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int DoActorSlide(DSWActor* actor)
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DoActorSlide(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int SpriteNum = u->SpriteNum;
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@ -658,8 +657,7 @@ DoActorSlide(DSWActor* actor)
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// !AIC - Actor jumping and falling
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// !AIC - Actor jumping and falling
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int
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int DoActorBeginJump(DSWActor* actor)
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DoActorBeginJump(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int SpriteNum = u->SpriteNum;
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@ -689,12 +687,11 @@ DoActorBeginJump(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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int
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int DoActorJump(DSWActor* actor)
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DoActorJump(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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int jump_adj;
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int jump_adj;
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@ -736,8 +733,7 @@ DoActorJump(DSWActor* actor)
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}
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}
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int
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int DoActorBeginFall(DSWActor* actor)
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DoActorBeginFall(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SET(u->Flags, SPR_FALLING);
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SET(u->Flags, SPR_FALLING);
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@ -767,11 +763,10 @@ DoActorBeginFall(DSWActor* actor)
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}
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}
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int
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int DoActorFall(DSWActor* actor)
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DoActorFall(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = u->s();
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SPRITEp sp = &actor->s();
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// adjust jump speed by gravity
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// adjust jump speed by gravity
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u->jump_speed += u->jump_grav * ACTORMOVETICS;
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u->jump_speed += u->jump_grav * ACTORMOVETICS;
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@ -788,12 +783,11 @@ DoActorFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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int
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int DoActorStopFall(DSWActor* actor)
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DoActorStopFall(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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sp->z = u->loz;
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sp->z = u->loz;
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@ -840,13 +834,12 @@ DoActorStopFall(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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int
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int DoActorDeathMove(DSWActor* actor)
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DoActorDeathMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = User[SpriteNum]->SpriteP;
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SPRITEp sp = &actor->s();
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int nx, ny;
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int nx, ny;
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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@ -871,8 +864,7 @@ DoActorDeathMove(DSWActor* actor)
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// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
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// !AIC - Jumping a falling for shrapnel and other stuff, not actors.
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int
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int DoBeginJump(short SpriteNum)
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DoBeginJump(short SpriteNum)
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{
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{
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USERp u = User[SpriteNum].Data();
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USERp u = User[SpriteNum].Data();
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