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- Exhumed: Wasp
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parent
45ee475df7
commit
9a345bdfa7
4 changed files with 60 additions and 51 deletions
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@ -513,7 +513,7 @@ int BuildSwPressWall(short nChannel, short nLink, short nWall);
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// wasp
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extern short nWaspCount;
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int WaspCount();
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void InitWasps();
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int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle);
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@ -1284,7 +1284,7 @@ void FuncQueen(int a, int nDamage, int nRun)
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{
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if (QueenList[nQueen].field_C <= 0)
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{
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if (nWaspCount < 100)
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if (WaspCount() < 100)
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{
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QueenList[nQueen].nAction = 6;
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QueenList[nQueen].nFrame = 0;
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@ -40,7 +40,7 @@ void SerializeRoach(FSerializer& arc);
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void SerializeScorpion(FSerializer& arc);
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void SerializeSet(FSerializer& arc);
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void SerializeSpider(FSerializer& arc);
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void SerializeWasp(FSerializer& arc);
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void SaveTextureState();
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void LoadTextureState();
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@ -67,9 +67,9 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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SerializeScorpion(arc);
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SerializeSet(arc);
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SerializeSpider(arc);
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SerializeWasp(arc);
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}
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bool GameInterface::LoadGame()
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{
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@ -24,11 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_PS_NS
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enum { kMaxWasps = 100 };
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static short nWaspVelShift = 0;
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short nWaspCount;
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struct Wasp
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{
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short nHealth;
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@ -37,15 +32,14 @@ struct Wasp
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short nSprite;
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short nRun;
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short nTarget;
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short field_C;
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short field_E;
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short field_10;
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short field_12;
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short field_14;
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short nCount;
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short nAngle;
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short nAngle2;
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short nVel;
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short nDamage;
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};
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Wasp WaspList[kMaxWasps];
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TArray<Wasp> WaspList;
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static actionSeq WaspSeq[] = {
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{0, 0},
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@ -57,32 +51,50 @@ static actionSeq WaspSeq[] = {
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{29, 1}
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};
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static SavegameHelper sghwasp("wasp",
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SV(nWaspVelShift),
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SV(nWaspCount),
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SA(WaspList),
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nullptr);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Wasp& w, Wasp* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("health", w.nHealth)
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("frame", w.nFrame)
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("action", w.nAction)
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("sprite", w.nSprite)
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("target", w.nTarget)
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("run", w.nRun)
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("count", w.nCount)
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("angle", w.nAngle)
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("angle2", w.nAngle2)
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("vel", w.nVel)
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("damage", w.nDamage)
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.EndObject();
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}
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return arc;
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}
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void SerializeWasp(FSerializer& arc)
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{
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arc("wasp", WaspList);
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}
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int WaspCount()
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{
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return WaspList.Size();
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}
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void InitWasps()
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{
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nWaspCount = 0;
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WaspList.Clear();
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}
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void SetWaspVel(short nSprite)
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{
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sprite[nSprite].xvel = bcos(sprite[nSprite].ang, -nWaspVelShift);
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sprite[nSprite].yvel = bsin(sprite[nSprite].ang, -nWaspVelShift);
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sprite[nSprite].xvel = bcos(sprite[nSprite].ang);
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sprite[nSprite].yvel = bsin(sprite[nSprite].ang);
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}
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int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
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{
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if (nWaspCount >= kMaxWasps) {
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return -1;
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}
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short nWasp = nWaspCount;
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nWaspCount++;
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auto nWasp = WaspList.Reserve(1);
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uint8_t bEggWasp = false;
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if (nSprite == -2) {
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@ -142,18 +154,17 @@ int BuildWasp(short nSprite, int x, int y, int z, short nSector, short nAngle)
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if (bEggWasp)
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{
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WaspList[nWasp].field_C = 60;
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WaspList[nWasp].nCount = 60;
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WaspList[nWasp].nDamage /= 2;
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}
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else
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{
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WaspList[nWasp].field_C = RandomSize(5);
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WaspList[nWasp].nCount = RandomSize(5);
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}
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WaspList[nWasp].field_E = 0;
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WaspList[nWasp].field_14 = 0;
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WaspList[nWasp].field_12 = 0;
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WaspList[nWasp].field_10 = RandomSize(7) + 127;
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WaspList[nWasp].nAngle = 0;
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WaspList[nWasp].nVel = 0;
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WaspList[nWasp].nAngle2 = RandomSize(7) + 127;
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sprite[nSprite].owner = runlist_AddRunRec(sprite[nSprite].lotag - 1, nWasp | 0x1E0000);
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@ -215,15 +226,13 @@ void FuncWasp(int a, int nDamage, int nRun)
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sprite[nSprite].ang += RandomSize(9) + 768;
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sprite[nSprite].ang &= kAngleMask;
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WaspList[nWasp].field_12 = 3000;
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WaspList[nWasp].nVel = 3000;
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sprite[nSprite].zvel = (-20) - RandomSize(6);
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}
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else
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{
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// Wasp is dead
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nWaspVelShift = 0;
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WaspList[nWasp].nAction = 4;
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WaspList[nWasp].nFrame = 0;
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@ -264,7 +273,7 @@ void FuncWasp(int a, int nDamage, int nRun)
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// goto pink
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WaspList[nWasp].nTarget = -1;
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WaspList[nWasp].nAction = 0;
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WaspList[nWasp].field_C = RandomSize(6);
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WaspList[nWasp].nCount = RandomSize(6);
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return;
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}
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}
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@ -276,17 +285,17 @@ void FuncWasp(int a, int nDamage, int nRun)
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case 0:
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{
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sprite[nSprite].zvel = bsin(WaspList[nWasp].field_E, -4);
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sprite[nSprite].zvel = bsin(WaspList[nWasp].nAngle, -4);
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WaspList[nWasp].field_E += WaspList[nWasp].field_10;
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WaspList[nWasp].field_E &= kAngleMask;
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WaspList[nWasp].nAngle += WaspList[nWasp].nAngle2;
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WaspList[nWasp].nAngle &= kAngleMask;
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MoveCreature(nSprite);
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if (nTarget >= 0)
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{
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WaspList[nWasp].field_C--;
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if (WaspList[nWasp].field_C > 0)
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WaspList[nWasp].nCount--;
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if (WaspList[nWasp].nCount > 0)
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{
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PlotCourseToSprite(nSprite, nTarget);
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}
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@ -295,8 +304,8 @@ void FuncWasp(int a, int nDamage, int nRun)
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sprite[nSprite].zvel = 0;
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WaspList[nWasp].nAction = 1;
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WaspList[nWasp].nFrame = 0;
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WaspList[nWasp].field_12 = 1500;
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WaspList[nWasp].field_C = RandomSize(5) + 60;
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WaspList[nWasp].nVel = 1500;
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WaspList[nWasp].nCount = RandomSize(5) + 60;
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}
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}
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else
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@ -311,16 +320,16 @@ void FuncWasp(int a, int nDamage, int nRun)
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case 1:
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{
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WaspList[nWasp].field_C--;
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WaspList[nWasp].nCount--;
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if (WaspList[nWasp].field_C <= 0)
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if (WaspList[nWasp].nCount <= 0)
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{
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WaspList[nWasp].nAction = 0;
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WaspList[nWasp].field_C = RandomSize(6);
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WaspList[nWasp].nCount = RandomSize(6);
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return;
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}
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int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].field_12, 0, 16);
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int nChaseVal = AngleChase(nSprite, nTarget, WaspList[nWasp].nVel, 0, 16);
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switch (nChaseVal & 0xC000)
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{
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@ -360,7 +369,7 @@ void FuncWasp(int a, int nDamage, int nRun)
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sprite[nSprite].zvel = (-20) - RandomSize(6);
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WaspList[nWasp].nAction = 1;
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WaspList[nWasp].field_12 = 3000;
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WaspList[nWasp].nVel = 3000;
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}
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return;
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}
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