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- DoActorBeginSlide
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parent
ad0ed0c377
commit
9e438b4042
4 changed files with 9 additions and 9 deletions
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@ -612,10 +612,9 @@ void KeepActorOnFloor(DSWActor* actor)
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}
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}
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int
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int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec)
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DoActorBeginSlide(int SpriteNum, short ang, short vel, short dec)
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{
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{
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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SET(u->Flags, SPR_SLIDING);
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SET(u->Flags, SPR_SLIDING);
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@ -2639,7 +2639,7 @@ DriveCrush(PLAYERp pp, int *x, int *y)
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int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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int32_t const vel = FindDistance2D(pp->xvect>>8, pp->yvect>>8);
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if (vel < 9000)
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if (vel < 9000)
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{
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{
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DoActorBeginSlide(i, getangle(pp->xvect, pp->yvect), vel/8, 5);
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DoActorBeginSlide(actor, getangle(pp->xvect, pp->yvect), vel/8, 5);
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if (DoActorSlide(actor))
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if (DoActorSlide(actor))
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continue;
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continue;
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}
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}
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@ -5503,7 +5503,8 @@ ActorStdMissile(short SpriteNum, short Weapon)
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int
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int
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ActorDamageSlide(int SpriteNum, int damage, int ang)
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ActorDamageSlide(int SpriteNum, int damage, int ang)
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{
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{
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USERp u = User[SpriteNum].Data();
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auto actor = &swActors[SpriteNum];
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USERp u = actor->u();
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int slide_vel,slide_dec;
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int slide_vel,slide_dec;
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if (TEST(u->Flags, SPR_CLIMBING))
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if (TEST(u->Flags, SPR_CLIMBING))
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@ -5516,12 +5517,12 @@ ActorDamageSlide(int SpriteNum, int damage, int ang)
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if (damage <= 10)
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if (damage <= 10)
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{
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{
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DoActorBeginSlide(SpriteNum, ang, 64, 5);
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DoActorBeginSlide(actor, ang, 64, 5);
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return true;
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return true;
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}
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}
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else if (damage <= 20)
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else if (damage <= 20)
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{
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{
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DoActorBeginSlide(SpriteNum, ang, 128, 5);
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DoActorBeginSlide(actor, ang, 128, 5);
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return true;
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return true;
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}
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}
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else
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else
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@ -5534,7 +5535,7 @@ ActorDamageSlide(int SpriteNum, int damage, int ang)
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if (slide_vel < -1000) slide_vel = -1000;
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if (slide_vel < -1000) slide_vel = -1000;
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slide_dec = 5;
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slide_dec = 5;
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DoActorBeginSlide(SpriteNum, ang, slide_vel, slide_dec);
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DoActorBeginSlide(actor, ang, slide_vel, slide_dec);
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return true;
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return true;
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}
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}
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@ -156,7 +156,7 @@ extern short target_ang;
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bool SpriteOverlap(short, short);
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bool SpriteOverlap(short, short);
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int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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int SpawnShotgunSparks(PLAYERp pp, short hit_sect, short hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);
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int DoActorBeginSlide(int SpriteNum, short ang, short vel, short dec);
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int DoActorBeginSlide(DSWActor* actor, short ang, short vel, short dec);
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int GetOverlapSector(int x, int y, short *over, short *under);
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int GetOverlapSector(int x, int y, short *over, short *under);
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bool MissileHitDiveArea(short SpriteNum);
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bool MissileHitDiveArea(short SpriteNum);
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