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- Exhumed: Tidy up BuildAnim()
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* Also rename two rather unnamed args to something more appropriate.
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2 changed files with 14 additions and 19 deletions
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@ -35,7 +35,7 @@ enum
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void InitAnims();
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void DestroyAnim(DExhumedActor* nAnim);
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DExhumedActor* BuildAnim(DExhumedActor* actor, int val, int val2, const DVector3& pos, sectortype* pSector, double nScale, int nFlag);
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DExhumedActor* BuildAnim(DExhumedActor* actor, int nSeq, int nOffset, const DVector3& pos, sectortype* pSector, double nScale, int nFlag);
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void UnlinkIgnitedAnim(DExhumedActor* pActor);
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void FuncAnim(int, int, int, int);
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void BuildExplosion(DExhumedActor* actor);
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@ -96,13 +96,10 @@ void DestroyAnim(DExhumedActor* pActor)
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//
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//---------------------------------------------------------------------------
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector3& pos, sectortype* pSector, double nScale, int nFlag)
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DExhumedActor* BuildAnim(DExhumedActor* pActor, int nSeq, int nOffset, const DVector3& pos, sectortype* pSector, double nScale, int nFlag)
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{
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if (pActor == nullptr) {
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if (pActor == nullptr)
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pActor = insertActor(pSector, 500);
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}
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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if (nFlag & 4)
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{
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@ -115,6 +112,15 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector
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pActor->spr.shade = -12;
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}
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// CHECKME - where is hitag set otherwise?
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if (pActor->spr.statnum < 900)
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pActor->spr.hitag = -1;
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if (nFlag & 0x80)
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pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence
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pActor->spr.pos = pos;
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pActor->spr.cstat = 0;
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pActor->clipdist = 2.5;
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pActor->spr.scale = DVector2(nScale, nScale);
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pActor->spr.picnum = 1;
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@ -124,28 +130,17 @@ DExhumedActor* BuildAnim(DExhumedActor* pActor, int val, int val2, const DVector
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pActor->vel.X = 0;
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pActor->vel.Y = 0;
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pActor->vel.Z = 0;
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pActor->backuppos();
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// CHECKME - where is hitag set otherwise?
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if (pActor->spr.statnum < 900) {
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pActor->spr.hitag = -1;
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}
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pActor->spr.lotag = runlist_HeadRun() + 1;
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pActor->spr.intowner = -1;
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pActor->spr.extra = runlist_AddRunRec(pActor->spr.lotag - 1, pActor, 0x100000);
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pActor->nRun = runlist_AddRunRec(NewRun, pActor, 0x100000);
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pActor->nAction = nFlag;
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pActor->nIndex = 0;
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pActor->nIndex2 = SeqOffsets[val] + val2;
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pActor->nIndex2 = SeqOffsets[nSeq] + nOffset;
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pActor->pTarget = nullptr;
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pActor->nDamage = pActor->nRun;
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pActor->nPhase = ITEM_MAGIC;
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if (nFlag & 0x80) {
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pActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT; // set transluscence
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}
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pActor->backuppos();
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return pActor;
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}
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