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- names2.h cleanup.
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66be590f91
commit
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2 changed files with 37 additions and 110 deletions
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@ -194,6 +194,7 @@ enum ETimers
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FLY_INVENTORY_TIME = 30,
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CLOAK_INVENTORY_TIME = 30,
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ENVIRON_SUIT_INVENTORY_TIME = 30,
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FIRE_FLY_RATE = 50,
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DAMAGE_TIME = (1 * TICS_PER_SEC),
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};
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@ -235,10 +236,18 @@ enum EPicnums
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Red_COIN = 2440,
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Yellow_COIN = 2450,
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Green_COIN = 2460,
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LAVA_BOULDER = 2196,
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EXP = 3100, // Use new digitized explosion for big stuff
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BOLT_EXP = EXP,
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FIREBALL_EXP = EXP+1,
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BASIC_EXP = EXP+2,
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SECTOR_EXP = EXP+3,
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MICRO_EXP = EXP+5,
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TRACER_EXP = EXP+6,
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TANK_SHELL_EXP = EXP+7,
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RADIATION_CLOUD = 3258,
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MUSHROOM_CLOUD = 3280,
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CHEMBOMB_R0 = 3038,
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CALTROPSR = CALTROPS - 1,
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@ -252,13 +261,35 @@ enum EPicnums
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SKULL_SERP = (SKULL_R0 + 2),
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BETTY_R0 = 817,
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PUFF = 1748,
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CROSSBOLT = 2230,
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ELECTRO = 2025,
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UZI_SMOKE = 2146,
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UZI_SPARK = 2140,
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GRENADE_R0 = 2110,
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BOLT_THINMAN_R0 = 2018,
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BOLT_THINMAN_R1 = 2019,
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BOLT_THINMAN_R2 = 2020,
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BOLT_THINMAN_R3 = 2021,
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BOLT_THINMAN_R4 = 2022,
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BREAK_BARREL = 453,
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BREAK_PEDISTAL = 463,
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BREAK_BOTTLE1 = 468,
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BREAK_BOTTLE2 = 475,
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FIRE_FLY0 = 630,
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SPLASH = 772,
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FIREBALL = 2035,
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FIREBALL_FLAMES = 3212,
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BUBBLE = 716,
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SPEAR_R0 = 2030,
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EMP = 2058,
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FLOORBLOOD1 = 389,
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// above are rotated/multi-frame but used as spawn ids
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SWITCH_OFF = 561,
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TRACK_SPRITE = 1900, //start of track sprites
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ST1 = 2307,
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ST2 = 2308,
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@ -271,102 +302,14 @@ enum EPicnums
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ST_QUICK_DUCK = 2315,
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ST_QUICK_DEFEND = 2316,
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//////////////////////
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//
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// WEAPON RELATED
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//
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//////////////////////
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CROSSBOLT = 2230,
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STAR = 2039,
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ELECTRO = 2025,
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UZI_SMOKE = 2146,
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UZI_SPARK = 2140,
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SPIKES = 2092,
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GRENADE = 2019,
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BLANK = 2200,
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BODY = 1002,
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BODY_BURN = 1003,
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BODY_SIZZLE = 1011,
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DART_R0 = 2130,
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DART_R1 = 2131,
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DART_R2 = 2132,
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DART_R3 = 2133,
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DART_R4 = 2134,
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DART_R5 = 2135,
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DART_R6 = 2136,
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DART_R7 = 2137,
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BOLT_THINMAN_R0 = 2018,
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BOLT_THINMAN_R1 = 2019,
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BOLT_THINMAN_R2 = 2020,
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BOLT_THINMAN_R3 = 2021,
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BOLT_THINMAN_R4 = 2022,
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SPEAR_R0 = 2030,
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EMP = 2058,
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EXP2 = 2160, // My old explosion is still used for goro head
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FIREBALL = 2035,
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FIREBALL_FLAMES = 3212,
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SPLASH = 772,
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BUBBLE = 716,
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//////////////////////
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//
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// MISC
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//
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//////////////////////
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WATER_BEGIN = 320,
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WATER_END = 320+8,
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WATER_BOIL = 2305,
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FIRE_FLY0 = 630,
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FIRE_FLY1 = 631,
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FIRE_FLY2 = 632,
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FIRE_FLY3 = 633,
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FIRE_FLY4 = 634,
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FIRE_FLY_RATE = 50,
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BREAK_BARREL = 453,
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BREAK_PEDISTAL = 463,
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BREAK_BOTTLE1 = 468,
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BREAK_BOTTLE2 = 475,
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LAVA_BOULDER = 2196,
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};
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//////////////////////
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//
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// FIREBALL
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//
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//////////////////////
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#define FIREBALL_FRAMES 4
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#define FIREBALL_R0 3192
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#define FIREBALL_R1 FIREBALL_R0 + (FIREBALL_FRAMES * 1)
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#define FIREBALL_R2 FIREBALL_R0 + (FIREBALL_FRAMES * 2)
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#define FIREBALL_R3 FIREBALL_R0 + (FIREBALL_FRAMES * 3)
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#define FIREBALL_R4 FIREBALL_R0 + (FIREBALL_FRAMES * 4)
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////////////////////////////////////
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#define SCROLL 516
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#define SCROLL_FIRE 524
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#define FLOORBLOOD1 389
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END_SW_NS
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@ -420,8 +420,6 @@ FState s_CrossBolt[] =
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{SPR_CROSSBOLT, 'A', CROSSBOLT_RATE, &AF(DoCrossBolt), &s_CrossBolt[0]},
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};
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#undef STAR
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#define STAR 2102
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#define STAR_RATE 6
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FState s_Star[] =
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{
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@ -501,12 +499,6 @@ FState s_VulcanBoulder[] =
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//
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//////////////////////
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#if 0
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#else
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#define GRENADE_R0 2110
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#undef GRENADE
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#define GRENADE GRENADE_R0
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#define GRENADE_RATE 8
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FState s_Grenade[] =
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@ -515,7 +507,6 @@ FState s_Grenade[] =
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};
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#endif
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//////////////////////
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//
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@ -1028,13 +1019,6 @@ FState s_MineExp[] =
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};
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#define EXP_RATE_W 7
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#define BOLT_EXP EXP
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#define FIREBALL_EXP EXP+1
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#define BASIC_EXP EXP+2
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#define SECTOR_EXP EXP+3
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#define MICRO_EXP EXP+5
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#define TRACER_EXP EXP+6
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#define TANK_SHELL_EXP EXP+7
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FState s_BasicExp[] =
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{
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@ -15964,7 +15948,7 @@ int InitGrenade(DSWPlayer* pp)
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// Spawn a shot
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0], pp->cursector, pos, pp->GetActor()->spr.Angles.Yaw, GRENADE_VELOCITY);
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE_R0, &s_Grenade[0], pp->cursector, pos, pp->actor->spr.Angles.Yaw, GRENADE_VELOCITY);
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// don't throw it as far if crawling
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if (pp->Flags & (PF_CRAWLING))
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@ -16040,7 +16024,7 @@ int InitSpriteGrenade(DSWActor* actor)
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// Spawn a shot
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// Inserting and setting up variables
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE, &s_Grenade[0], actor->sector(),
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auto actorNew = SpawnActor(STAT_MISSILE, GRENADE_R0, &s_Grenade[0], actor->sector(),
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actor->spr.pos.plusZ(-40), actor->spr.Angles.Yaw, GRENADE_VELOCITY);
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