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- ActorCoughItem.
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parent
cd8e8e4f67
commit
a85a1e497f
5 changed files with 30 additions and 37 deletions
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@ -826,7 +826,7 @@ int PachinkoCheckWin(DSWActor* actor)
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DoMatchEverything(Player+myconnectindex, sp->hitag, ON);
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}
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ActorCoughItem(actor->GetSpriteIndex()); // I WON! I WON!
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ActorCoughItem(actor); // I WON! I WON!
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PlaySound(DIGI_PALARM, actor, v3df_none);
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// Can't win any more now!
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@ -1714,7 +1714,7 @@ int DoSailorGirl(DSWActor* actor)
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if (choose > 750 && alreadythrew < 3)
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{
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ActorCoughItem(actor->GetSpriteIndex());
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ActorCoughItem(actor);
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alreadythrew++;
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PlaySound(DIGI_LANI060, actor, v3df_dontpan, CHAN_AnimeMad);
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}
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@ -1772,7 +1772,7 @@ int NullSailorGirl(DSWActor* actor)
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if (choose > 750 && alreadythrew < 3)
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{
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ActorCoughItem(actor->GetSpriteIndex());
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ActorCoughItem(actor);
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alreadythrew++;
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PlaySound(DIGI_LANI060, actor, v3df_dontpan, CHAN_AnimeMad);
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}
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@ -5575,7 +5575,7 @@ void DoPlayerBeginDie(PLAYERp pp)
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pp->tilt_dest = 0;
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ActorCoughItem(pp->PlayerSprite);
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ActorCoughItem(pp->Actor());
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if (numplayers > 1)
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{
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@ -1636,11 +1636,11 @@ void PreMapCombineFloors(void)
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BFSSearch search(numsectors, BoundList[i].offset->sectnum);
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for (unsigned dasect; (dasect = search.GetNext()) != BFSSearch::EOL;)
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{
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SectIterator it(dasect);
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while ((j = it.NextIndex()) >= 0)
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SWSectIterator it(dasect);
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while (auto jActor = it.Next())
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{
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sprite[j].x += dx;
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sprite[j].y += dy;
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jActor->s().x += dx;
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jActor->s().y += dy;
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}
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for (auto& wal : wallsofsector(dasect))
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@ -1735,8 +1735,7 @@ void TraverseSectors(short start_sect)
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#endif
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void
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SpriteSetupPost(void)
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void SpriteSetupPost(void)
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{
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SPRITEp ds;
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USERp u;
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@ -1780,8 +1779,7 @@ SpriteSetupPost(void)
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}
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void
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SpriteSetup(void)
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void SpriteSetup(void)
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{
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short num;
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int cz,fz;
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@ -3814,21 +3812,21 @@ void SetupItemForJump(DSWActor* spawner, DSWActor* actor)
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}
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}
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int ActorCoughItem(short SpriteNum)
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int ActorCoughItem(DSWActor* actor)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum].Data();
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short New,choose;
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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short choose;
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SPRITEp np;
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DSWActor* actorNew = nullptr;
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switch (u->ID)
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{
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case SAILORGIRL_R0:
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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np->y = sp->y;
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@ -3868,9 +3866,8 @@ int ActorCoughItem(short SpriteNum)
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return 0;
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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np->y = sp->y;
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@ -3897,9 +3894,8 @@ int ActorCoughItem(short SpriteNum)
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return 0;
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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np->y = sp->y;
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@ -3929,9 +3925,8 @@ int ActorCoughItem(short SpriteNum)
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return 0;
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = 0;
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np->extra = 0;
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np->x = sp->x;
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@ -3993,9 +3988,8 @@ int ActorCoughItem(short SpriteNum)
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return 0;
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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np->y = sp->y;
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@ -4052,9 +4046,8 @@ int ActorCoughItem(short SpriteNum)
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case PACHINKO4:
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ASSERT(sp->sectnum >= 0);
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New = COVERinsertsprite(sp->sectnum, STAT_SPAWN_ITEMS);
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ASSERT(New >= 0);
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np = &sprite[New];
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actorNew = InsertActor(sp->sectnum, STAT_SPAWN_ITEMS);
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np = &actorNew->s();
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np->cstat = np->extra = 0;
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np->x = sp->x;
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np->y = sp->y;
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@ -52,7 +52,7 @@ void SpriteControl(void);
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void DoActorZrange(DSWActor*);
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void PreMapCombineFloors(void);
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void SpriteSetupPost(void);
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int ActorCoughItem(short SpriteNum);
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int ActorCoughItem(DSWActor*);
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bool ActorSpawn(DSWActor*);
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int SpawnItemsMatch(short match);
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void PicAnimOff(short picnum);
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@ -5014,7 +5014,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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}
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break;
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default:
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ActorCoughItem(SpriteNum);
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ActorCoughItem(actor);
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//UpdateSinglePlayKills(actor);
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break;
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}
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@ -5201,7 +5201,7 @@ ActorChooseDeath(short SpriteNum, short Weapon)
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// These guys cough items only if gibbed
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if (u->ID == GORO_RUN_R0 || u->ID == RIPPER2_RUN_R0)
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ActorCoughItem(SpriteNum);
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ActorCoughItem(actor);
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// Blood fountains
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InitBloodSpray(actor,true,-1);
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