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- user.zclip floatified
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parent
a93349b445
commit
bc853d3a00
10 changed files with 42 additions and 42 deletions
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@ -781,7 +781,7 @@ int SetupBunny(DSWActor* actor)
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actor->user.Flags |= (SPR_XFLIP_TOGGLE);
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actor->user.zclip = Z(16);
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actor->user.zclip = (16);
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actor->user.floor_dist = (8);
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actor->user.ceiling_dist = (8);
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actor->user.lo_step = Z(16);
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@ -407,11 +407,11 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
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actor->user.RotNum = 5;
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actor->spr.clipdist = (256) >> 2;
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actor->user.zclip = Z(48);
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actor->user.zclip = (48);
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actor->user.lo_step = Z(32);
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actor->user.floor_dist = (actor->user.int_zclip() - actor->user.lo_step) * zinttoworld;
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actor->user.ceiling_dist = (ActorSizeZ(actor) - actor->user.int_zclip()) * zinttoworld;
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actor->user.floor_dist = actor->user.zclip - actor->user.lo_step * zinttoworld;
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actor->user.ceiling_dist = ActorSizeZ(actor) * zinttoworld - actor->user.zclip;
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actor->user.Radius = 400;
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@ -394,7 +394,7 @@ int SetupEel(DSWActor* actor)
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EelCommon(actor);
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actor->user.Flags &= ~(SPR_SHADOW); // Turn off shadows
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actor->user.zclip = Z(8);
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actor->user.zclip = (8);
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return 0;
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}
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@ -936,7 +936,7 @@ struct USER
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int int_z_tgt() const { return z_tgt * zworldtoint; }
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int int_ceiling_dist() const { return ceiling_dist * zworldtoint; }
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int int_floor_dist() const { return floor_dist * zworldtoint; }
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int int_zclip() const { return zclip/* * zworldtoint*/; }
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int int_zclip() const { return zclip * zworldtoint; }
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//
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// Variables that can be used by actors and Player
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@ -973,6 +973,7 @@ struct USER
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double z_tgt;
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double ceiling_dist;
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double floor_dist;
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double zclip; // z height to move up for clipmove
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int Flags;
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int Flags2;
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@ -995,7 +996,6 @@ struct USER
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// clipmove
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int16_t lo_step;
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int zclip; // z height to move up for clipmove
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int active_range;
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sectortype* hi_sectp, *lo_sectp;
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@ -490,7 +490,7 @@ int DoHornetDeath(DSWActor* actor)
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if (actor->user.Flags & (SPR_FALLING))
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{
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actor->user.loz = actor->user.int_zclip() * zinttoworld;
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actor->user.loz = actor->user.zclip;
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DoFall(actor);
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}
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else
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@ -500,7 +500,7 @@ int DoHornetDeath(DSWActor* actor)
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actor->user.floor_dist = 0;
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DoBeginFall(actor);
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DoFindGroundPoint(actor);
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actor->user.zclip = actor->user.int_loz();
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actor->user.zclip = actor->user.loz;
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}
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if (actor->user.Flags & (SPR_SLIDING))
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@ -733,12 +733,12 @@ int SetupSerp(DSWActor* actor)
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actor->user.loz = actor->spr.pos.Z;
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// amount to move up for clipmove
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actor->user.zclip = Z(80);
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actor->user.zclip = (80);
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// size of step can walk off of
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actor->user.lo_step = Z(40);
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actor->user.floor_dist = (actor->user.int_zclip() - actor->user.lo_step) * zinttoworld;
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actor->user.ceiling_dist = (ActorSizeZ(actor) - actor->user.int_zclip()) * zinttoworld;
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actor->user.floor_dist = actor->user.zclip - actor->user.lo_step * zinttoworld;
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actor->user.ceiling_dist = ActorSizeZ(actor) * zinttoworld - actor->user.zclip;
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return 0;
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}
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@ -49,7 +49,7 @@ void ReverseSpike(DSWActor* actor)
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}
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// moving toward to OFF pos
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if (actor->user.int_z_tgt() == actor->user.int_oz())
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if (actor->user.z_tgt == actor->user.oz)
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{
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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@ -102,7 +102,7 @@ void SetSpikeActive(DSWActor* actor)
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actor->user.Tics = 0;
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// moving to the ON position
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if (actor->user.int_z_tgt() == actor->int_pos().Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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VatorSwitch(SP_TAG2(actor), true);
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else
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// moving to the OFF position
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@ -190,35 +190,35 @@ bool TestSpikeMatchActive(short match)
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return false;
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}
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int DoSpikeMove(DSWActor* actor, int *lptr)
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int DoSpikeMove(DSWActor* actor, double *lptr)
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{
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int zval;
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double zval;
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zval = *lptr;
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// if LESS THAN goal
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if (zval < actor->user.int_z_tgt())
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if (zval < actor->user.z_tgt)
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{
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// move it DOWN
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zval += (synctics * actor->user.jump_speed);
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zval += (synctics * actor->user.jump_speed) * zinttoworld;
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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// if the other way make it equal
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if (zval > actor->user.int_z_tgt())
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zval = actor->user.int_z_tgt();
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if (zval > actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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// if GREATER THAN goal
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if (zval > actor->user.int_z_tgt())
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if (zval > actor->user.z_tgt)
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{
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// move it UP
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zval -= (synctics * actor->user.jump_speed);
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zval -= (synctics * actor->user.jump_speed) * zinttoworld;
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actor->user.jump_speed += actor->user.vel_rate * synctics;
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if (zval < actor->user.int_z_tgt())
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zval = actor->user.int_z_tgt();
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if (zval < actor->user.z_tgt)
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zval = actor->user.z_tgt;
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}
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*lptr = zval;
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@ -275,10 +275,10 @@ int DoSpike(DSWActor* actor)
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SpikeAlign(actor);
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// EQUAL this entry has finished
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if (actor->user.int_zclip() == actor->user.int_z_tgt())
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if (actor->user.zclip == actor->user.z_tgt)
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{
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// in the ON position
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if (actor->user.int_z_tgt() == actor->int_pos().Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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@ -322,16 +322,16 @@ int DoSpike(DSWActor* actor)
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}
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// setup to go back to the original z
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if (actor->user.int_zclip() != actor->user.int_oz())
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if (actor->user.zclip != actor->user.oz)
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{
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if (actor->user.WaitTics)
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actor->user.Tics = actor->user.WaitTics;
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}
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}
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else // if (*lptr == actor->user.int_z_tgt())
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else // if (*lptr == actor->user.z_tgt)
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{
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// if heading for the OFF (original) position and should NOT CRUSH
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if (TEST_BOOL3(actor) && actor->user.int_z_tgt() == actor->user.int_oz())
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if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
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{
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bool found = false;
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@ -376,10 +376,10 @@ int DoSpikeAuto(DSWActor* actor)
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SpikeAlign(actor);
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// EQUAL this entry has finished
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if (actor->user.int_zclip() == actor->user.int_z_tgt())
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if (actor->user.zclip == actor->user.z_tgt)
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{
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// in the UP position
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if (actor->user.int_z_tgt() == actor->int_pos().Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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@ -2247,7 +2247,7 @@ void SpriteSetup(void)
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if (floor_vator)
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{
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actor->user.zclip = florz;
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actor->user.zclip = florz * zinttoworld;
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// start off
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actor->user.pos.Z = actor->user.int_zclip();
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@ -2255,18 +2255,18 @@ void SpriteSetup(void)
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if (start_on)
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{
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// start in the on position
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actor->user.zclip = actor->int_pos().Z;
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actor->user.zclip = actor->spr.pos.Z;
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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SpikeAlign(actor);
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}
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// set orig z
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actor->user.oz = actor->user.int_zclip() * zinttoworld;
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actor->user.oz = actor->user.zclip;
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actor->opos.Z = actor->user.oz;
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}
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else
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{
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actor->user.zclip = ceilz;
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actor->user.zclip = ceilz * zinttoworld;
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// start off
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actor->user.pos.Z = actor->user.int_zclip();
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@ -2274,13 +2274,13 @@ void SpriteSetup(void)
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if (start_on)
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{
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// starting in the on position
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actor->user.zclip = actor->int_pos().Z;
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actor->user.zclip = actor->spr.pos.Z;
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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SpikeAlign(actor);
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}
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// set orig z
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actor->user.oz = actor->user.int_zclip() * zinttoworld;
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actor->user.oz = actor->user.zclip;
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actor->opos.Z = actor->user.oz;
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}
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@ -54,7 +54,7 @@ void ReverseVator(DSWActor* actor)
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}
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// moving toward to OFF pos
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if (actor->user.int_z_tgt() == actor->user.int_oz())
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if (actor->user.z_tgt == actor->user.oz)
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{
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if (actor->spr.pos.Z == actor->user.oz)
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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@ -447,7 +447,7 @@ int DoVator(DSWActor* actor)
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else // if (*lptr == actor->user.int_z_tgt())
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{
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// if heading for the OFF (original) position and should NOT CRUSH
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if (TEST_BOOL3(actor) && actor->user.int_z_tgt() == actor->user.int_oz())
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if (TEST_BOOL3(actor) && actor->user.z_tgt == actor->user.oz)
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{
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int i;
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bool found = false;
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@ -457,7 +457,7 @@ int DoVator(DSWActor* actor)
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{
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if (itActor->spr.statnum == STAT_ENEMY)
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{
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if (labs(sectp->int_ceilingz() - sectp->int_floorz()) < ActorSizeZ(itActor))
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if (abs(sectp->int_ceilingz() - sectp->int_floorz()) < ActorSizeZ(itActor))
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{
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InitBloodSpray(itActor, true, -1);
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UpdateSinglePlayKills(itActor);
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@ -545,7 +545,7 @@ int DoVatorAuto(DSWActor* actor)
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if (zval == actor->user.int_z_tgt())
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{
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// in the UP position
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if (actor->user.int_z_tgt() == actor->int_pos().Z)
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if (actor->user.z_tgt == actor->spr.pos.Z)
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{
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// change target
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actor->user.z_tgt = actor->user.pos.Z * zinttoworld;
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@ -10851,7 +10851,7 @@ int DoBloodWorm(DSWActor* actor)
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MissileHitDiveArea(actor);
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if (!actor->user.int_z_tgt())
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if (!actor->user.z_tgt)
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{
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// stay alive for 10 seconds
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if (++actor->user.Counter3 > 3)
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