- replaced changespritestat with ChangeActorStat in newstatus.

Like before, just one search / replace for all of this.
This commit is contained in:
Christoph Oelckers 2021-11-13 20:46:08 +01:00
parent a789fe97af
commit c62dff2606
2 changed files with 113 additions and 108 deletions

View file

@ -192,5 +192,9 @@ inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DWHActor*&
return arc;
}
inline void ChangeActorStat(DWHActor* actor, int newstat)
{
changespritestat(actor->GetSpriteIndex(), newstat);
}
END_SW_NS

View file

@ -136,32 +136,33 @@ void processobjs(PLAYER& plr) {
}
void newstatus(short sn, const int seq) {
auto& spr = sprite[sn];
auto actor = &whActors[sn];
auto& spr = actor->s();
switch (seq) {
case AMBUSH:
changespritestat(sn, AMBUSH);
ChangeActorStat(actor, AMBUSH);
break;
case LAND:
changespritestat(sn, LAND);
ChangeActorStat(actor, LAND);
break;
case EVILSPIRIT:
changespritestat(sn, EVILSPIRIT);
ChangeActorStat(actor, EVILSPIRIT);
spr.lotag = (short) (120 + (krand() & 64));
break;
case PATROL:
changespritestat(sn, PATROL);
ChangeActorStat(actor, PATROL);
break;
case WARPFX:
changespritestat(sn, WARPFX);
ChangeActorStat(actor, WARPFX);
spr.lotag = 12;
break;
case NUKED:
changespritestat(sn, NUKED);
ChangeActorStat(actor, NUKED);
if (!isWh2())
spr.lotag = 24;
break;
case BROKENVASE:
changespritestat(sn, BROKENVASE);
ChangeActorStat(actor, BROKENVASE);
switch (spr.picnum) {
case VASEA:
spritesound(S_GLASSBREAK1 + (krand() % 3), &spr);
@ -197,47 +198,47 @@ void newstatus(short sn, const int seq) {
spr.cstat &= ~3;
break;
case DRAIN:
changespritestat(sn, DRAIN);
ChangeActorStat(actor, DRAIN);
spr.lotag = 24;
spr.pal = 7;
break;
case ANIMLEVERDN:
spritesound(S_PULLCHAIN1, &spr);
spr.picnum = LEVERUP;
changespritestat(sn, ANIMLEVERDN);
ChangeActorStat(actor, ANIMLEVERDN);
spr.lotag = 24;
break;
case ANIMLEVERUP:
spritesound(S_PULLCHAIN1, &spr);
spr.picnum = LEVERDOWN;
changespritestat(sn, ANIMLEVERUP);
ChangeActorStat(actor, ANIMLEVERUP);
spr.lotag = 24;
break;
case SKULLPULLCHAIN1:
case PULLTHECHAIN:
spritesound(S_PULLCHAIN1, &spr);
changespritestat(sn, PULLTHECHAIN);
ChangeActorStat(actor, PULLTHECHAIN);
SND_Sound(S_CHAIN1);
spr.lotag = 24;
break;
case FROZEN:
// JSA_NEW
spritesound(S_FREEZE, &spr);
changespritestat(sn, FROZEN);
ChangeActorStat(actor, FROZEN);
spr.lotag = 3600;
break;
case DEVILFIRE:
changespritestat(sn, DEVILFIRE);
ChangeActorStat(actor, DEVILFIRE);
spr.lotag = (short) (krand() & 120 + 360);
break;
case DRIP:
changespritestat(sn, DRIP);
ChangeActorStat(actor, DRIP);
break;
case BLOOD:
changespritestat(sn, BLOOD);
ChangeActorStat(actor, BLOOD);
break;
case WAR:
changespritestat(sn, WAR);
ChangeActorStat(actor, WAR);
break;
case PAIN:
spr.lotag = 36;
@ -246,19 +247,19 @@ void newstatus(short sn, const int seq) {
spr.lotag = 24;
spritesound(S_GUARDIANPAIN1 + (krand() % 2), &spr);
spr.picnum = DEMON - 1;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case NEWGUYTYPE:
spr.lotag = 24;
spr.picnum = NEWGUYPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_AGM_PAIN1, &spr);
break;
case KURTTYPE:
spr.lotag = 24;
spr.picnum = GONZOCSWPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_GRONPAINA + (krand() % 3), &spr);
break;
@ -289,29 +290,29 @@ void newstatus(short sn, const int seq) {
spritesound(S_GRONPAINA, &spr);
break;
default:
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
break;
}
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case KATIETYPE:
spr.picnum = KATIEPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case JUDYTYPE:
spr.lotag = 24;
spr.picnum = JUDY;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case FATWITCHTYPE:
spr.lotag = 24;
spr.picnum = FATWITCHDIE;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case SKULLYTYPE:
spr.lotag = 24;
spr.picnum = SKULLYDIE;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case GUARDIANTYPE:
spr.lotag = 24;
@ -320,11 +321,11 @@ void newstatus(short sn, const int seq) {
if(isWh2()) spr.picnum = GUARDIAN;
else spr.picnum = GUARDIANCHAR;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case GRONTYPE:
spr.lotag = 24;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_GRONPAINA + krand() % 3, &spr);
if(spr.picnum == GRONHAL || spr.picnum == GRONHALATTACK)
@ -336,17 +337,17 @@ void newstatus(short sn, const int seq) {
break;
case KOBOLDTYPE:
spr.picnum = KOBOLDDIE;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_KPAIN1 + (krand() % 2), &spr);
break;
case DEVILTYPE:
spritesound(S_MPAIN1, &spr);
spr.picnum = DEVILPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
break;
case FREDTYPE:
spr.picnum = FREDPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
// EG: Sounds for Fred (currently copied from ogre)
spritesound(S_KPAIN1 + (rand() % 2), &spr);
break;
@ -355,57 +356,57 @@ void newstatus(short sn, const int seq) {
if (isWh2() && (spr.picnum == IMP || spr.picnum == IMPATTACK)) {
spr.lotag = 24;
spr.picnum = IMPPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
} else {
spr.picnum = GOBLINPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_GOBPAIN1 + (krand() % 2), &spr);
}
break;
case MINOTAURTYPE:
spr.picnum = MINOTAURPAIN;
changespritestat(sn, PAIN);
ChangeActorStat(actor, PAIN);
spritesound(S_MPAIN1, &spr);
break;
default:
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
break;
}
break;
case FLOCKSPAWN:
spr.lotag = 36;
spr.extra = 10;
changespritestat(sn, FLOCKSPAWN);
ChangeActorStat(actor, FLOCKSPAWN);
break;
case FLOCK:
spr.lotag = 128;
spr.extra = 0;
spr.pal = 0;
changespritestat(sn, FLOCK);
ChangeActorStat(actor, FLOCK);
break;
case FINDME:
spr.lotag = 360;
if (spr.picnum == RAT) {
spr.ang = (short) (((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
} else
changespritestat(sn, FINDME);
ChangeActorStat(actor, FINDME);
break;
case SKIRMISH:
spr.lotag = 60;
if (spr.picnum == RAT) {
spr.ang = (short) (((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
} else
changespritestat(sn, SKIRMISH);
ChangeActorStat(actor, SKIRMISH);
break;
case CHILL:
spr.lotag = 60;
changespritestat(sn, CHILL);
ChangeActorStat(actor, CHILL);
break;
case WITCHSIT:
spr.lotag = 12;
changespritestat(sn, WITCHSIT);
ChangeActorStat(actor, WITCHSIT);
break;
case DORMANT:
spr.lotag = (short) (krand() & 2047 + 2047);
@ -470,35 +471,35 @@ void newstatus(short sn, const int seq) {
break;
}
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
if (!isWh2() && spr.picnum == DEVILATTACK && spr.picnum == DEVIL)
spr.lotag = (short) (120 + (krand() & 360));
else
spr.lotag = 60;
break;
case BOB:
changespritestat(sn, BOB);
ChangeActorStat(actor, BOB);
break;
case LIFTUP:
if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
spritesound(S_CLUNK, &spr);
spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
}
changespritestat(sn, LIFTUP);
ChangeActorStat(actor, LIFTUP);
break;
case LIFTDN:
if (soundEngine->GetSoundPlayingInfo(SOURCE_Any, nullptr, -1, CHAN_CART) == 0) {
spritesound(S_CLUNK, &spr);
spritesound(S_CHAIN1, &spr, 5, CHAN_CART);
}
changespritestat(sn, LIFTDN);
ChangeActorStat(actor, LIFTDN);
break;
case SHOVE:
spr.lotag = 128;
changespritestat(sn, SHOVE);
ChangeActorStat(actor, SHOVE);
break;
case SHATTER:
changespritestat(sn, SHATTER);
ChangeActorStat(actor, SHATTER);
switch (spr.picnum) {
case FBARRELFALL:
spr.picnum = FSHATTERBARREL;
@ -506,20 +507,20 @@ void newstatus(short sn, const int seq) {
}
break;
case YELL:
changespritestat(sn, YELL);
ChangeActorStat(actor, YELL);
spr.lotag = 12;
break;
case ATTACK2: //WH1
if(isWh2()) break;
spr.lotag = 40;
spr.cstat |= 1;
changespritestat(sn, ATTACK2);
ChangeActorStat(actor, ATTACK2);
spr.picnum = DRAGONATTACK2;
spritesound(S_DRAGON1 + (krand() % 3), &spr);
case ATTACK:
spr.lotag = 64;
spr.cstat |= 1;
changespritestat(sn, ATTACK);
ChangeActorStat(actor, ATTACK);
switch (spr.detail) {
case NEWGUYTYPE:
if (spr.extra > 20) {
@ -643,17 +644,17 @@ void newstatus(short sn, const int seq) {
}
break;
case FACE:
changespritestat(sn, FACE);
ChangeActorStat(actor, FACE);
break;
case STAND:
changespritestat(sn, FACE);
ChangeActorStat(actor, FACE);
spr.lotag = 0;
break;
case CHASE:
if (spr.picnum == RAT)
changespritestat(sn, FLEE);
ChangeActorStat(actor, FLEE);
else
changespritestat(sn, CHASE);
ChangeActorStat(actor, CHASE);
spr.lotag = 256;
switch (spr.detail) {
case NEWGUYTYPE:
@ -754,10 +755,10 @@ void newstatus(short sn, const int seq) {
}
break;
case MISSILE:
changespritestat(sn, MISSILE);
ChangeActorStat(actor, MISSILE);
break;
case CAST:
changespritestat(sn, CAST);
ChangeActorStat(actor, CAST);
spr.lotag = 12;
if(spr.picnum == GRONHALATTACK
@ -768,7 +769,7 @@ void newstatus(short sn, const int seq) {
spr.lotag = 36;
break;
case FX:
changespritestat(sn, FX);
ChangeActorStat(actor, FX);
break;
case DIE:
if(spr.statnum == DIE || spr.statnum == DEAD) //already dying
@ -942,7 +943,7 @@ void newstatus(short sn, const int seq) {
spr.picnum = WILLOWEXPLO;
break;
}
changespritestat(sn, DIE);
ChangeActorStat(actor, DIE);
break;
case RESURECT:
@ -950,37 +951,37 @@ void newstatus(short sn, const int seq) {
switch (spr.picnum) {
case GONZOBSHDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 85);
spr.detail = GONZOTYPE;
break;
case NEWGUYDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 55);
spr.detail = NEWGUYTYPE;
break;
case GONZOCSWDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 55);
spr.detail = GONZOTYPE;
break;
case GONZOGSWDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 105);
spr.detail = GONZOTYPE;
break;
case GONZOGHMDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 100);
spr.detail = GONZOTYPE;
break;
case GONZOGSHDEAD:
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 110);
spr.detail = GONZOTYPE;
break;
@ -988,7 +989,7 @@ void newstatus(short sn, const int seq) {
trailingsmoke(sn, true);
spr.picnum = KATIEDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
spawnhornskull(sn);
addscore(aiGetPlayerTarget(sn), 5000);
spr.detail = KATIETYPE;
@ -997,21 +998,21 @@ void newstatus(short sn, const int seq) {
trailingsmoke(sn, true);
spr.picnum = DEVILDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 70);
spr.detail = DEVILTYPE;
break;
case IMPDEAD:
spr.picnum = IMPDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 115);
spr.detail = IMPTYPE;
break;
case KOBOLDDEAD:
spr.picnum = KOBOLDDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
spr.detail = KOBOLDTYPE;
if(isWh2()) {
switch (spr.pal) {
@ -1032,56 +1033,56 @@ void newstatus(short sn, const int seq) {
case DRAGONDEAD:
spr.picnum = DRAGONDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 4000);
spr.detail = DRAGONTYPE;
break;
case FREDDEAD:
spr.picnum = FREDDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 40);
spr.detail = FREDTYPE;
break;
case GOBLINDEAD:
spr.picnum = GOBLINDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 25);
spr.detail = GOBLINTYPE;
break;
case MINOTAURDEAD:
spr.picnum = MINOTAURDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), isWh2() ? 95 : 170);
spr.detail = MINOTAURTYPE;
break;
case SPIDERDEAD:
spr.picnum = SPIDERDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 5);
spr.detail = SPIDERTYPE;
break;
case SKULLYDEAD:
spr.picnum = SKULLYDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 1000);
spr.detail = SKULLYTYPE;
break;
case FATWITCHDEAD:
spr.picnum = FATWITCHDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 900);
spr.detail = FATWITCHTYPE;
break;
case JUDYDEAD:
spr.picnum = JUDYDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
addscore(aiGetPlayerTarget(sn), 7000);
spr.detail = JUDYTYPE;
break;
@ -1089,7 +1090,7 @@ void newstatus(short sn, const int seq) {
if(spr.picnum == SKELETONDEAD) {
spr.picnum = SKELETONDEAD;
spr.cstat &= ~3;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
spr.detail = SKELETONTYPE;
addscore(aiGetPlayerTarget(sn), isWh2() ? 20 : 10);
} else if(spr.picnum == GRONDEAD) {
@ -1097,7 +1098,7 @@ void newstatus(short sn, const int seq) {
spr.cstat &= ~3;
spr.extra = 3;
spr.detail = GRONTYPE;
changespritestat(sn, RESURECT);
ChangeActorStat(actor, RESURECT);
if(isWh2()) {
switch (spr.pal) {
case 0:
@ -1124,19 +1125,19 @@ void newstatus(short sn, const int seq) {
if(spr.picnum == SKELETONDEAD) {
spr.picnum = SKELETONDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
if(isWh2()) {
addscore(aiGetPlayerTarget(sn), 70);
monsterweapon(sn);
}
} else if(spr.picnum == FISH || spr.picnum == RAT) {
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 5);
} else if(spr.picnum == GRONDEAD) {
spr.picnum = GRONDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
if(isWh2()) {
switch (spr.pal) {
case 0:
@ -1164,12 +1165,12 @@ void newstatus(short sn, const int seq) {
}
spr.picnum = GONZOBSHDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
if (spr.pal == 4) {
changespritestat(sn, SHADE);
ChangeActorStat(actor, SHADE);
deaddude(sn);
} else {
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
if (spr.shade < 25)
monsterweapon(sn);
}
@ -1182,10 +1183,10 @@ void newstatus(short sn, const int seq) {
spr.picnum = GONZOCSWDEAD;
spr.cstat &= ~3;
if (spr.pal == 4) {
changespritestat(sn, SHADE);
ChangeActorStat(actor, SHADE);
deaddude(sn);
} else {
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
monsterweapon(sn);
}
addscore(aiGetPlayerTarget(sn), 55);
@ -1197,10 +1198,10 @@ void newstatus(short sn, const int seq) {
spr.picnum = GONZOGSWDEAD;
spr.cstat &= ~3;
if (spr.pal == 4) {
changespritestat(sn, SHADE);
ChangeActorStat(actor, SHADE);
deaddude(sn);
} else {
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
monsterweapon(sn);
}
addscore(aiGetPlayerTarget(sn), 105);
@ -1212,10 +1213,10 @@ void newstatus(short sn, const int seq) {
spr.picnum = GONZOGHMDEAD;
spr.cstat &= ~3;
if (spr.pal == 4) {
changespritestat(sn, SHADE);
ChangeActorStat(actor, SHADE);
deaddude(sn);
} else {
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
monsterweapon(sn);
}
addscore(aiGetPlayerTarget(sn), 100);
@ -1226,7 +1227,7 @@ void newstatus(short sn, const int seq) {
}
spr.picnum = NEWGUYDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
monsterweapon(sn);
addscore(aiGetPlayerTarget(sn), 50);
break;
@ -1239,10 +1240,10 @@ void newstatus(short sn, const int seq) {
spr.cstat &= ~3;
else spr.cstat &= ~1;
if (spr.pal == 4) {
changespritestat(sn, SHADE);
ChangeActorStat(actor, SHADE);
deaddude(sn);
} else {
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
monsterweapon(sn);
}
addscore(aiGetPlayerTarget(sn), 110);
@ -1254,7 +1255,7 @@ void newstatus(short sn, const int seq) {
trailingsmoke(sn, true);
spr.picnum = DEVILDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
spawnhornskull(sn);
addscore(aiGetPlayerTarget(sn), 500);
break;
@ -1263,27 +1264,27 @@ void newstatus(short sn, const int seq) {
break;
spr.picnum = IMPDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 115);
monsterweapon(sn);
break;
case KOBOLDDEAD:
spr.picnum = KOBOLDDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 10);
break;
case DRAGONDEAD:
spr.picnum = DRAGONDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 4000);
break;
case DEVILDEAD:
trailingsmoke(sn, true);
spr.picnum = DEVILDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), isWh2() ? 70 : 50);
if(isWh2())
monsterweapon(sn);
@ -1291,13 +1292,13 @@ void newstatus(short sn, const int seq) {
case FREDDEAD:
spr.picnum = FREDDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 40);
break;
case GOBLINDEAD:
spr.picnum = GOBLINDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 25);
if ((rand() % 100) > 60)
monsterweapon(sn);
@ -1305,7 +1306,7 @@ void newstatus(short sn, const int seq) {
case MINOTAURDEAD:
spr.picnum = MINOTAURDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), isWh2() ? 95 : 70);
if ((rand() % 100) > 60)
monsterweapon(sn);
@ -1313,32 +1314,32 @@ void newstatus(short sn, const int seq) {
case SPIDERDEAD:
spr.picnum = SPIDERDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 5);
break;
case SKULLYDEAD:
spr.picnum = SKULLYDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 100);
break;
case FATWITCHDEAD:
spr.picnum = FATWITCHDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
addscore(aiGetPlayerTarget(sn), 900);
break;
case JUDYDEAD:
spr.picnum = JUDYDEAD;
spr.cstat &= ~3;
changespritestat(sn, DEAD);
ChangeActorStat(actor, DEAD);
spawnapentagram(sn);
addscore(aiGetPlayerTarget(sn), 7000);
break;
case WILLOWEXPLO + 2:
spr.pal = 0;
spr.cstat &= ~3;
changespritestat(sn, (short) 0);
ChangeActorStat(actor, (short) 0);
deletesprite(sn);
addscore(aiGetPlayerTarget(sn), isWh2() ? 15 : 150);
return;