mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- added a few texture names for picnum literals.
This commit is contained in:
parent
d7a00b76f1
commit
d74c2ba52f
8 changed files with 145 additions and 136 deletions
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@ -406,7 +406,7 @@ void PreCacheActor(void)
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PreCacheNinjaGirl(pal);
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break;
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case 623: // Pachinko win light
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case PACHINKOWINLIGHT: // Pachinko win light
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case PACHINKO1:
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case PACHINKO2:
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case PACHINKO3:
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@ -369,7 +369,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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case TOILETGIRL_R0:
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case WASHGIRL_R0:
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case CARGIRL_R0:
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@ -735,3 +735,76 @@ x(NINJA_DEAD, 4226)
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x(NINJA_HARAKIRI_DEAD, 4218)
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x(NINJA_DEAD1, 4226)
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x(PLAYER_NINJA_DEAD, 1160)
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x(UZI_COPEN, 2040)
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x(UZI_CCLOSED, 2041)
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x(UZI_CLIT, 2042)
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x(UZI_CRELOAD, 2043)
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x(SHOTGUN_AUTO, 2078)
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x(HEAD_MODE1, 2055)
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x(HEAD_MODE2, 2056)
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x(HEAD_MODE3, 2057)
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x(MICRO_SIGHT, 2075)
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x(MICRO_SHOT_20, 2076)
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x(MICRO_SHOT_1, 2077)
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x(MICRO_HEAT0, 2084)
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x(MICRO_HEAT1, 2085)
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x(MICRO_HEAT2, 2086)
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x(MICRO_HEAT3, 2087)
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x(MICRO_HEAT4, 2088)
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x(MICRO_HEAT5, 2089)
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x(SWITCH_ON, 562)
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x(BLADE1, 360)
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x(BLADE2, 361)
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x(BLADE3, 362)
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x(SKEL_LOCKED, 1846)
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x(SKEL_UNLOCKED, 1847)
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x(RAMCARD_LOCKED, 1850)
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x(RAMCARD_UNLOCKED, 1851)
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x(CARD_LOCKED, 1852)
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x(CARD_UNLOCKED, 1853)
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x(BREAK_LIGHT, 443)
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x(BREAK_MUSHROOM, 666)
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x(STAR1, 2049)
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x(CRACK, 80)
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x(MPLOCK1, 1846)
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x(MPLOCK2, 1850)
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x(MPLOCK3, 1852)
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x(MPLOCK4, 2470)
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x(BLADE4, 5011)
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x(FFIRE1, 3143)
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x(FFIRE2, 3157)
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x(SWITCH_LEVER, 581)
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x(SWITCH_FUSE, 558)
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x(SWITCH_FLIP, 561)
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x(SWITCH_RED_CHAIN, 563)
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x(SWITCH_GREEN_CHAIN, 565)
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x(SWITCH_TOUCH, 567)
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x(SWITCH_DRAGON, 569)
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x(SWITCH_LIGHT, 551)
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x(SWITCH_1, 575)
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x(SWITCH_3, 579)
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x(SWITCH_SHOOTABLE_1, 577)
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x(SWITCH_4, 571)
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x(SWITCH_5, 573)
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x(SWITCH_6, 583)
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x(EXIT_SWITCH, 2470)
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x(SWITCH_SKULL, 553)
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x(SWITCH_LEVER_ON, 582)
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x(SWITCH_FUSE_ANI, 559)
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x(SWITCH_FUSE_ON, 560)
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x(SWITCH_FLIP_ON, 562)
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x(SWITCH_RED_CHAIN_ON, 564)
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x(SWITCH_GREEN_CHAIN_ON, 566)
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x(SWITCH_TOUCH_ON, 568)
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x(SWITCH_DRAGON_ON, 570)
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x(SWITCH_LIGHT_ON, 552)
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x(SWITCH_1_ON, 576)
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x(SWITCH_3_ON, 580)
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x(SWITCH_SHOOTABLE_1_ON, 578)
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x(SWITCH_4_ON, 572)
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x(SWITCH_5_ON, 574)
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x(SWITCH_6_ON, 584)
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x(EXIT_SWITCH_ON, 2471)
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x(SWITCH_SKULL_ON, 554)
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x(PACHINKOWINLIGHT, 623)
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@ -230,7 +230,6 @@ enum ECounters
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enum EPicnums
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{
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SWITCH_ON = 562,
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SWITCH_OFF = 561,
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TRACK_SPRITE = 1900, //start of track sprites
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@ -245,16 +244,6 @@ 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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// BLADES
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//
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//////////////////////
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BLADE1 = 360,
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BLADE2 = 361,
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BLADE3 = 362,
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//////////////////////
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//
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// WEAPON RELATED
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@ -297,7 +286,6 @@ enum EPicnums
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SPEAR_R3 = SPEAR_R0 + (SPEAR_FRAMES * 3),
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SPEAR_R4 = SPEAR_R0 + (SPEAR_FRAMES * 4),
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STAR1 = 2049,
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EXP = 3100, // Use new digitized explosion for big stuff
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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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@ -309,13 +297,6 @@ enum EPicnums
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//
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//////////////////////
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SKEL_LOCKED = 1846,
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SKEL_UNLOCKED = 1847,
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RAMCARD_LOCKED = 1850,
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RAMCARD_UNLOCKED = 1851,
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CARD_LOCKED = 1852,
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CARD_UNLOCKED = 1853,
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WATER_BEGIN = 320,
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WATER_END = 320+8,
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@ -329,13 +310,11 @@ enum EPicnums
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FIRE_FLY_RATE = 50,
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BREAK_LIGHT = 443,
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BREAK_LIGHT_ANIM = 447,
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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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BREAK_MUSHROOM = 666,
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//////////////////////
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//
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@ -167,26 +167,13 @@ enum BorderTypes
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enum
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{
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MICRO_SIGHT_NUM = 0,
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MICRO_SIGHT = 2075,
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MICRO_SHOT_NUM = 2,
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MICRO_SHOT_20 = 2076,
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MICRO_SHOT_1 = 2077,
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MICRO_HEAT_NUM = 1,
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MICRO_HEAT = 2084,
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UZI_COPEN = 2040,
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UZI_CCLOSED = 2041,
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UZI_CLIT = 2042,
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UZI_CRELOAD = 2043,
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HEAD_MODE1 = 2055,
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HEAD_MODE2 = 2056,
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HEAD_MODE3 = 2057,
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SHOTGUN_AUTO_NUM = 0,
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SHOTGUN_AUTO = 2078,
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};
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@ -792,28 +792,6 @@ int OperateSector(sectortype* sect, short player_is_operating)
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return false;
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}
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enum
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{
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SWITCH_LEVER = 581,
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SWITCH_FUSE = 558,
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SWITCH_FLIP = 561,
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SWITCH_RED_CHAIN = 563,
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SWITCH_GREEN_CHAIN = 565,
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SWITCH_TOUCH = 567,
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SWITCH_DRAGON = 569,
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SWITCH_LIGHT = 551,
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SWITCH_1 = 575,
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SWITCH_3 = 579,
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SWITCH_SHOOTABLE_1 = 577,
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SWITCH_4 = 571,
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SWITCH_5 = 573,
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SWITCH_6 = 583,
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EXIT_SWITCH = 2470,
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SWITCH_SKULL = 553,
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};
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//---------------------------------------------------------------------------
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//
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@ -862,21 +840,21 @@ int AnimateSwitch(DSWActor* actor, int tgt_value)
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return true;
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// set to true
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case SWITCH_SKULL + 1:
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case SWITCH_LEVER + 1:
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case SWITCH_LIGHT + 1:
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case SWITCH_1 + 1:
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case SWITCH_3 + 1:
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case SWITCH_FLIP + 1:
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case SWITCH_RED_CHAIN + 1:
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case SWITCH_GREEN_CHAIN + 1:
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case SWITCH_TOUCH + 1:
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case SWITCH_DRAGON + 1:
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case SWITCH_SHOOTABLE_1 + 1:
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case SWITCH_4+1:
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case SWITCH_5+1:
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case SWITCH_6+1:
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case EXIT_SWITCH+1:
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case SWITCH_SKULL_ON:
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case SWITCH_LEVER_ON:
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case SWITCH_LIGHT_ON:
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case SWITCH_1_ON:
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case SWITCH_3_ON:
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case SWITCH_FLIP_ON:
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case SWITCH_RED_CHAIN_ON:
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case SWITCH_GREEN_CHAIN_ON:
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case SWITCH_TOUCH_ON:
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case SWITCH_DRAGON_ON:
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case SWITCH_SHOOTABLE_1_ON:
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case SWITCH_4_ON:
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case SWITCH_5_ON:
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case SWITCH_6_ON:
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case EXIT_SWITCH_ON:
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// dont toggle - return the current state
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if (tgt_value == 999)
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@ -1294,13 +1272,13 @@ void ShootableSwitch(DSWActor* actor)
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case SWITCH_SHOOTABLE_1:
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//actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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OperateSprite(actor, false);
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actor->spr.picnum = SWITCH_SHOOTABLE_1 + 1;
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actor->spr.picnum = SWITCH_SHOOTABLE_1_ON;
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break;
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case SWITCH_FUSE:
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case SWITCH_FUSE + 1:
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case SWITCH_FUSE_ANI:
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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OperateSprite(actor, false);
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actor->spr.picnum = SWITCH_FUSE + 2;
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actor->spr.picnum = SWITCH_FUSE_ON;
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break;
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}
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}
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@ -1280,7 +1280,7 @@ bool ActorSpawn(DSWActor* actor)
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break;
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}
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case 623: // Pachinko win light
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case PACHINKOWINLIGHT: // Pachinko win light
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{
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actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE;
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SetupPachinkoLight(actor);
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@ -1579,7 +1579,7 @@ void SpriteSetup(void)
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// crack sprite
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if (actor->spr.picnum == 80)
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if (actor->spr.picnum == CRACK)
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{
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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actor->spr.cstat |= (CSTAT_SPRITE_BLOCK_HITSCAN|CSTAT_SPRITE_BLOCK_MISSILE);;
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@ -2768,10 +2768,10 @@ KeyMain:
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// Used for multiplayer locks
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case 1846:
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case 1850:
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case 1852:
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case 2470:
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case MPLOCK1:
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case MPLOCK2:
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case MPLOCK3:
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case MPLOCK4:
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if ((actor->spr.extra & SPRX_MULTI_ITEM))
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if (numplayers <= 1 || gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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@ -3270,17 +3270,8 @@ NUKE_REPLACEMENT:
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actor->spr.cstat2 |= CSTAT2_SPRITE_NOANIMATE;
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break;
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#if 0
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case 380:
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case 396:
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case 430:
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case 512:
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case 521:
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case 541:
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case 2720:
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#endif
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case 3143:
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case 3157:
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case FFIRE1:
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case FFIRE2:
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{
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SpawnUser(actor, actor->spr.picnum, nullptr);
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@ -3301,7 +3292,7 @@ NUKE_REPLACEMENT:
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case BLADE1:
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case BLADE2:
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case BLADE3:
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case 5011:
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case BLADE4:
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{
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SpawnUser(actor, actor->spr.picnum, nullptr);
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@ -3332,39 +3323,40 @@ NUKE_REPLACEMENT:
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break;
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// switches
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case 581:
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case 582:
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case 558:
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case 559:
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case 560:
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case 561:
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case 562:
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case 563:
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case 564:
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case 565:
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case 566:
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case 567:
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case 568:
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case 569:
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case 570:
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case 571:
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case 572:
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case 573:
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case 574:
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case SWITCH_LEVER:
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case SWITCH_LEVER_ON:
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case SWITCH_FUSE:
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case SWITCH_FUSE_ON:
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case SWITCH_FUSE_ANI:
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case SWITCH_FLIP:
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case SWITCH_FLIP_ON:
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case SWITCH_RED_CHAIN:
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case SWITCH_RED_CHAIN_ON:
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case SWITCH_GREEN_CHAIN:
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case SWITCH_GREEN_CHAIN_ON:
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case SWITCH_TOUCH:
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case SWITCH_TOUCH_ON:
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case SWITCH_DRAGON:
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case SWITCH_DRAGON_ON:
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case SWITCH_4:
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case SWITCH_4_ON:
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case SWITCH_5:
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case SWITCH_5_ON:
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case 551:
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case 552:
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case 575:
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case 576:
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case 577:
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case 578:
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case 579:
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case 589:
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case 583:
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case 584:
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case SWITCH_LIGHT:
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case SWITCH_LIGHT_ON:
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case SWITCH_1:
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case SWITCH_1_ON:
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case SWITCH_SHOOTABLE_1:
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case SWITCH_SHOOTABLE_1_ON:
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case SWITCH_3:
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case SWITCH_3_ON:
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case 589: // ???
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case SWITCH_6:
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case SWITCH_6_ON:
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case 553:
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case 554:
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case SWITCH_SKULL:
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case SWITCH_SKULL_ON:
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{
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if ((actor->spr.extra & SPRX_MULTI_ITEM))
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{
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@ -3391,7 +3391,7 @@ AutoShrap:
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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PlaySound(DIGI_BREAKGLASS,parentActor,v3df_dontpan|v3df_doppler);
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p = MetalShrap;
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shrap_xsize = shrap_ysize = 10;
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@ -3799,7 +3799,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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case ZILLA_RUN_R0:
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return 0; // Don't put blood on trashcan
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}
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@ -4155,7 +4155,7 @@ bool WeaponMoveHit(DSWActor* actor)
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case PACHINKO3:
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case PACHINKO4:
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case ZILLA_RUN_R0:
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case 623:
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case PACHINKOWINLIGHT:
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{
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PlaySound(DIGI_STARCLINK, actor, v3df_none);
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}
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@ -4579,7 +4579,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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case TOILETGIRL_R0:
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case WASHGIRL_R0:
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case CARGIRL_R0:
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@ -4623,7 +4623,7 @@ int ActorChooseDeath(DSWActor* actor, DSWActor* weapActor)
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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{
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if ((actor->user.ID == TOILETGIRL_R0 ||
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actor->user.ID == CARGIRL_R0 || actor->user.ID == MECHANICGIRL_R0 || actor->user.ID == SAILORGIRL_R0 || actor->user.ID == PRUNEGIRL_R0 ||
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@ -5960,7 +5960,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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case ZILLA_RUN_R0:
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break;
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default:
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@ -6012,7 +6012,7 @@ int DoDamage(DSWActor* actor, DSWActor* weapActor)
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case PACHINKOWINLIGHT:
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case ZILLA_RUN_R0:
|
||||
break;
|
||||
default:
|
||||
|
@ -7013,7 +7013,7 @@ int DoFlamesDamageTest(DSWActor* actor)
|
|||
case PACHINKO2:
|
||||
case PACHINKO3:
|
||||
case PACHINKO4:
|
||||
case 623:
|
||||
case PACHINKOWINLIGHT:
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -12033,7 +12033,7 @@ int InitSwordAttack(PLAYER* pp)
|
|||
case PACHINKO2:
|
||||
case PACHINKO3:
|
||||
case PACHINKO4:
|
||||
case 623:
|
||||
case PACHINKOWINLIGHT:
|
||||
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
|
||||
PlaySound(DIGI_SWORDCLANK, hit.hitpos, v3df_none);
|
||||
break;
|
||||
|
@ -12211,7 +12211,7 @@ int InitFistAttack(PLAYER* pp)
|
|||
case PACHINKO2:
|
||||
case PACHINKO3:
|
||||
case PACHINKO4:
|
||||
case 623:
|
||||
case PACHINKOWINLIGHT:
|
||||
SpawnSwordSparks(pp, hit.hitSector, nullptr, hit.hitpos, daang);
|
||||
PlaySound(DIGI_ARMORHIT, hit.hitpos, v3df_none);
|
||||
break;
|
||||
|
@ -15141,7 +15141,7 @@ int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& hit_pos
|
|||
case PACHINKO2:
|
||||
case PACHINKO3:
|
||||
case PACHINKO4:
|
||||
case 623:
|
||||
case PACHINKOWINLIGHT:
|
||||
case ZILLA_RUN_R0:
|
||||
actorNew->spr.scale = DVector2(UZI_SMOKE_REPEAT, UZI_SMOKE_REPEAT);
|
||||
if (RANDOM_P2(1024) > 800)
|
||||
|
|
Loading…
Reference in a new issue