mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- renamed NewStateGroup.
As refactoring aid.
This commit is contained in:
parent
fdcff8002d
commit
d98fe4af73
18 changed files with 177 additions and 179 deletions
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@ -467,7 +467,6 @@ int DoActorDebris(DSWActor* actor)
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int DoFireFly(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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int nx, ny;
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@ -519,7 +518,6 @@ void KeepActorOnFloor(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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int SpriteNum = actor->GetSpriteIndex();
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SECTORp sectp;
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int depth;
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@ -553,7 +551,7 @@ void KeepActorOnFloor(DSWActor* actor)
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if (u->Rot == u->ActorActionSet->Run)
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
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NewStateGroup_(u->SpriteNum, u->ActorActionSet->Swim);
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}
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// are swimming
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@ -565,7 +563,7 @@ void KeepActorOnFloor(DSWActor* actor)
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// only start swimming if you are running
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if (u->Rot == u->ActorActionSet->Run || u->Rot == u->ActorActionSet->Swim)
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
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NewStateGroup_(u->SpriteNum, u->ActorActionSet->Swim);
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u->oz = sp->z = u->loz - Z(depth);
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sp->backupz();
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SET(u->Flags, SPR_SWIMMING);
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@ -669,9 +667,9 @@ int DoActorBeginJump(DSWActor* actor)
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if (u->ActorActionSet)
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{
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if (TEST(u->Flags, SPR_DEAD))
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NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump);
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NewStateGroup_(SpriteNum, u->ActorActionSet->DeathJump);
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else
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NewStateGroup(SpriteNum, u->ActorActionSet->Jump);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Jump);
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}
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u->StateFallOverride = nullptr;
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@ -741,14 +739,14 @@ int DoActorBeginFall(DSWActor* actor)
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{
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if (TEST(u->Flags, SPR_DEAD))
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{
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NewStateGroup(u, u->ActorActionSet->DeathFall);
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NewStateGroup_(u, u->ActorActionSet->DeathFall);
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}
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else
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NewStateGroup(u, u->ActorActionSet->Fall);
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NewStateGroup_(u, u->ActorActionSet->Fall);
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if (u->StateFallOverride)
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{
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NewStateGroup(u, u->StateFallOverride);
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NewStateGroup_(u, u->StateFallOverride);
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}
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}
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@ -809,19 +807,19 @@ int DoActorStopFall(DSWActor* actor)
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{
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if (TEST(u->Flags, SPR_DEAD))
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Dead);
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PlaySound(DIGI_ACTORBODYFALL1, sp, v3df_none);
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}
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else
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{
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PlaySound(DIGI_ACTORHITGROUND, sp, v3df_none);
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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if ((u->track >= 0) && (u->jump_speed) > 800 && (u->ActorActionSet->Sit))
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{
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u->WaitTics = 80;
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NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Sit);
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}
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}
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}
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@ -554,7 +554,7 @@ int DoActorOperate(DSWActor* actor)
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{
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u->WaitTics = 2 * 120;
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NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
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}
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}
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#endif
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@ -567,7 +567,7 @@ int DoActorOperate(DSWActor* actor)
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{
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u->WaitTics = 2 * 120;
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NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Sit);
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}
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}
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@ -577,7 +577,7 @@ int DoActorOperate(DSWActor* actor)
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{
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u->WaitTics = 2 * 120;
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NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
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}
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}
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return true;
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@ -843,7 +843,7 @@ int DoActorDecide(DSWActor* actor)
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else
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{
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// Actually staying put
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NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
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//CON_Message("DoActorDecide: Staying put");
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}
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@ -971,7 +971,7 @@ int InitActorMoveCloser(DSWActor* actor)
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u->ActorActionFunc = DoActorMoveCloser;
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if (u->Rot != u->ActorActionSet->Run)
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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(*u->ActorActionFunc)(actor);
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@ -996,7 +996,7 @@ int DoActorCantMoveCloser(DSWActor* actor)
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SET(u->Flags, SPR_FIND_PLAYER);
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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//MONO_PRINT("Trying to get to the track point\n");
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}
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else
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@ -1262,7 +1262,7 @@ int InitActorRunAway(DSWActor* actor)
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//MONO_PRINT("Init Actor RunAway\n");
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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u->track = FindTrackAwayFromPlayer(actor);
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@ -1292,7 +1292,7 @@ int InitActorRunToward(DSWActor* actor)
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//MONO_PRINT("InitActorRunToward\n");
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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InitActorReposition(actor);
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DoActorSetSpeed(actor, FAST_SPEED);
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@ -1357,7 +1357,7 @@ int InitActorAttack(DSWActor* actor)
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u->ActorActionFunc = DoActorAttack;
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// move into standing frame
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//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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//NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
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// face player when attacking
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sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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@ -1397,7 +1397,7 @@ int InitActorAttack(DSWActor* actor)
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if (CHOOSE2(100))
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{
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Death2);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Death2);
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return 0;
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}
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}
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@ -1428,7 +1428,7 @@ int DoActorAttack(DSWActor* actor)
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{
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rand_num = ChooseActionNumber(u->ActorActionSet->CloseAttackPercent);
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NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[rand_num]);
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NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[rand_num]);
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}
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else
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{
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@ -1438,7 +1438,7 @@ int DoActorAttack(DSWActor* actor)
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ASSERT(rand_num < u->WeaponNum);
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NewStateGroup(SpriteNum, u->ActorActionSet->Attack[rand_num]);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Attack[rand_num]);
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u->ActorActionFunc = DoActorDecide;
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}
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@ -1460,7 +1460,7 @@ int InitActorEvade(DSWActor* actor)
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// you stop and take up the fight again.
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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u->track = FindTrackAwayFromPlayer(actor);
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@ -1485,7 +1485,7 @@ int InitActorWanderAround(DSWActor* actor)
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//MONO_PRINT(ds);
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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DoActorPickClosePlayer(actor);
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@ -1511,7 +1511,7 @@ int InitActorFindPlayer(DSWActor* actor)
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//MONO_PRINT(ds);
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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u->track = FindTrackToPlayer(actor);
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@ -1522,7 +1522,7 @@ int InitActorFindPlayer(DSWActor* actor)
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SET(u->Flags, SPR_FIND_PLAYER);
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u->ActorActionFunc = DoActorDecide;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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}
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else
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{
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@ -1549,7 +1549,7 @@ int InitActorDuck(DSWActor* actor)
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}
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u->ActorActionFunc = DoActorDuck;
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NewStateGroup(SpriteNum, u->ActorActionSet->Duck);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Duck);
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dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
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@ -1576,7 +1576,7 @@ int DoActorDuck(DSWActor* actor)
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if ((u->WaitTics -= ACTORMOVETICS) < 0)
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{
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NewStateGroup(SpriteNum, u->ActorActionSet->Rise);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Rise);
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u->ActorActionFunc = DoActorDecide;
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// InitActorDecide(SpriteNum);
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RESET(u->Flags, SPR_TARGETED);
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@ -1914,7 +1914,7 @@ int InitActorReposition(DSWActor* actor)
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u->ActorActionFunc = DoActorReposition;
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if (!TEST(u->Flags, SPR_SWIMMING))
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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(*u->ActorActionFunc)(actor);
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@ -1961,7 +1961,7 @@ int InitActorPause(DSWActor* actor)
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// !JIM! This makes actors not animate
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//if (!TEST(u->Flags, SPR_SWIMMING))
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//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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//NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
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(*u->ActorActionFunc)(actor);
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@ -1089,8 +1089,8 @@ DoBunnyQuickJump(DSWActor* actor)
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u->Vis = sp->ang; // Remember angles for later
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tu->Vis = tsp->ang;
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NewStateGroup(SpriteNum, sg_BunnyScrew);
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NewStateGroup(hit_sprite, sg_BunnyScrew);
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NewStateGroup_(SpriteNum, sg_BunnyScrew);
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NewStateGroup_(hit_sprite, sg_BunnyScrew);
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u->WaitTics = tu->WaitTics = SEC(10); // Mate for this long
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return true;
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}
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@ -1148,7 +1148,7 @@ int DoBunnyRipHeart(DSWActor* actor)
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SPRITEp tsp = u->tgt_sp();
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NewStateGroup(SpriteNum, sg_BunnyHeart);
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NewStateGroup_(SpriteNum, sg_BunnyHeart);
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u->WaitTics = 6 * 120;
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// player face bunny
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@ -1169,7 +1169,7 @@ int DoBunnyStandKill(DSWActor* actor)
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PlaySound(DIGI_BUNNYATTACK, sp, v3df_none);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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NewStateGroup(SpriteNum, sg_BunnyRun);
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NewStateGroup_(SpriteNum, sg_BunnyRun);
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return 0;
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}
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@ -1234,7 +1234,7 @@ void BunnyHatch(short Weapon)
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nu->ShellNum = 0; // Not Pregnant right now
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NewStateGroup(New, nu->ActorActionSet->Jump);
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NewStateGroup_(New, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(New, -600);
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@ -1292,7 +1292,7 @@ int BunnyHatch2(short Weapon)
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nu->ShellNum = 0; // Not Pregnant right now
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NewStateGroup(New, nu->ActorActionSet->Jump);
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NewStateGroup_(New, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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if (TEST_BOOL3(wp))
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@ -1385,7 +1385,7 @@ DoBunnyMove(DSWActor* actor)
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case 3562:
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case 3563:
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case 3564:
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NewStateGroup(SpriteNum,sg_BunnyStand);
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NewStateGroup_(SpriteNum,sg_BunnyStand);
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break;
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default:
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sp->ang = NORM_ANGLE(RandomRange(2048 << 6) >> 6);
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@ -1453,10 +1453,10 @@ DoBunnyEat(DSWActor* actor)
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case 3563:
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case 3564:
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if (RandomRange(1000) > 970)
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NewStateGroup(SpriteNum,sg_BunnyRun);
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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break;
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default:
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NewStateGroup(SpriteNum,sg_BunnyRun);
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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break;
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}
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return 0;
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@ -1494,7 +1494,7 @@ DoBunnyScrew(DSWActor* actor)
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u->WaitTics -= ACTORMOVETICS;
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if ((u->FlagOwner || u->spal == PALETTE_PLAYER0) && u->WaitTics > 0) // Keep Girl still
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NewStateGroup(SpriteNum,sg_BunnyScrew);
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NewStateGroup_(SpriteNum,sg_BunnyScrew);
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if (u->spal == PALETTE_PLAYER0 && u->WaitTics <= 0) // Female has baby
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{
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@ -1506,7 +1506,7 @@ DoBunnyScrew(DSWActor* actor)
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{
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RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE); // Turn em' back on
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u->FlagOwner = 0;
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NewStateGroup(SpriteNum,sg_BunnyRun);
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NewStateGroup_(SpriteNum,sg_BunnyRun);
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}
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return 0;
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@ -705,7 +705,7 @@ int InitCoolgCircle(DSWActor* actor)
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u->ActorActionFunc = DoCoolgCircle;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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// set it close
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DoActorSetSpeed(actor, FAST_SPEED);
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@ -812,7 +812,7 @@ int DoCoolgDeath(DSWActor* actor)
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{
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RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
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RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Dead);
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return 0;
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}
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@ -505,7 +505,7 @@ void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp perso
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if (!action)
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return;
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NewStateGroup(SpriteNum, u->ActorActionSet->Run);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
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u->ActorActionFunc = DoActorDecide;
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@ -658,7 +658,7 @@ int InitCoolieCharge(DSWActor* actor)
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InitActorMoveCloser(actor);
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NewStateGroup(SpriteNum, sg_CoolieCharge);
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NewStateGroup_(SpriteNum, sg_CoolieCharge);
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return 0;
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}
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@ -565,7 +565,7 @@ DoEelDeath(DSWActor* actor)
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SET(sp->cstat, CSTAT_SPRITE_XFLIP);
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if (RandomRange(1000) > 500)
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SET(sp->cstat, CSTAT_SPRITE_YFLIP);
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NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
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NewStateGroup_(SpriteNum, u->ActorActionSet->Dead);
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return 0;
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}
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@ -580,7 +580,7 @@ int DoEelMove(DSWActor* actor)
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ASSERT(u->Rot != nullptr);
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if (SpriteOverlap(SpriteNum, int16_t(u->tgt_sp() - sprite)))
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NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]);
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NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[0]);
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if (TEST(u->Flags,SPR_SLIDING))
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DoActorSlide(actor);
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@ -1859,8 +1859,8 @@ ANIMATOR NullAnimator;
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int Distance(int x1, int y1, int x2, int y2);
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int NewStateGroup(short SpriteNum, STATEp SpriteGroup[]);
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int NewStateGroup(USERp user, STATEp SpriteGroup[]);
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int NewStateGroup_(short SpriteNum, STATEp SpriteGroup[]);
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int NewStateGroup_(USERp user, STATEp SpriteGroup[]);
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void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
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USERp SpawnUser(short SpriteNum, short id, STATEp state);
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USERp SpawnUser(DSWActor* actor, short id, STATEp state);
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@ -431,7 +431,7 @@ int InitHornetCircle(DSWActor* actor)
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|
||||
u->ActorActionFunc = DoHornetCircle;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
|
||||
|
||||
// set it close
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
|
@ -546,7 +546,7 @@ DoHornetDeath(DSWActor* actor)
|
|||
{
|
||||
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Dead);
|
||||
DeleteNoSoundOwner(SpriteNum);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1395,7 +1395,7 @@ PlayerInitChemBomb(PLAYERp pp)
|
|||
}
|
||||
|
||||
// wu->RotNum = 5;
|
||||
// NewStateGroup(w, &sg_ChemBomb);
|
||||
// NewStateGroup_(w, &sg_ChemBomb);
|
||||
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(pp->PlayerSprite, w);
|
||||
|
@ -1526,7 +1526,7 @@ InitChemBomb(short SpriteNum)
|
|||
wu = User[w].Data();
|
||||
|
||||
// wu->RotNum = 5;
|
||||
// NewStateGroup(w, &sg_ChemBomb);
|
||||
// NewStateGroup_(w, &sg_ChemBomb);
|
||||
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
// SetOwner(SpriteNum, w);
|
||||
|
|
|
@ -2018,9 +2018,9 @@ DoNinjaMove(DSWActor* actor)
|
|||
if (TEST(u->Flags2, SPR2_DYING))
|
||||
{
|
||||
if (sw_ninjahack)
|
||||
NewStateGroup(SpriteNum, sg_NinjaHariKari);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaHariKari);
|
||||
else
|
||||
NewStateGroup(SpriteNum, sg_NinjaGrabThroat);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaGrabThroat);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2120,9 +2120,9 @@ int DoNinjaPain(DSWActor* actor)
|
|||
if (TEST(u->Flags2, SPR2_DYING))
|
||||
{
|
||||
if (sw_ninjahack)
|
||||
NewStateGroup(SpriteNum, sg_NinjaHariKari);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaHariKari);
|
||||
else
|
||||
NewStateGroup(SpriteNum, sg_NinjaGrabThroat);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaGrabThroat);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2437,7 +2437,7 @@ InitPlayerSprite(PLAYERp pp)
|
|||
sp->pal = PALETTE_PLAYER0 + pp->pnum;
|
||||
u->spal = sp->pal;
|
||||
|
||||
NewStateGroup(sp_num, u->ActorActionSet->Run);
|
||||
NewStateGroup_(sp_num, u->ActorActionSet->Run);
|
||||
|
||||
pp->PlayerUnderSprite = -1;
|
||||
pp->UnderSpriteP = nullptr;
|
||||
|
@ -2489,7 +2489,7 @@ SpawnPlayerUnderSprite(PLAYERp pp)
|
|||
|
||||
u->Rot = sg_NinjaRun;
|
||||
u->RotNum = pu->RotNum;
|
||||
NewStateGroup(sp_num, pu->Rot);
|
||||
NewStateGroup_(sp_num, pu->Rot);
|
||||
|
||||
u->Radius = pu->Radius;
|
||||
u->PlayerP = pp;
|
||||
|
|
|
@ -1067,12 +1067,12 @@ DoPlayerSpriteThrow(PLAYERp pp)
|
|||
if (!TEST(pp->Flags, PF_DIVING|PF_FLYING|PF_CRAWLING))
|
||||
{
|
||||
if (pp->CurWpn == pp->Wpn[WPN_SWORD] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaSword)
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaSword);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaSword);
|
||||
else
|
||||
//if (pp->CurWpn == pp->Wpn[WPN_FIST] && User[pp->PlayerSprite]->Rot != sg_PlayerNinjaPunch)
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaPunch);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaPunch);
|
||||
//else
|
||||
// NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaThrow);
|
||||
// NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaThrow);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1090,13 +1090,13 @@ DoPlayerSpriteReset(DSWActor* actor)
|
|||
|
||||
// need to figure out what frames to put sprite into
|
||||
if (pp->DoPlayerAction == DoPlayerCrawl)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
else
|
||||
{
|
||||
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
else
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -1421,7 +1421,7 @@ DoPlayerWarpTeleporter(PLAYERp pp)
|
|||
//DoPlayerStand(pp);
|
||||
pp->DoPlayerAction = DoPlayerTeleportPause;
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Stand);
|
||||
|
||||
UpdatePlayerSprite(pp);
|
||||
DoSpawnTeleporterEffect(sp);
|
||||
|
@ -3014,7 +3014,7 @@ DoPlayerBeginJump(PLAYERp pp)
|
|||
|
||||
///DamageData[u->WeaponNum].Init(pp);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3036,7 +3036,7 @@ DoPlayerBeginForceJump(PLAYERp pp)
|
|||
|
||||
///DamageData[u->WeaponNum].Init(pp);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Jump);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Jump);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3183,7 +3183,7 @@ DoPlayerBeginFall(PLAYERp pp)
|
|||
// Only change to falling frame if you were in the jump frame
|
||||
// Otherwise an animation may be messed up such as Running Jump Kick
|
||||
if (u->Rot == u->ActorActionSet->Jump)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Fall);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Fall);
|
||||
}
|
||||
|
||||
void StackedWaterSplash(PLAYERp pp)
|
||||
|
@ -3377,8 +3377,8 @@ DoPlayerBeginClimb(PLAYERp pp)
|
|||
|
||||
//DamageData[u->WeaponNum].Init(pp);
|
||||
|
||||
//NewStateGroup(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
//NewStateGroup_(pp->PlayerSprite, User[pp->PlayerSprite]->ActorActionSet->Climb);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
}
|
||||
|
||||
|
||||
|
@ -3499,7 +3499,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
{
|
||||
// put player at the hiz
|
||||
pp->posz = pp->hiz;
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
}
|
||||
|
||||
// if player gets to close the ceiling while climbing
|
||||
|
@ -3507,7 +3507,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
{
|
||||
// put player at the ceiling
|
||||
pp->posz = sector[pp->LadderSector].ceilingz + Z(4);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
}
|
||||
|
||||
// if floor is ABOVE you && your head goes above it, do a jump up to
|
||||
|
@ -3552,7 +3552,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
}
|
||||
else
|
||||
{
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaClimb);
|
||||
}
|
||||
|
||||
// setsprite to players location
|
||||
|
@ -3676,7 +3676,7 @@ DoPlayerBeginCrawl(PLAYERp pp)
|
|||
|
||||
//pp->posz = pp->loz - PLAYER_CRAWL_HEIGHT;
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
}
|
||||
|
||||
bool PlayerFallTest(PLAYERp pp, int player_height)
|
||||
|
@ -3752,7 +3752,7 @@ DoPlayerCrawl(PLAYERp pp)
|
|||
|
||||
if (!TEST(pp->Flags, PF_PLAYER_MOVED))
|
||||
{
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Crawl);
|
||||
}
|
||||
|
||||
// If the floor is far below you, fall hard instead of adjusting height
|
||||
|
@ -3797,7 +3797,7 @@ DoPlayerBeginFly(PLAYERp pp)
|
|||
|
||||
///DamageData[u->WeaponNum].Init(pp);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerNinjaFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerNinjaFly);
|
||||
}
|
||||
|
||||
int GetSinNdx(int range, int bob_amt)
|
||||
|
@ -4506,7 +4506,7 @@ DoPlayerBeginDive(PLAYERp pp)
|
|||
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
|
||||
///DamageData[u->WeaponNum].Init(pp);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive);
|
||||
|
||||
DoPlayerDive(pp);
|
||||
}
|
||||
|
@ -4554,7 +4554,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
|
|||
pp->DiveDamageTics = 0;
|
||||
DoPlayerMove(pp); // needs to be called to reset the pp->loz/hiz variable
|
||||
///DamageData[u->WeaponNum].Init(pp);
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Dive);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Dive);
|
||||
DoPlayerDive(pp);
|
||||
}
|
||||
|
||||
|
@ -4963,7 +4963,7 @@ DoPlayerBeginWade(PLAYERp pp)
|
|||
|
||||
ASSERT(u->ActorActionSet->Run);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
}
|
||||
|
||||
|
||||
|
@ -5056,12 +5056,12 @@ DoPlayerWade(PLAYERp pp)
|
|||
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
||||
{
|
||||
if (u->Rot != u->ActorActionSet->Run)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (u->Rot != u->ActorActionSet->Stand)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
// If the floor is far below you, fall hard instead of adjusting height
|
||||
|
@ -5125,7 +5125,7 @@ DoPlayerBeginOperateBoat(PLAYERp pp)
|
|||
|
||||
ASSERT(u->ActorActionSet->Run);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -5146,7 +5146,7 @@ DoPlayerBeginOperateVehicle(PLAYERp pp)
|
|||
|
||||
ASSERT(u->ActorActionSet->Stand);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -5166,7 +5166,7 @@ DoPlayerBeginOperateTurret(PLAYERp pp)
|
|||
|
||||
ASSERT(u->ActorActionSet->Stand);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
void FindMainSector(SECTOR_OBJECTp sop)
|
||||
|
@ -5944,7 +5944,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
pp->sop = nullptr;
|
||||
RESET(pp->Flags, PF_TWO_UZI);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
pWeaponForceRest(pp);
|
||||
|
||||
switch (pp->DeathType)
|
||||
|
@ -5954,7 +5954,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
SET(pp->Flags, PF_JUMPING);
|
||||
u->ID = NINJA_DEAD;
|
||||
pp->jump_speed = -200;
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerDeath);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath);
|
||||
DoFindGround(pp->PlayerSprite);
|
||||
DoBeginJump(pp->Actor());
|
||||
u->jump_speed = -300;
|
||||
|
@ -5968,7 +5968,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
SET(pp->Flags, PF_JUMPING);
|
||||
u->ID = NINJA_DEAD;
|
||||
pp->jump_speed = -300;
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerDeath);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerDeath);
|
||||
//pp->ceiling_dist = Z(0);
|
||||
//pp->floor_dist = Z(0);
|
||||
|
||||
|
@ -5988,7 +5988,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
u->slide_vel = 0;
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
u->ID = NINJA_Head_R0;
|
||||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
|
@ -6003,7 +6003,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
pp->jump_speed = -650;
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
u->ID = NINJA_Head_R0;
|
||||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
|
@ -6021,7 +6021,7 @@ DoPlayerBeginDie(PLAYERp pp)
|
|||
u->slide_vel = 800;
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
SET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
u->ID = NINJA_Head_R0;
|
||||
pp->SpriteP->xrepeat = 48;
|
||||
pp->SpriteP->yrepeat = 48;
|
||||
|
@ -6099,7 +6099,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
|
|||
|
||||
|
||||
SET(pp->Flags, PF_HEAD_CONTROL);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadHurl);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadHurl);
|
||||
if (MoveSkip4 == 0)
|
||||
{
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
|
@ -6112,7 +6112,7 @@ void DoPlayerDeathHurl(PLAYERp pp)
|
|||
}
|
||||
|
||||
if (!TEST(pp->Flags, PF_JUMPING|PF_FALLING))
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
|
||||
}
|
||||
|
||||
|
||||
|
@ -6172,7 +6172,7 @@ void DoPlayerDeathCheckKeys(PLAYERp pp)
|
|||
|
||||
PlayerSpawnPosition(pp);
|
||||
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
pp->SpriteP->picnum = u->State->Pic;
|
||||
pp->SpriteP->xrepeat = pp->SpriteP->yrepeat = PLAYER_NINJA_XREPEAT;
|
||||
RESET(pp->SpriteP->cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
@ -6280,7 +6280,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|||
u->slide_vel = hp->xvel<<1;
|
||||
RESET(u->Flags,SPR_BOUNCE);
|
||||
pp->jump_speed = -500;
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
SET(pp->Flags, PF_JUMPING);
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
return hp;
|
||||
|
@ -6297,7 +6297,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
|
|||
u->slide_vel = 1000;
|
||||
RESET(u->Flags,SPR_BOUNCE);
|
||||
pp->jump_speed = -100;
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHeadFly);
|
||||
SET(pp->Flags, PF_JUMPING);
|
||||
SpawnShrap(pp->Actor(), nullptr);
|
||||
return nullptr;
|
||||
|
@ -6470,7 +6470,7 @@ void DoPlayerDeathBounce(PLAYERp pp)
|
|||
if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
|
||||
{
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
|
||||
u->slide_vel = 0;
|
||||
SET(u->Flags, SPR_BOUNCE);
|
||||
|
||||
|
@ -6522,7 +6522,7 @@ void DoPlayerDeathCrumble(PLAYERp pp)
|
|||
}
|
||||
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6575,7 +6575,7 @@ void DoPlayerDeathExplode(PLAYERp pp)
|
|||
}
|
||||
|
||||
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
NewStateGroup(pp->PlayerSprite, sg_PlayerHead);
|
||||
NewStateGroup_(pp->PlayerSprite, sg_PlayerHead);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -6628,9 +6628,9 @@ DoPlayerBeginRun(PLAYERp pp)
|
|||
ASSERT(u->ActorActionSet->Run);
|
||||
|
||||
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
else
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -6747,12 +6747,12 @@ DoPlayerRun(PLAYERp pp)
|
|||
if (TEST(pp->Flags, PF_PLAYER_MOVED))
|
||||
{
|
||||
if (u->Rot != u->ActorActionSet->Run)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Run);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (u->Rot != u->ActorActionSet->Stand)
|
||||
NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(pp->PlayerSprite, u->ActorActionSet->Stand);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6818,7 +6818,7 @@ PlayerStateControl(int16_t SpriteNum)
|
|||
|
||||
if (!u->State->Pic)
|
||||
{
|
||||
NewStateGroup(SpriteNum, (STATEp *) u->State->NextState);
|
||||
NewStateGroup_(SpriteNum, (STATEp *) u->State->NextState);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -981,7 +981,7 @@ InitRipperHang(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
NewStateGroup(SpriteNum, sg_RipperHangJump);
|
||||
NewStateGroup_(SpriteNum, sg_RipperHangJump);
|
||||
u->StateFallOverride = sg_RipperHangFall;
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
|
||||
|
@ -1008,7 +1008,7 @@ DoRipperHang(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) > 0)
|
||||
return 0;
|
||||
|
||||
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
|
||||
NewStateGroup_(SpriteNum, sg_RipperJumpAttack);
|
||||
// move to the 2nd frame - past the pause frame
|
||||
u->Tics += u->State->Tics;
|
||||
return 0;
|
||||
|
@ -1038,7 +1038,7 @@ DoRipperMoveHang(DSWActor* actor)
|
|||
|
||||
hit_wall = NORM_WALL(u->ret);
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Special[1]);
|
||||
u->WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
|
||||
|
||||
// hang flush with the wall
|
||||
|
@ -1167,7 +1167,7 @@ DoRipperQuickJump(DSWActor* actor)
|
|||
|
||||
if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
|
||||
{
|
||||
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
|
||||
NewStateGroup_(SpriteNum, sg_RipperJumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return true;
|
||||
|
@ -1216,7 +1216,7 @@ int DoRipperRipHeart(short SpriteNum)
|
|||
|
||||
SPRITEp tsp = u->tgt_sp();
|
||||
|
||||
NewStateGroup(SpriteNum, sg_RipperHeart);
|
||||
NewStateGroup_(SpriteNum, sg_RipperHeart);
|
||||
u->WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper
|
||||
|
@ -1234,7 +1234,7 @@ int DoRipperStandHeart(DSWActor* actor)
|
|||
NullRipper(actor);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
NewStateGroup(SpriteNum, sg_RipperRun);
|
||||
NewStateGroup_(SpriteNum, sg_RipperRun);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1273,7 +1273,7 @@ void RipperHatch(short Weapon)
|
|||
// make immediately active
|
||||
SET(nu->Flags, SPR_ACTIVE);
|
||||
|
||||
NewStateGroup(New, nu->ActorActionSet->Jump);
|
||||
NewStateGroup_(New, nu->ActorActionSet->Jump);
|
||||
nu->ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(New, -600);
|
||||
|
|
|
@ -978,7 +978,7 @@ InitRipper2Hang(DSWActor* actor)
|
|||
return 0;
|
||||
}
|
||||
|
||||
NewStateGroup(SpriteNum, sg_Ripper2HangJump);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2HangJump);
|
||||
u->StateFallOverride = sg_Ripper2HangFall;
|
||||
DoActorSetSpeed(actor, FAST_SPEED);
|
||||
|
||||
|
@ -1005,7 +1005,7 @@ DoRipper2Hang(DSWActor* actor)
|
|||
if ((u->WaitTics -= ACTORMOVETICS) > 0)
|
||||
return 0;
|
||||
|
||||
NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2JumpAttack);
|
||||
// move to the 2nd frame - past the pause frame
|
||||
u->Tics += u->State->Tics;
|
||||
|
||||
|
@ -1040,7 +1040,7 @@ DoRipper2MoveHang(DSWActor* actor)
|
|||
|
||||
hit_wall = NORM_WALL(u->ret);
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Special[1]);
|
||||
if (RANDOM_P2(1024<<8)>>8 > 500)
|
||||
u->WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
|
||||
else
|
||||
|
@ -1180,7 +1180,7 @@ DoRipper2QuickJump(DSWActor* actor)
|
|||
|
||||
if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
|
||||
{
|
||||
NewStateGroup(SpriteNum, sg_Ripper2JumpAttack);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2JumpAttack);
|
||||
// move past the first state
|
||||
u->Tics = 30;
|
||||
return true;
|
||||
|
@ -1225,7 +1225,7 @@ int DoRipper2RipHeart(short SpriteNum)
|
|||
|
||||
SPRITEp tsp = u->tgt_sp();
|
||||
|
||||
NewStateGroup(SpriteNum, sg_Ripper2Heart);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2Heart);
|
||||
u->WaitTics = 6 * 120;
|
||||
|
||||
// player face ripper2
|
||||
|
@ -1245,7 +1245,7 @@ int DoRipper2StandHeart(DSWActor* actor)
|
|||
PlaySound(DIGI_RIPPER2HEARTOUT, sp, v3df_none, CHAN_RipHeart);
|
||||
|
||||
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
||||
NewStateGroup(SpriteNum, sg_Ripper2Run);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2Run);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1287,7 +1287,7 @@ void Ripper2Hatch(short Weapon)
|
|||
// make immediately active
|
||||
SET(nu->Flags, SPR_ACTIVE);
|
||||
|
||||
NewStateGroup(New, nu->ActorActionSet->Jump);
|
||||
NewStateGroup_(New, nu->ActorActionSet->Jump);
|
||||
nu->ActorActionFunc = DoActorMoveJump;
|
||||
DoActorSetSpeed(actorNew, FAST_SPEED);
|
||||
PickJumpMaxSpeed(New, -600);
|
||||
|
@ -1358,7 +1358,7 @@ int InitRipper2Charge(DSWActor* actor)
|
|||
|
||||
InitActorMoveCloser(actor);
|
||||
|
||||
NewStateGroup(SpriteNum, sg_Ripper2RunFast);
|
||||
NewStateGroup_(SpriteNum, sg_Ripper2RunFast);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -790,7 +790,7 @@ int DoSerpMove(DSWActor* actor)
|
|||
case 0:
|
||||
if (u->Health != u->MaxHealth)
|
||||
{
|
||||
NewStateGroup(SpriteNum, sg_SerpSkullSpell);
|
||||
NewStateGroup_(SpriteNum, sg_SerpSkullSpell);
|
||||
u->Counter2++;
|
||||
}
|
||||
break;
|
||||
|
@ -799,7 +799,7 @@ int DoSerpMove(DSWActor* actor)
|
|||
//if (u->Health <= DIV2(u->MaxHealth))
|
||||
{
|
||||
if (u->Counter <= 0)
|
||||
NewStateGroup(SpriteNum, sg_SerpSkullSpell);
|
||||
NewStateGroup_(SpriteNum, sg_SerpSkullSpell);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -484,7 +484,7 @@ int DoSkullWait(DSWActor* actor)
|
|||
{
|
||||
sp->xvel = 0;
|
||||
u->jump_speed = -600;
|
||||
NewStateGroup(SpriteNum, sg_SkullJump);
|
||||
NewStateGroup_(SpriteNum, sg_SkullJump);
|
||||
DoBeginJump(actor);
|
||||
}
|
||||
}
|
||||
|
@ -500,7 +500,7 @@ int DoSkullWait(DSWActor* actor)
|
|||
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
||||
u->jump_speed = -700;
|
||||
NewStateGroup(SpriteNum, sg_SkullJump);
|
||||
NewStateGroup_(SpriteNum, sg_SkullJump);
|
||||
DoBeginJump(actor);
|
||||
}
|
||||
}
|
||||
|
@ -897,7 +897,7 @@ int DoBettyWait(DSWActor* actor)
|
|||
{
|
||||
sp->xvel = 0;
|
||||
u->jump_speed = -600;
|
||||
NewStateGroup(SpriteNum, sg_BettyJump);
|
||||
NewStateGroup_(SpriteNum, sg_BettyJump);
|
||||
DoBeginJump(actor);
|
||||
}
|
||||
}
|
||||
|
@ -913,7 +913,7 @@ int DoBettyWait(DSWActor* actor)
|
|||
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
||||
u->jump_speed = -700;
|
||||
NewStateGroup(SpriteNum, sg_BettyJump);
|
||||
NewStateGroup_(SpriteNum, sg_BettyJump);
|
||||
DoBeginJump(actor);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4687,7 +4687,7 @@ int SpawnItemsMatch(short match)
|
|||
//void
|
||||
int
|
||||
// CTW MODIFICATION END
|
||||
NewStateGroup(short SpriteNum, STATEp StateGroup[])
|
||||
NewStateGroup_(short SpriteNum, STATEp StateGroup[])
|
||||
{
|
||||
USERp u = User[SpriteNum].Data();
|
||||
|
||||
|
@ -4716,9 +4716,9 @@ NewStateGroup(short SpriteNum, STATEp StateGroup[])
|
|||
return 0;
|
||||
}
|
||||
|
||||
int NewStateGroup(USERp user, STATEp StateGroup[])
|
||||
int NewStateGroup_(USERp user, STATEp StateGroup[])
|
||||
{
|
||||
return NewStateGroup(user->SpriteNum, StateGroup);
|
||||
return NewStateGroup_(user->SpriteNum, StateGroup);
|
||||
}
|
||||
|
||||
|
||||
|
@ -6622,7 +6622,7 @@ StateControl(int16_t SpriteNum)
|
|||
|
||||
if (!u->State->Pic)
|
||||
{
|
||||
NewStateGroup(SpriteNum, (STATEp *) u->State->NextState);
|
||||
NewStateGroup_(SpriteNum, (STATEp *) u->State->NextState);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3184,7 +3184,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
break;
|
||||
|
||||
case TRACK_ACTOR_STAND:
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
|
||||
break;
|
||||
|
||||
case TRACK_ACTOR_JUMP:
|
||||
|
@ -3343,7 +3343,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3357,7 +3357,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Sit);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3370,7 +3370,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Stand);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3405,20 +3405,20 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
|
||||
case TRACK_ACTOR_CRAWL:
|
||||
if (u->Rot != u->ActorActionSet->Crawl)
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Crawl);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Crawl);
|
||||
else
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Rise);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Rise);
|
||||
break;
|
||||
|
||||
case TRACK_ACTOR_SWIM:
|
||||
if (u->Rot != u->ActorActionSet->Swim)
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Swim);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Swim);
|
||||
else
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Rise);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Rise);
|
||||
break;
|
||||
|
||||
case TRACK_ACTOR_FLY:
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Fly);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Fly);
|
||||
break;
|
||||
|
||||
case TRACK_ACTOR_SIT:
|
||||
|
@ -3430,7 +3430,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Sit);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Sit);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3439,7 +3439,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->ActorActionSet->Death2)
|
||||
{
|
||||
u->WaitTics = 4 * 120;
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Death1);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Death1);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -3448,7 +3448,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
if (u->ActorActionSet->Death2)
|
||||
{
|
||||
u->WaitTics = 4 * 120;
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Death2);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Death2);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3461,7 +3461,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
sp->xvel <<= 1;
|
||||
u->jump_speed = -495;
|
||||
DoActorBeginJump(actor);
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->DeathJump);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->DeathJump);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3475,7 +3475,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[0]);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3489,7 +3489,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[1]);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->CloseAttack[1]);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3511,7 +3511,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
else
|
||||
u->WaitTics = tpoint->tag_high * 128;
|
||||
|
||||
NewStateGroup(SpriteNum, *ap);
|
||||
NewStateGroup_(SpriteNum, *ap);
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -3604,7 +3604,7 @@ ActorTrackDecide(TRACK_POINTp tpoint, short SpriteNum)
|
|||
//
|
||||
|
||||
SET(u->Flags, SPR_CLIMBING);
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Climb);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Climb);
|
||||
|
||||
sp->zvel = -Z(1);
|
||||
}
|
||||
|
@ -3677,7 +3677,7 @@ ActorFollowTrack(short SpriteNum, short locktics)
|
|||
if (u->WaitTics <= 0)
|
||||
{
|
||||
RESET(u->Flags, SPR_DONT_UPDATE_ANG);
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Run);
|
||||
u->WaitTics = 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -5349,9 +5349,9 @@ ActorHealth(short SpriteNum, short amt)
|
|||
sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
|
||||
if (sw_ninjahack)
|
||||
NewStateGroup(SpriteNum, sg_NinjaHariKari);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaHariKari);
|
||||
else
|
||||
NewStateGroup(SpriteNum, sg_NinjaGrabThroat);
|
||||
NewStateGroup_(SpriteNum, sg_NinjaGrabThroat);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -5436,7 +5436,7 @@ ActorPain(short SpriteNum)
|
|||
{
|
||||
ActorLeaveTrack(SpriteNum);
|
||||
u->WaitTics = 60;
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Pain);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Pain);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -5455,7 +5455,7 @@ ActorPainPlasma(short SpriteNum)
|
|||
if (u->ActorActionSet && u->ActorActionSet->Pain)
|
||||
{
|
||||
u->WaitTics = PLASMA_FOUNTAIN_TIME;
|
||||
NewStateGroup(SpriteNum, u->ActorActionSet->Pain);
|
||||
NewStateGroup_(SpriteNum, u->ActorActionSet->Pain);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
|
@ -10090,7 +10090,7 @@ DoRail(DSWActor* actor)
|
|||
np->zvel += (RandomRange(140)-RandomRange(140));
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(New, sg_RailPuff);
|
||||
NewStateGroup_(New, sg_RailPuff);
|
||||
|
||||
np->shade = -40;
|
||||
np->xrepeat = 10;
|
||||
|
@ -10276,7 +10276,7 @@ SpawnExtraMicroMini(DSWActor* actor)
|
|||
wp->clipdist = sp->clipdist;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_MicroMini[0]);
|
||||
NewStateGroup_(w, &sg_MicroMini[0]);
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = u->Radius;
|
||||
wu->ceiling_dist = u->ceiling_dist;
|
||||
|
@ -10346,7 +10346,7 @@ DoMicro(DSWActor* actor)
|
|||
if ((u->WaitTics -= MISSILEMOVETICS) <= 0)
|
||||
{
|
||||
setspritez(New, &np->pos);
|
||||
NewStateGroup(Weapon, &sg_MicroMini[0]);
|
||||
NewStateGroup_(Weapon, &sg_MicroMini[0]);
|
||||
sp->xrepeat = sp->yrepeat = 10;
|
||||
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
|
||||
SpawnExtraMicroMini(actor);
|
||||
|
@ -12448,7 +12448,7 @@ DoMirv(DSWActor* actor)
|
|||
nu = User[New].Data();
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(New, &sg_MirvMeteor[0]);
|
||||
NewStateGroup_(New, &sg_MirvMeteor[0]);
|
||||
nu->StateEnd = s_MirvMeteorExp;
|
||||
|
||||
//np->owner = Weapon;
|
||||
|
@ -12724,7 +12724,7 @@ InitSpellRing(PLAYERp pp)
|
|||
u->floor_dist = Z(10);
|
||||
|
||||
//u->RotNum = 5;
|
||||
//NewStateGroup(SpriteNum, &sg_Ring);
|
||||
//NewStateGroup_(SpriteNum, &sg_Ring);
|
||||
//SET(u->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
// put it out there
|
||||
|
@ -12835,7 +12835,7 @@ DoSerpRing(DSWActor* actor)
|
|||
sp->xvel += (RANDOM_P2(128<<8)>>8);
|
||||
u->jump_speed = -800;
|
||||
change_sprite_stat(Weapon, STAT_ENEMY);
|
||||
NewStateGroup(Weapon, sg_SkullJump);
|
||||
NewStateGroup_(Weapon, sg_SkullJump);
|
||||
DoBeginJump(actor);
|
||||
// tell owner that one is gone
|
||||
// User[sp->owner]->Counter--;
|
||||
|
@ -14927,7 +14927,7 @@ InitRail(PLAYERp pp)
|
|||
zvel = -MulScale(pp->horizon.horiz.asq16(), HORIZ_MULT + 17, 16);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rail[0]);
|
||||
NewStateGroup_(w, &sg_Rail[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = RAIL_RADIUS;
|
||||
|
@ -15013,7 +15013,7 @@ InitZillaRail(DSWActor* actor)
|
|||
zvel = (100 * (HORIZ_MULT+17));
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rail[0]);
|
||||
NewStateGroup_(w, &sg_Rail[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = RAIL_RADIUS;
|
||||
|
@ -15129,7 +15129,7 @@ InitRocket(PLAYERp pp)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = 2000;
|
||||
|
@ -15259,7 +15259,7 @@ InitBunnyRocket(PLAYERp pp)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_BunnyRocket[0]);
|
||||
NewStateGroup_(w, &sg_BunnyRocket[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = 2000;
|
||||
|
@ -15374,7 +15374,7 @@ InitNuke(PLAYERp pp)
|
|||
wp->pal = wu->spal = 19;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = NUKE_RADIUS;
|
||||
|
@ -15471,7 +15471,7 @@ InitEnemyNuke(DSWActor* actor)
|
|||
wp->pal = wu->spal = 19;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = NUKE_RADIUS;
|
||||
|
@ -15581,7 +15581,7 @@ InitMicro(PLAYERp pp)
|
|||
wp->zvel += RandomRange(Z(8)) - Z(5);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Micro[0]);
|
||||
NewStateGroup_(w, &sg_Micro[0]);
|
||||
|
||||
wu->WeaponNum = u->WeaponNum;
|
||||
wu->Radius = 200;
|
||||
|
@ -16044,7 +16044,7 @@ InitSerpSpell(DSWActor* actor)
|
|||
np->z = SPRITEp_TOS(sp);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(New, &sg_SerpMeteor[0]);
|
||||
NewStateGroup_(New, &sg_SerpMeteor[0]);
|
||||
nu->StateEnd = s_MirvMeteorExp;
|
||||
|
||||
//np->owner = SpriteNum;
|
||||
|
@ -16165,7 +16165,7 @@ InitSerpMonstSpell(DSWActor* actor)
|
|||
np->z = SPRITEp_TOS(sp);
|
||||
|
||||
nu->RotNum = 5;
|
||||
NewStateGroup(New, &sg_SerpMeteor[0]);
|
||||
NewStateGroup_(New, &sg_SerpMeteor[0]);
|
||||
//nu->StateEnd = s_MirvMeteorExp;
|
||||
nu->StateEnd = s_TeleportEffect2;
|
||||
|
||||
|
@ -16268,7 +16268,7 @@ InitEnemyRocket(DSWActor* actor)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
wu->Radius = 200;
|
||||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
|
@ -16357,7 +16357,7 @@ InitEnemyRail(DSWActor* actor)
|
|||
wp->zvel = 0;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rail[0]);
|
||||
NewStateGroup_(w, &sg_Rail[0]);
|
||||
|
||||
wu->Radius = 200;
|
||||
wu->ceiling_dist = Z(1);
|
||||
|
@ -16443,7 +16443,7 @@ InitZillaRocket(DSWActor* actor)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
wu->Radius = 200;
|
||||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
|
@ -16603,7 +16603,7 @@ InitEnemyCrossbow(DSWActor* actor)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_CrossBolt[0]);
|
||||
NewStateGroup_(w, &sg_CrossBolt[0]);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -17003,7 +17003,7 @@ InitBoltTrap(DSWActor* actor)
|
|||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rocket[0]);
|
||||
NewStateGroup_(w, &sg_Rocket[0]);
|
||||
wu->Radius = 200;
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
|
@ -17044,7 +17044,7 @@ InitSpearTrap(short SpriteNum)
|
|||
wp->clipdist = 64L>>2;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_CrossBolt[0]);
|
||||
NewStateGroup_(w, &sg_CrossBolt[0]);
|
||||
|
||||
wu->xchange = MOVEx(wp->xvel, wp->ang);
|
||||
wu->ychange = MOVEy(wp->xvel, wp->ang);
|
||||
|
@ -17947,7 +17947,7 @@ InitTurretMicro(short SpriteNum, PLAYERp pp)
|
|||
wp->zvel += RandomRange(Z(8)) - Z(5);
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Micro[0]);
|
||||
NewStateGroup_(w, &sg_Micro[0]);
|
||||
|
||||
wu->WeaponNum = pu->WeaponNum;
|
||||
wu->Radius = 200;
|
||||
|
@ -18120,7 +18120,7 @@ InitTurretRail(short SpriteNum, PLAYERp pp)
|
|||
wp->zvel = -pp->horizon.horiz.asq16() >> 9;
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Rail[0]);
|
||||
NewStateGroup_(w, &sg_Rail[0]);
|
||||
|
||||
wu->Radius = 200;
|
||||
wu->ceiling_dist = Z(1);
|
||||
|
@ -18956,7 +18956,7 @@ InitGrenade(PLAYERp pp)
|
|||
}
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Grenade[0]);
|
||||
NewStateGroup_(w, &sg_Grenade[0]);
|
||||
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
SetOwner(pp->PlayerSprite, w);
|
||||
|
@ -19049,7 +19049,7 @@ InitSpriteGrenade(DSWActor* actor)
|
|||
wu = User[w].Data();
|
||||
|
||||
wu->RotNum = 5;
|
||||
NewStateGroup(w, &sg_Grenade[0]);
|
||||
NewStateGroup_(w, &sg_Grenade[0]);
|
||||
SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
if (u->ID == ZOMBIE_RUN_R0)
|
||||
|
@ -19290,7 +19290,7 @@ InitFireball(PLAYERp pp)
|
|||
zvel = -MulScale(pp->horizon.horiz.asq16(), 240, 16);
|
||||
|
||||
//wu->RotNum = 5;
|
||||
//NewStateGroup(w, &sg_Fireball);
|
||||
//NewStateGroup_(w, &sg_Fireball);
|
||||
//SET(wu->Flags, SPR_XFLIP_TOGGLE);
|
||||
|
||||
// at certain angles the clipping box was big enough to block the
|
||||
|
|
Loading…
Reference in a new issue