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https://github.com/ZDoom/Raze.git
synced 2024-11-29 15:32:24 +00:00
- second half of AI code complete (again, without owner)
This commit is contained in:
parent
758bf78c81
commit
d9ad0661f7
12 changed files with 28 additions and 51 deletions
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@ -360,8 +360,6 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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{
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SPRITE& spr = actor->s();
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short k;
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if (spr.lotag > 256) {
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spr.lotag = 100;
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spr.extra = 0;
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@ -405,8 +403,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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}
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case 1: // chase
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{
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k = spr.owner;
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auto owneractor = &whActors[k];
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auto owneractor = &whActors[spr.owner];
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auto ownerspr = owneractor->s();
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auto moveStat = aimove(actor);
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@ -419,7 +416,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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}
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else if (moveStat.type == kHitSprite) {
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int sprnum = moveStat.actor->GetSpriteIndex();
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if (sprnum != k) {
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if (sprnum != spr.owner) {
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spr.extra = 3;
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spr.ang = (short)((spr.ang + (krand() & 256 - 128)) & 2047);
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spr.lotag = 60;
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@ -443,8 +440,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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}
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case 2: // attack
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{
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k = spr.owner;
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auto owneractor = &whActors[k];
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auto owneractor = &whActors[spr.owner];
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auto& ownerspr = owneractor->s();
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if (checkdist(actor, ownerspr.x, ownerspr.y, ownerspr.z)) {
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if ((krand() & 1) != 0) {
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@ -256,7 +256,6 @@ static void castkatie(PLAYER& plr, DWHActor* actor)
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static void diekatie(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -7,7 +7,6 @@ static void checkexplkobold(PLAYER& plr, DWHActor* actor);
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static void chasekobold(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -203,7 +202,6 @@ static void fleekobold(PLAYER& plr, DWHActor* actor)
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static void attackkobold(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -255,8 +253,6 @@ static void resurectkobold(PLAYER& plr, DWHActor* actor)
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static void searchkobold(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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if ((krand() % 100) > 98)
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spritesound(S_KSNARL1 + (krand() % 4), actor);
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aisearch(plr, actor, false);
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@ -328,7 +324,6 @@ static void skirmishkobold(PLAYER& plr, DWHActor* actor)
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static void checkexplkobold(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -32,7 +32,6 @@ static void nukedkurt(PLAYER& plr, DWHActor* actor)
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static void kurtExplo(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -205,7 +205,6 @@ static void faceminotaur(PLAYER& plr, DWHActor* actor)
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static void attackminotaur(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -322,7 +321,6 @@ static void searchminotaur(PLAYER& plr, DWHActor* actor)
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static void checkexplminotaur(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -3,7 +3,7 @@
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BEGIN_WH_NS
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static void newguyarrow(short s, PLAYER& plr);
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static void newguyarrow(DWHActor* s, PLAYER& plr);
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static void standnewguy(PLAYER& plr, DWHActor* actor)
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{
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@ -259,7 +259,6 @@ static void fleenewguy(PLAYER& plr, DWHActor* actor)
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static void attacknewguy(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -335,7 +334,6 @@ static void dienewguy(PLAYER& plr, DWHActor* actor)
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static void castnewguy(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -355,41 +353,42 @@ static void castnewguy(PLAYER& plr, DWHActor* actor)
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spr.extra--;
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spr.picnum = NEWGUY;
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spritesound(S_PLRWEAPON3, actor);
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newguyarrow(i, plr);
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newguyarrow(actor, plr);
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SetNewStatus(actor, CHASE);
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}
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checksector6(actor);
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}
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static void newguyarrow(short s, PLAYER& plr) {
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auto spawnedactor = InsertActor(sprite[s].sectnum, JAVLIN);
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auto& spr = spawnedactor->s();
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static void newguyarrow(DWHActor* actor, PLAYER& plr) {
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auto& spr = actor->s();
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auto spawnedactor = InsertActor(spr.sectnum, JAVLIN);
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auto& spawned = spawnedactor->s();
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spr.x = sprite[s].x;
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spr.y = sprite[s].y;
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spr.z = sprite[s].z - (40 << 8);
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spawned.x = spr.x;
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spawned.y = spr.y;
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spawned.z = spr.z - (40 << 8);
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spr.cstat = 21;
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spawned.cstat = 21;
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spr.picnum = WALLARROW;
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spr.ang = (short)(((sprite[s].ang + 2048 + 96) - 512) & 2047);
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spr.xrepeat = 24;
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spr.yrepeat = 24;
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spr.clipdist = 32;
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spawned.picnum = WALLARROW;
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spawned.ang = (short)(((spr.ang + 2048 + 96) - 512) & 2047);
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spawned.xrepeat = 24;
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spawned.yrepeat = 24;
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spawned.clipdist = 32;
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spr.extra = sprite[s].ang;
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spr.shade = -15;
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spr.xvel = (short)((krand() & 256) - 128);
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spr.yvel = (short)((krand() & 256) - 128);
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spawned.extra = spr.ang;
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spawned.shade = -15;
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spawned.xvel = (short)((krand() & 256) - 128);
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spawned.yvel = (short)((krand() & 256) - 128);
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spr.zvel = (short)(((plr.z + (8 << 8) - sprite[s].z) << 7) / ksqrt((plr.x - sprite[s].x) * (plr.x - sprite[s].x) + (plr.y - sprite[s].y) * (plr.y - sprite[s].y)));
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spawned.zvel = (short)(((plr.z + (8 << 8) - spr.z) << 7) / ksqrt((plr.x - spr.x) * (plr.x - spr.x) + (plr.y - spr.y) * (plr.y - spr.y)));
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spr.zvel += ((krand() % 256) - 128);
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spawned.zvel += ((krand() % 256) - 128);
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spr.owner = s;
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spr.lotag = 1024;
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spr.hitag = 0;
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spr.pal = 0;
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spawned.owner = actor->GetSpriteIndex();
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spawned.lotag = 1024;
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spawned.hitag = 0;
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spawned.pal = 0;
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spr.backuploc();
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}
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@ -32,7 +32,6 @@ static void dierat(PLAYER& plr, DWHActor* actor)
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static void fleerat(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -211,7 +211,6 @@ static void standskeleton(PLAYER& plr, DWHActor* actor)
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static void attackskeleton(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -346,7 +345,6 @@ void skeletonChill(PLAYER& plr, DWHActor* actor)
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static void checkexplskeleton(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -204,7 +204,6 @@ static void fleeskully(PLAYER& plr, DWHActor* actor)
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static void castskully(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -224,7 +223,6 @@ static void castskully(PLAYER& plr, DWHActor* actor)
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static void dieskully(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -184,7 +184,6 @@ static void facespider(PLAYER& plr, DWHActor* actor)
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static void attackspider(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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getzrange(spr.x, spr.y, spr.z - 1, spr.sectnum, (spr.clipdist) << 2, CLIPMASK0);
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@ -288,7 +287,6 @@ static void diespider(PLAYER& plr, DWHActor* actor)
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static void checkexplspider(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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WHSectIterator it(spr.sectnum);
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@ -263,7 +263,6 @@ void willowProcess(PLAYER& plr)
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static void willowDrain(PLAYER& plr, DWHActor* actor)
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{
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int i = actor->GetSpriteIndex();
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SPRITE& spr = actor->s();
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spr.lotag -= TICSPERFRAME;
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@ -553,7 +553,6 @@ struct GameInterface : public ::GameInterface
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inline void SetNewStatus(DWHActor* actor, const int seq)
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{
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void newstatus(short sn, int seq);
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newstatus(actor->GetSpriteIndex(), seq);
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}
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