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- DoFall
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parent
2a56479e3e
commit
dc6ea40911
8 changed files with 30 additions and 28 deletions
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@ -874,16 +874,16 @@ int DoBeginJump(DSWActor* actor)
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// set up individual actor jump gravity
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u->jump_grav = ACTOR_GRAVITY;
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DoJump(u->SpriteNum);
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DoJump(actor);
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return 0;
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}
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int
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DoJump(short SpriteNum)
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int DoJump(DSWActor* actor)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = User[SpriteNum]->SpriteP;
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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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int jump_adj;
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@ -880,7 +880,7 @@ DoBunnyBeginJumpAttack(DSWActor* actor)
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(SpriteNum);
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DoJump(SpriteNum);
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DoJump(actor);
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return 0;
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}
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@ -81,7 +81,7 @@ void SetSlidorActive(short SpriteNum);
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void DoSlidorInterp(short, INTERP_FUNC);
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int DoBeginJump(DSWActor* actor);
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int DoJump(short SpriteNum);
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int DoJump(DSWActor* actor);
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int DoBeginFall(short SpriteNum);
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int DoFall(short SpriteNum);
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void KeepActorOnFloor(DSWActor* actor);
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@ -6398,7 +6398,7 @@ void DoPlayerDeathFlip(PLAYERp pp)
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DoPlayerDeathJump(pp);
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DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
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if (MoveSkip2 == 0)
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DoJump(pp->PlayerSprite);
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DoJump(pp->Actor());
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}
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if (TEST(pp->Flags,PF_FALLING))
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@ -6435,7 +6435,7 @@ void DoPlayerDeathDrown(PLAYERp pp)
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DoPlayerDeathJump(pp);
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DoPlayerDeathHoriz(pp, PLAYER_DEATH_HORIZ_UP_VALUE, 2);
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if (MoveSkip2 == 0)
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DoJump(pp->PlayerSprite);
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DoJump(pp->Actor());
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}
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if (TEST(pp->Flags,PF_FALLING))
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@ -993,7 +993,7 @@ InitRipperHang(DSWActor* actor)
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// set up individual actor jump gravity
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u->jump_grav = 8;
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DoJump(SpriteNum);
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DoJump(actor);
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return 0;
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}
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@ -1063,7 +1063,7 @@ DoRipperHangJF(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -1117,7 +1117,7 @@ DoRipperBeginJumpAttack(DSWActor* actor)
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(SpriteNum);
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DoJump(SpriteNum);
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DoJump(actor);
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return 0;
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}
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@ -1131,7 +1131,7 @@ DoRipperMoveJump(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -1253,6 +1253,7 @@ void RipperHatch(short Weapon)
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for (i = 0; i < MAX_RIPPERS; i++)
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{
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New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
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auto actorNew = &swActors[New];
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np = &sprite[New];
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memset(np,0,sizeof(SPRITE));
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np->sectnum = wp->sectnum;
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@ -1284,7 +1285,7 @@ void RipperHatch(short Weapon)
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(New);
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DoJump(New);
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DoJump(actorNew);
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}
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}
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@ -1302,7 +1303,7 @@ DoRipperMove(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -990,7 +990,7 @@ InitRipper2Hang(DSWActor* actor)
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// set up individual actor jump gravity
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u->jump_grav = 8;
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DoJump(SpriteNum);
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DoJump(actor);
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return 0;
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}
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@ -1068,7 +1068,7 @@ DoRipper2HangJF(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -1129,7 +1129,7 @@ DoRipper2BeginJumpAttack(DSWActor* actor)
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(SpriteNum);
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DoJump(SpriteNum);
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DoJump(actor);
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return 0;
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}
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@ -1143,7 +1143,7 @@ DoRipper2MoveJump(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -1266,6 +1266,7 @@ void Ripper2Hatch(short Weapon)
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for (i = 0; i < MAX_RIPPER2S; i++)
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{
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New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
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auto actorNew = &swActors[New];
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np = &sprite[New];
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memset(np,0,sizeof(SPRITE));
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np->sectnum = wp->sectnum;
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@ -1298,7 +1299,7 @@ void Ripper2Hatch(short Weapon)
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// if I didn't do this here they get stuck in the air sometimes
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DoActorZrange(New);
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DoJump(New);
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DoJump(actorNew);
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}
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}
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@ -1320,7 +1321,7 @@ DoRipper2Move(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
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{
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if (TEST(u->Flags, SPR_JUMPING))
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DoJump(SpriteNum);
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DoJump(actor);
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else
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DoFall(SpriteNum);
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}
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@ -381,7 +381,7 @@ int DoSkullJump(DSWActor* actor)
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if (TEST(u->Flags,SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(actor);
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}
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else if (TEST(u->Flags,SPR_FALLING))
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{
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@ -800,7 +800,7 @@ int DoBettyJump(DSWActor* actor)
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if (TEST(u->Flags,SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(actor);
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}
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else if (TEST(u->Flags,SPR_FALLING))
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{
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@ -3895,8 +3895,8 @@ DoVomit(DSWActor* actor)
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sp->yrepeat = u->sy + MulScale(12, bsin(u->Counter), 14);
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if (TEST(u->Flags, SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(SpriteNum);
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DoJump(actor);
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DoJump(actor);
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DoShrapMove(SpriteNum);
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}
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else if (TEST(u->Flags, SPR_FALLING))
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@ -4030,7 +4030,7 @@ DoShrapDamage(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(actor);
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DoShrapMove(SpriteNum);
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}
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else if (TEST(u->Flags, SPR_FALLING))
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@ -4750,7 +4750,7 @@ DoFireballFlames(DSWActor* actor)
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{
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if (TEST(u->Flags, SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(actor);
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jumping = true;
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//u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, MISSILEMOVETICS);
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}
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@ -4826,7 +4826,7 @@ DoBreakFlames(DSWActor* actor)
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if (TEST(u->Flags, SPR_JUMPING))
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{
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DoJump(SpriteNum);
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DoJump(actor);
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jumping = true;
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}
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else if (TEST(u->Flags, SPR_FALLING))
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