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- SW's quake stuff
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parent
31dfd1af7a
commit
e1ceab240b
2 changed files with 10 additions and 11 deletions
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@ -5722,7 +5722,7 @@ void DoPlayerDeathCheckKeys(PLAYER* pp)
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plActor->spr.picnum = plActor->user.State->Pic;
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plActor->spr.xrepeat = plActor->spr.yrepeat = PLAYER_NINJA_XREPEAT;
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plActor->spr.cstat &= ~(CSTAT_SPRITE_YCENTER);
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plActor->set_int_pos({ pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z + PLAYER_HEIGHT });
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plActor->spr.pos = pp->pos.plusZ(PLAYER_HEIGHTF);
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plActor->set_int_ang(pp->angle.ang.Buildang());
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DoSpawnTeleporterEffect(plActor);
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@ -220,13 +220,12 @@ void QuakeViewChange(PLAYER* pp, int *z_diff, int *x_diff, int *y_diff, short *a
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}
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}
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void SpawnQuake(sectortype* sect, int x, int y, int z,
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short tics, short amt, int radius)
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void SpawnQuake(sectortype* sect, const DVector3& pos, int tics, int amt, int radius)
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{
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auto actorNew = insertActor(sect, STAT_QUAKE_ON);
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actorNew->set_int_pos({ x, y, z });
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actorNew->spr.pos = pos;
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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@ -242,43 +241,43 @@ void SpawnQuake(sectortype* sect, int x, int y, int z,
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bool SetQuake(PLAYER* pp, short tics, short amt)
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{
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SpawnQuake(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, tics, amt, 30000);
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SpawnQuake(pp->cursector, pp->pos, tics, amt, 30000);
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return false;
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}
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int SetExpQuake(DSWActor* actor)
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{
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SpawnQuake(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 40, 4, 20000); // !JIM! was 8, 40000
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SpawnQuake(actor->sector(), actor->spr.pos, 40, 4, 20000); // !JIM! was 8, 40000
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return 0;
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}
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int SetGunQuake(DSWActor* actor)
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{
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SpawnQuake(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 40, 8, 40000);
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SpawnQuake(actor->sector(), actor->spr.pos, 40, 8, 40000);
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return 0;
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}
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int SetPlayerQuake(PLAYER* pp)
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{
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SpawnQuake(pp->cursector, pp->int_ppos().X, pp->int_ppos().Y, pp->int_ppos().Z, 40, 8, 40000);
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SpawnQuake(pp->cursector, pp->pos, 40, 8, 40000);
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return 0;
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}
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int SetNuclearQuake(DSWActor* actor)
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{
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SpawnQuake(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 400, 8, 64000);
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SpawnQuake(actor->sector(), actor->spr.pos, 400, 8, 64000);
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return 0;
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}
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int SetSumoQuake(DSWActor* actor)
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{
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SpawnQuake(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 120, 4, 20000);
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SpawnQuake(actor->sector(), actor->spr.pos, 120, 4, 20000);
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return 0;
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}
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int SetSumoFartQuake(DSWActor* actor)
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{
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SpawnQuake(actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 60, 4, 4000);
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SpawnQuake(actor->sector(), actor->spr.pos, 60, 4, 4000);
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return 0;
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}
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