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- PickJumpMaxSpeed.
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parent
f09cf97822
commit
e7dcd279af
7 changed files with 17 additions and 24 deletions
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@ -857,7 +857,6 @@ int UserBreakSprite(DSWActor* breakActor)
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SPRITEp bp = &breakActor->s();
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short match = bp->lotag;
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short match_extra;
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int BreakSprite = breakActor->GetSpriteIndex();
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auto actor = FindBreakSpriteMatch(match);
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@ -930,7 +929,6 @@ int AutoBreakSprite(DSWActor* breakActor, short type)
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SPRITEp bp = &breakActor->s();
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BREAK_INFOp break_info;
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extern void DoWallBreakMatch(short match);
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int BreakSprite = breakActor->GetSpriteIndex();
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break_info = FindSpriteBreakInfo(bp->picnum);
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@ -866,7 +866,7 @@ int DoBunnyBeginJumpAttack(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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PickJumpMaxSpeed(actor->GetSpriteIndex(), -400); // was -800
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PickJumpMaxSpeed(actor, -400); // was -800
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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@ -1213,7 +1213,7 @@ void BunnyHatch(DSWActor* actor)
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NewStateGroup(actorNew, nu->ActorActionSet->Jump);
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nu->ActorActionFunc = DoActorMoveJump;
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DoActorSetSpeed(actorNew, FAST_SPEED);
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PickJumpMaxSpeed(actorNew->GetSpriteIndex(), -600);
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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@ -1269,7 +1269,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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DoActorSetSpeed(actorNew, FAST_SPEED);
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if (TEST_BOOL3(wp))
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{
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PickJumpMaxSpeed(actorNew->GetSpriteIndex(), -600-RandomRange(600));
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PickJumpMaxSpeed(actorNew, -600-RandomRange(600));
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np->xrepeat = np->yrepeat = 64;
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np->xvel = 150 + RandomRange(1000);
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nu->Health = 1; // Easy to pop. Like shootn' skeet.
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@ -1277,7 +1277,7 @@ DSWActor* BunnyHatch2(DSWActor* actor)
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np->ang += RandomRange(128);
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}
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else
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PickJumpMaxSpeed(actorNew->GetSpriteIndex(), -600);
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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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@ -2119,7 +2119,7 @@ extern bool NightVision;
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//
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///////////////////////////////////////////////////////////////
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int PickJumpMaxSpeed(short SpriteNum, short max_speed); // ripper.c
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int PickJumpMaxSpeed(DSWActor*, short max_speed); // ripper.c
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int DoRipperRipHeart(short SpriteNum); // ripper.c
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int DoRipper2RipHeart(short SpriteNum); // ripper2.c
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DSWActor* BunnyHatch2(DSWActor*); // bunny.c
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@ -903,11 +903,10 @@ PickJumpSpeed(short SpriteNum, int pix_height)
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}
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int
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PickJumpMaxSpeed(short SpriteNum, short max_speed)
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int PickJumpMaxSpeed(DSWActor* actor, short max_speed)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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int zh;
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ASSERT(max_speed < 0);
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@ -986,7 +985,7 @@ InitRipperHang(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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PickJumpMaxSpeed(SpriteNum, -800);
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PickJumpMaxSpeed(actor, -800);
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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@ -1107,7 +1106,7 @@ DoRipperBeginJumpAttack(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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PickJumpMaxSpeed(SpriteNum, -400); // was -800
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PickJumpMaxSpeed(actor, -400); // was -800
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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@ -1277,7 +1276,7 @@ void RipperHatch(short Weapon)
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NewStateGroup(actorNew, 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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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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@ -983,7 +983,7 @@ InitRipper2Hang(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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PickJumpMaxSpeed(SpriteNum, -(RandomRange(400)+100));
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PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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@ -1119,7 +1119,7 @@ DoRipper2BeginJumpAttack(DSWActor* actor)
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DoActorSetSpeed(actor, FAST_SPEED);
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//u->jump_speed = -800;
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PickJumpMaxSpeed(SpriteNum, -(RandomRange(400)+100));
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PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
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SET(u->Flags, SPR_JUMPING);
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RESET(u->Flags, SPR_FALLING);
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@ -1289,7 +1289,7 @@ void Ripper2Hatch(short Weapon)
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NewStateGroup(actorNew, 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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PickJumpMaxSpeed(actorNew, -600);
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SET(nu->Flags, SPR_JUMPING);
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RESET(nu->Flags, SPR_FALLING);
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@ -935,16 +935,12 @@ SpawnUser(short SpriteNum, short id, STATEp state)
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// Problem with sprites spawned really close to white sector walls
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// cant do a getzrange there
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// Just put in some valid starting values
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#if 0
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DoActorZrange(SpriteNum);
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#else
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u->loz = sector[sp->sectnum].floorz;
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u->hiz = sector[sp->sectnum].ceilingz;
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u->lowActor = nullptr;
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u->highActor = nullptr;
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u->lo_sectp = §or[sp->sectnum];
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u->hi_sectp = §or[sp->sectnum];
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#endif
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return u;
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}
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@ -13079,7 +13079,7 @@ InitSpellNapalm(PLAYERp pp)
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if (mp[i].dist_over != 0)
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{
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sp->ang = NORM_ANGLE(sp->ang + mp[i].ang);
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HelpMissileLateral(u->SpriteNum, mp[i].dist_over);
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HelpMissileLateral(actor->GetSpriteIndex(), mp[i].dist_over);
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sp->ang = NORM_ANGLE(sp->ang - mp[i].ang);
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}
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@ -15999,7 +15999,7 @@ InitSerpSpell(DSWActor* actor)
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sp->clipdist = 1;
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np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
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HelpMissileLateral(New, 4200L);
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HelpMissileLateral(actorNew->GetSpriteIndex(), 4200);
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np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
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// find the distance to the target (player)
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@ -16121,7 +16121,7 @@ InitSerpMonstSpell(DSWActor* actor)
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sp->clipdist = 1;
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np->ang = NORM_ANGLE(np->ang + lat_ang[i]);
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HelpMissileLateral(New, 4200L);
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HelpMissileLateral(actorNew->GetSpriteIndex(), 4200);
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np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
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// find the distance to the target (player)
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