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- final bit of weapon.cpp cleanup.
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31f4a7464a
commit
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1 changed files with 11 additions and 60 deletions
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@ -4553,12 +4553,10 @@ int DoMineSpark(DSWActor* actor)
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return 0;
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}
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int
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DoFireballFlames(DSWActor* actor)
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int DoFireballFlames(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 = &sprite[SpriteNum],ap;
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SPRITEp sp = &actor->s(),ap;
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bool jumping = false;
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// if no Owner then stay where you are
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@ -4652,12 +4650,10 @@ DoFireballFlames(DSWActor* actor)
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return 0;
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}
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int
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DoBreakFlames(DSWActor* actor)
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int DoBreakFlames(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 = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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bool jumping = false;
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if (TEST(u->Flags, SPR_JUMPING))
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@ -4746,12 +4742,10 @@ int SetSuicide(DSWActor* actor)
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return 0;
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}
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int
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DoActorScale(DSWActor* actor)
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int DoActorScale(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 = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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u->scale_speed = 70;
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u->scale_value = sp->xrepeat << 8;
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@ -4766,12 +4760,10 @@ DoActorScale(DSWActor* actor)
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return 0;
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}
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int
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DoRipperGrow(DSWActor* actor)
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int DoRipperGrow(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 = &sprite[SpriteNum];
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SPRITEp sp = &actor->s();
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u->scale_speed = 70;
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u->scale_value = sp->xrepeat << 8;
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@ -5192,8 +5184,7 @@ int ActorHealth(DSWActor* actor, short amt)
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return true;
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}
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int
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SopDamage(SECTOR_OBJECTp sop, short amt)
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int SopDamage(SECTOR_OBJECTp sop, short amt)
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{
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SPRITEp sp = &sop->sp_child->s();
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USERp u = sop->sp_child->u();
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@ -5211,8 +5202,7 @@ SopDamage(SECTOR_OBJECTp sop, short amt)
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return true;
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}
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int
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SopCheckKill(SECTOR_OBJECTp sop)
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int SopCheckKill(SECTOR_OBJECTp sop)
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{
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bool killed = false;
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@ -5364,8 +5354,7 @@ int ActorDamageSlide(DSWActor* actor, int damage, int ang)
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}
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}
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int
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PlayerDamageSlide(PLAYERp pp, int damage, short ang)
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int PlayerDamageSlide(PLAYERp pp, int damage, short ang)
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{
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int slide_vel;
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@ -5450,44 +5439,6 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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return -(d->damage_lo + RandomRange(d->damage_hi - d->damage_lo));
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}
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int
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RadiusGetDamage(short SpriteNum, short Weapon, int max_damage)
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{
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SPRITEp sp = &sprite[SpriteNum];
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SPRITEp wp = &sprite[Weapon];
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USERp wu = User[Weapon].Data();
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int dist,a,b,c;
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int damage_per_pixel, damage_force, damage_amt;
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max_damage = labs(max_damage);
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DISTANCE(wp->x,wp->y,sp->x,sp->y,dist,a,b,c);
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// take off the box around the player or else you'll never get
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// the max_damage;
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dist -= ((int)sp->clipdist)<<(2);
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if (dist < 0) dist = 0;
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if ((unsigned)dist < wu->Radius)
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{
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damage_per_pixel = IntToFixed(max_damage)/wu->Radius;
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//the closer your distance is to 0 the more damage
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damage_force = (wu->Radius - dist);
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// fudge factor
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//damage_force += 400;
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damage_amt = -FixedToInt(damage_force * damage_per_pixel);
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}
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else
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{
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damage_amt = 0;
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}
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return damage_amt;
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}
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int PlayerCheckDeath(PLAYERp pp, DSWActor* weapActor)
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{
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