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- access LionList through a pointer.
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parent
cd2c796574
commit
fab0fff1fe
1 changed files with 70 additions and 64 deletions
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@ -82,6 +82,7 @@ void InitMummy()
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void BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
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{
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auto nMummy = MummyList.Reserve(1);
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auto pActor = &MummyList[nMummy];
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auto pSprite = &sprite[nSprite];
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if (nSprite == -1)
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@ -123,24 +124,25 @@ void BuildMummy(int nSprite, int x, int y, int z, int nSector, int nAngle)
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// GrabTimeSlot(3);
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nHealth = 640;
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nSprite = nSprite;
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MummyList[nMummy].nTarget = -1;
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MummyList[nMummy].nIndex = nMummy;
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MummyList[nMummy].nCount = 0;
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pActor->nAction = 0;
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pActor->nHealth = 640;
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pActor->nFrame = 0;
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pActor->nSprite = nSprite;
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pActor->nTarget = -1;
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pActor->nIndex = nMummy;
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pActor->nCount = 0;
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pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nMummy, 0xE0000);
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MummyList[nMummy].nRun = runlist_AddRunRec(NewRun, nMummy, 0xE0000);
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pActor->nRun = runlist_AddRunRec(NewRun, nMummy, 0xE0000);
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nCreaturesTotal++;
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}
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void CheckMummyRevive(short nMummy)
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{
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short nSprite = MummyList[nMummy].nSprite;
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auto pActor = &MummyList[nMummy];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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for (unsigned i = 0; i < MummyList.Size(); i++)
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@ -177,30 +179,31 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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short nMummy = RunData[ev->nRun].nObjIndex;
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assert(nMummy >= 0 && nMummy < kMaxMummies);
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auto pActor = &MummyList[nMummy];
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short nTarget = UpdateEnemy(&MummyList[nMummy].nTarget);
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short nTarget = UpdateEnemy(&pActor->nTarget);
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short nSprite = MummyList[nMummy].nSprite;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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short nAction = MummyList[nMummy].nAction;
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short nAction = pActor->nAction;
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Gravity(nSprite);
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int nSeq = SeqOffsets[kSeqMummy] + MummySeq[nAction].a;
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, MummyList[nMummy].nFrame);
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pSprite->picnum = seq_GetSeqPicnum2(nSeq, pActor->nFrame);
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short nFrame = SeqBase[nSeq] + MummyList[nMummy].nFrame;
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short nFrame = SeqBase[nSeq] + pActor->nFrame;
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short nFrameFlag = FrameFlag[nFrame];
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seq_MoveSequence(nSprite, nSeq, MummyList[nMummy].nFrame);
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seq_MoveSequence(nSprite, nSeq, pActor->nFrame);
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bool bVal = false;
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MummyList[nMummy].nFrame++;
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if (MummyList[nMummy].nFrame >= SeqSize[nSeq])
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pActor->nFrame++;
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if (pActor->nFrame >= SeqSize[nSeq])
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{
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MummyList[nMummy].nFrame = 0;
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pActor->nFrame = 0;
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bVal = true;
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}
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@ -209,8 +212,8 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if ((!sprite[nTarget].cstat) && nAction)
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{
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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}
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@ -225,7 +228,7 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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case 0:
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{
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if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
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if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
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{
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pSprite->cstat = 0x101;
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@ -235,10 +238,10 @@ void AIMummy::Tick(RunListEvent* ev)
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if (nTarget >= 0)
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{
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D3PlayFX(StaticSound[kSound7], nSprite);
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nTarget = nTarget;
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MummyList[nMummy].nAction = 1;
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MummyList[nMummy].nCount = 90;
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pActor->nFrame = 0;
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pActor->nTarget = nTarget;
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pActor->nAction = 1;
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pActor->nCount = 90;
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pSprite->xvel = bcos(pSprite->ang, -2);
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pSprite->yvel = bsin(pSprite->ang, -2);
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@ -250,26 +253,26 @@ void AIMummy::Tick(RunListEvent* ev)
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case 1:
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{
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if (MummyList[nMummy].nCount > 0)
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if (pActor->nCount > 0)
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{
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MummyList[nMummy].nCount--;
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pActor->nCount--;
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}
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if ((MummyList[nMummy].nIndex & 0x1F) == (totalmoves & 0x1F))
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if ((pActor->nIndex & 0x1F) == (totalmoves & 0x1F))
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{
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pSprite->cstat = 0x101;
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PlotCourseToSprite(nSprite, nTarget);
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if (MummyList[nMummy].nAction == 1)
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if (pActor->nAction == 1)
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{
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if (RandomBit())
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{
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if (cansee(pSprite->x, pSprite->y, pSprite->z - GetSpriteHeight(nSprite), pSprite->sectnum,
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sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z - GetSpriteHeight(nTarget), sprite[nTarget].sectnum))
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{
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MummyList[nMummy].nAction = 3;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 3;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -280,7 +283,7 @@ void AIMummy::Tick(RunListEvent* ev)
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}
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// loc_2B5A8
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if (!MummyList[nMummy].nFrame)
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if (!pActor->nFrame)
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{
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pSprite->xvel = bcos(pSprite->ang, -1);
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pSprite->yvel = bsin(pSprite->ang, -1);
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@ -338,8 +341,8 @@ void AIMummy::Tick(RunListEvent* ev)
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int nAngle = getangle(sprite[nTarget].x - pSprite->x, sprite[nTarget].y - pSprite->y);
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if (AngleDiff(pSprite->ang, nAngle) < 64)
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{
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MummyList[nMummy].nAction = 2;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 2;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -357,15 +360,15 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if (nTarget == -1)
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{
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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}
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else
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{
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if (PlotCourseToSprite(nSprite, nTarget) >= 1024)
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{
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MummyList[nMummy].nAction = 1;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 1;
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pActor->nFrame = 0;
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}
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else if (nFrameFlag & 0x80)
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{
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@ -379,10 +382,10 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nCount = 100;
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MummyList[nMummy].nTarget = -1;
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pActor->nFrame = 0;
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pActor->nAction = 0;
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pActor->nCount = 100;
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pActor->nTarget = -1;
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return;
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}
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else if (nFrameFlag & 0x80)
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@ -411,15 +414,15 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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if (bVal)
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{
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nAction = 5;
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pActor->nFrame = 0;
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pActor->nAction = 5;
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}
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return;
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}
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case 5:
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{
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MummyList[nMummy].nFrame = 0;
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pActor->nFrame = 0;
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return;
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}
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@ -429,9 +432,9 @@ void AIMummy::Tick(RunListEvent* ev)
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{
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pSprite->cstat = 0x101;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nHealth = 300;
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MummyList[nMummy].nTarget = -1;
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pActor->nAction = 0;
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pActor->nHealth = 300;
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pActor->nTarget = -1;
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nCreaturesTotal++;
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}
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@ -452,9 +455,9 @@ void AIMummy::Tick(RunListEvent* ev)
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pSprite->yvel = 0;
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pSprite->cstat = 0x101;
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MummyList[nMummy].nAction = 0;
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nTarget = -1;
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pActor->nAction = 0;
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pActor->nFrame = 0;
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pActor->nTarget = -1;
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}
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return;
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@ -466,9 +469,10 @@ void AIMummy::Draw(RunListEvent* ev)
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{
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short nMummy = RunData[ev->nRun].nObjIndex;
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assert(nMummy >= 0 && nMummy < kMaxMummies);
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short nAction = MummyList[nMummy].nAction;
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auto pActor = &MummyList[nMummy];
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short nAction = pActor->nAction;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, MummyList[nMummy].nFrame, MummySeq[nAction].b);
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqMummy] + MummySeq[nAction].a, pActor->nFrame, MummySeq[nAction].b);
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return;
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}
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@ -476,10 +480,11 @@ void AIMummy::RadialDamage(RunListEvent* ev)
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{
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short nMummy = RunData[ev->nRun].nObjIndex;
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assert(nMummy >= 0 && nMummy < kMaxMummies);
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short nSprite = MummyList[nMummy].nSprite;
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auto pActor = &MummyList[nMummy];
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (MummyList[nMummy].nHealth <= 0)
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if (pActor->nHealth <= 0)
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return;
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ev->nDamage = runlist_CheckRadialDamage(nSprite);
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@ -490,29 +495,30 @@ void AIMummy::Damage(RunListEvent* ev)
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{
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short nMummy = RunData[ev->nRun].nObjIndex;
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assert(nMummy >= 0 && nMummy < kMaxMummies);
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auto pActor = &MummyList[nMummy];
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short nSprite = MummyList[nMummy].nSprite;
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short nSprite = pActor->nSprite;
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auto pSprite = &sprite[nSprite];
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if (ev->nDamage <= 0)
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return;
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if (MummyList[nMummy].nHealth <= 0) {
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if (pActor->nHealth <= 0) {
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return;
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}
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MummyList[nMummy].nHealth -= dmgAdjust(ev->nDamage);
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pActor->nHealth -= dmgAdjust(ev->nDamage);
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if (MummyList[nMummy].nHealth <= 0)
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if (pActor->nHealth <= 0)
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{
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MummyList[nMummy].nHealth = 0;
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pActor->nHealth = 0;
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pSprite->cstat &= 0xFEFE;
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nCreaturesKilled++;
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DropMagic(nSprite);
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MummyList[nMummy].nFrame = 0;
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MummyList[nMummy].nAction = 4;
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pActor->nFrame = 0;
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pActor->nAction = 4;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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@ -523,8 +529,8 @@ void AIMummy::Damage(RunListEvent* ev)
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{
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if (!RandomSize(2))
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{
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MummyList[nMummy].nAction = 7;
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MummyList[nMummy].nFrame = 0;
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pActor->nAction = 7;
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pActor->nFrame = 0;
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pSprite->xvel = 0;
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pSprite->yvel = 0;
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