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- move_actor
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5062dc6aa8
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11 changed files with 19 additions and 19 deletions
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@ -475,7 +475,7 @@ int DoFireFly(DSWActor* actor)
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ny = 4 * ACTORMOVETICS * bsin(sp->ang) >> 14;
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sp->clipdist = 256>>2;
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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sp->ang = NORM_ANGLE(sp->ang + 1024);
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}
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@ -634,7 +634,7 @@ int DoActorSlide(DSWActor* actor)
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nx = MulScale(u->slide_vel, bcos(u->slide_ang), 14);
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ny = MulScale(u->slide_vel, bsin(u->slide_ang), 14);
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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RESET(u->Flags, SPR_SLIDING);
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return false;
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@ -849,7 +849,7 @@ int DoActorDeathMove(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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sp->clipdist = (128+64)>>2;
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move_actor(SpriteNum, nx, ny, 0);
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move_actor(actor, nx, ny, 0);
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// only fall on top of floor sprite or sector
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DoFindGroundPoint(SpriteNum);
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@ -1020,7 +1020,7 @@ int DoActorMoveCloser(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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DebugMoveHit(actor);
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@ -1597,7 +1597,7 @@ int DoActorMoveJump(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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move_actor(SpriteNum, nx, ny, 0L);
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move_actor(actor, nx, ny, 0L);
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if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING))
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{
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@ -1932,7 +1932,7 @@ int DoActorReposition(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// still might hit something and have to handle it.
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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if (ActorMoveHitReact(actor))
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return 0;
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@ -900,7 +900,7 @@ DoBunnyMoveJump(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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move_actor(u->SpriteNum, nx, ny, 0L);
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move_actor(actor, nx, ny, 0L);
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if (TEST(u->Flags, SPR_JUMPING))
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DoActorJump(actor);
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@ -743,7 +743,7 @@ int DoCoolgCircle(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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InitActorReposition(actor);
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return 0;
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@ -802,7 +802,7 @@ GirlNinjaJumpActionFunc(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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return 0;
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}
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@ -468,7 +468,7 @@ int DoHornetCircle(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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//ActorMoveHitReact(actor);
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@ -478,7 +478,7 @@ int DoHornetCircle(DSWActor* actor)
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nx = MulScale(sp->xvel, bcos(sp->ang), 14);
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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InitActorReposition(actor);
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return 0;
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@ -2070,7 +2070,7 @@ NinjaJumpActionFunc(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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return 0;
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}
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@ -1027,7 +1027,7 @@ DoRipperMoveHang(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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switch (TEST(u->ret, HIT_MASK))
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{
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@ -1025,7 +1025,7 @@ DoRipper2MoveHang(DSWActor* actor)
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ny = MulScale(sp->xvel, bsin(sp->ang), 14);
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// if cannot move the sprite
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if (!move_actor(SpriteNum, nx, ny, 0L))
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if (!move_actor(actor, nx, ny, 0L))
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{
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switch (TEST(u->ret, HIT_MASK))
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{
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@ -5093,11 +5093,11 @@ DropAhead(short SpriteNum, short min_height)
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*/
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int
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move_actor(short SpriteNum, int xchange, int ychange, int zchange)
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int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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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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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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int x, y, z, loz, hiz;
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SPRITEp lo_sp, hi_sp;
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@ -35,7 +35,7 @@ void KillActor(DSWActor* actor);
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int16_t SpawnSprite(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
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DSWActor* SpawnActor(short stat, short id, STATEp state, short sectnum, int x, int y, int z, int ang, int vel);
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void SpriteSetup(void);
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int move_actor(short SpriteNum, int xchange, int ychange, int zchange);
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int move_actor(DSWActor* actor, int xchange, int ychange, int zchange);
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short GetSpriteDir(short sn);
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short GetDirToPlayer(short sn);
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short PlayerInVision(short sn, short view_deg);
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