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9b52b3b451
This already takes care of most sector[] accesses in Exhumed
451 lines
10 KiB
C++
451 lines
10 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "exhumed.h"
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#include "aistuff.h"
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#include "engine.h"
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#include "sequence.h"
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#include "sound.h"
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#include <assert.h>
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BEGIN_PS_NS
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static const actionSeq AnubisSeq[] = {
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{ 0, 0 },
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{ 8, 0 },
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{ 16, 0 },
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{ 24, 0 },
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{ 32, 0 },
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{ -1, 0 },
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{ 46, 1 },
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{ 46, 1 },
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{ 47, 1 },
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{ 49, 1 },
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{ 49, 1 },
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{ 40, 1 },
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{ 42, 1 },
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{ 41, 1 },
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{ 43, 1 },
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};
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void BuildAnubis(DExhumedActor* ap, int x, int y, int z, int nSector, int nAngle, uint8_t bIsDrummer)
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{
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spritetype* sp;
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if (ap == nullptr)
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{
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ap = insertActor(nSector, 101);
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sp = &ap->s();
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}
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else
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{
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ChangeActorStat(ap, 101);
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sp = &ap->s();
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x = sp->x;
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y = sp->y;
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z = sp->sector()->floorz;
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nAngle = sp->ang;
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}
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sp->x = x;
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sp->y = y;
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sp->z = z;
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sp->cstat = 0x101;
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sp->xoffset = 0;
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sp->shade = -12;
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sp->yoffset = 0;
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sp->picnum = 1;
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sp->pal = sp->sector()->ceilingpal;
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sp->clipdist = 60;
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sp->ang = nAngle;
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sp->xrepeat = 40;
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sp->yrepeat = 40;
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sp->xvel = 0;
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sp->yvel = 0;
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sp->zvel = 0;
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sp->hitag = 0;
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sp->lotag = runlist_HeadRun() + 1;
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sp->extra = -1;
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// GrabTimeSlot(3);
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if (bIsDrummer)
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{
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auto& nAnubisDrum = Counters[kCountAnubisDrum];
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ap->nAction = nAnubisDrum + 6;
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nAnubisDrum++;
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if (nAnubisDrum >= 5) {
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nAnubisDrum = 0;
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}
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}
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else
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{
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ap->nAction = 0;
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}
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ap->nPhase = Counters[kCountAnubis]++;
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ap->nHealth = 540;
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ap->nFrame = 0;
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ap->pTarget = nullptr;
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ap->nCount = 0;
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sp->owner = runlist_AddRunRec(sp->lotag - 1, ap, 0x90000);
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runlist_AddRunRec(NewRun, ap, 0x90000);
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nCreaturesTotal++;
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}
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void AIAnubis::Tick(RunListEvent* ev)
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{
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auto ap = ev->pObjActor;
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auto sp = &ap->s();
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int nAction = ap->nAction;
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bool bVal = false;
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if (nAction < 11) {
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Gravity(ap);
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}
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short nSeq = SeqOffsets[kSeqAnubis] + AnubisSeq[nAction].a;
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seq_MoveSequence(ap, nSeq, ap->nFrame);
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sp->picnum = seq_GetSeqPicnum2(nSeq, ap->nFrame);
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ap->nFrame++;
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if (ap->nFrame >= SeqSize[nSeq])
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{
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ap->nFrame = 0;
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bVal = true;
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}
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auto pTarget = ap->pTarget;
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short nFrame = SeqBase[nSeq] + ap->nFrame;
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short nFlag = FrameFlag[nFrame];
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Collision move(0);
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if (nAction > 0 && nAction < 11) {
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move = MoveCreatureWithCaution(ap);
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}
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switch (nAction)
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{
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case 0:
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{
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if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F))
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{
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if (pTarget == nullptr) {
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pTarget = FindPlayer(ap, 100);
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}
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if (pTarget)
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{
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D3PlayFX(StaticSound[kSound8], ap);
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ap->nAction = 1;
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ap->nFrame = 0;
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ap->pTarget = pTarget;
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sp->xvel = bcos(sp->ang, -2);
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sp->yvel = bsin(sp->ang, -2);
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}
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}
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return;
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}
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case 1:
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{
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if ((ap->nPhase & 0x1F) == (totalmoves & 0x1F) && pTarget)
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{
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PlotCourseToSprite(ap, pTarget);
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int nAngle = sp->ang & 0xFFF8;
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sp->xvel = bcos(nAngle, -2);
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sp->yvel = bsin(nAngle, -2);
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}
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switch (move.type)
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{
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case kHitSprite:
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{
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if (move.actor == pTarget)
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{
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int nAng = getangle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
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int nAngDiff = AngleDiff(sp->ang, nAng);
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if (nAngDiff < 64)
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{
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ap->nAction = 2;
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ap->nFrame = 0;
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}
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break;
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}
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// else we fall through to 0x8000
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[[fallthrough]];
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}
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case kHitWall:
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{
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sp->ang = (sp->ang + 256) & kAngleMask;
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sp->xvel = bcos(sp->ang, -2);
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sp->yvel = bsin(sp->ang, -2);
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break;
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}
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default:
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{
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if (ap->nCount)
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{
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ap->nCount--;
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}
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else
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{
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ap->nCount = 60;
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if (pTarget != nullptr) // NOTE: nTarget can be -1. this check wasn't in original code. TODO: demo compatiblity?
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{
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if (cansee(sp->x, sp->y, sp->z - GetActorHeight(ap), sp->sectnum,
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pTarget->s().x, pTarget->s().y, pTarget->s().z - GetActorHeight(pTarget), pTarget->s().sectnum))
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{
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sp->xvel = 0;
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sp->yvel = 0;
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sp->ang = GetMyAngle(pTarget->s().x - sp->x, pTarget->s().y - sp->y);
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ap->nAction = 3;
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ap->nFrame = 0;
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}
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}
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}
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break;
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}
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}
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break;
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}
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case 2:
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{
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if (pTarget == nullptr)
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{
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ap->nAction = 0;
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ap->nCount = 50;
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}
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else
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{
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if (PlotCourseToSprite(ap, pTarget) >= 768)
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{
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ap->nAction = 1;
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}
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else
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{
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if (nFlag & 0x80)
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{
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runlist_DamageEnemy(pTarget, ap, 7);
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}
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}
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}
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break;
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}
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case 3:
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{
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if (bVal)
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{
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ap->nAction = 1;
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sp->xvel = bcos(sp->ang, -2);
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sp->yvel = bsin(sp->ang, -2);
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ap->nFrame = 0;
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}
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else
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{
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// loc_25718:
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if (nFlag & 0x80)
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{
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BuildBullet(ap, 8, -1, sp->ang, pTarget, 1);
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}
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}
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return;
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}
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case 4:
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case 5:
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{
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sp->xvel = 0;
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sp->yvel = 0;
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if (bVal)
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{
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ap->nAction = 1;
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ap->nFrame = 0;
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}
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return;
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}
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case 6:
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case 7:
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case 8:
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case 9:
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case 10:
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{
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if (bVal)
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{
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ap->nAction = (RandomSize(3) % 5) + 6;
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ap->nFrame = 0;
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}
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return;
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}
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case 11:
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case 12:
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{
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if (bVal)
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{
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ap->nAction = nAction + 2;
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ap->nFrame = 0;
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sp->xvel = 0;
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sp->yvel = 0;
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}
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return;
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}
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case 13:
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case 14:
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{
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sp->cstat &= 0xFEFE;
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return;
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}
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default:
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return;
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}
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// loc_2564C:
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if (nAction && pTarget != nullptr)
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{
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if (!(pTarget->s().cstat & 0x101))
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{
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ap->nAction = 0;
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ap->nFrame = 0;
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ap->nCount = 100;
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ap->pTarget = nullptr;
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sp->xvel = 0;
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sp->yvel = 0;
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}
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}
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}
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void AIAnubis::Draw(RunListEvent* ev)
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{
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auto ap = ev->pObjActor;
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if (!ap) return;
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seq_PlotSequence(ev->nParam, SeqOffsets[kSeqAnubis] + AnubisSeq[ap->nAction].a, ap->nFrame, AnubisSeq[ap->nAction].b);
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}
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void AIAnubis::RadialDamage(RunListEvent* ev)
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{
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auto ap = ev->pObjActor;
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if (!ap) return;
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if (ap->nAction < 11)
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{
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ev->nDamage = runlist_CheckRadialDamage(ap);
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Damage(ev);
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}
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}
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void AIAnubis::Damage(RunListEvent* ev)
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{
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auto ap = ev->pObjActor;
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if (!ap) return;
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auto sp = &ap->s();
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int nAction = ap->nAction;
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int nDamage = ev->nDamage;
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if (nDamage)
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{
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if (ap->nHealth <= 0)
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return;
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ap->nHealth -= dmgAdjust(nDamage);
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if (ap->nHealth > 0)
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{
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// loc_258D6:
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if (ev->pOtherActor == nullptr) {
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return;
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}
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auto pTarget = &ev->pOtherActor->s();
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if (pTarget->statnum == 100 || pTarget->statnum < 199)
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{
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if (!RandomSize(5)) {
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ap->pTarget = ev->pOtherActor;
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}
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}
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if (RandomSize(1))
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{
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if (nAction >= 6 && nAction <= 10)
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{
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auto pDrumActor = insertActor(sp->sectnum, kStatAnubisDrum);
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auto pDrumSprite = &pDrumActor->s();
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pDrumSprite->x = sp->x;
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pDrumSprite->y = sp->y;
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pDrumSprite->z = pDrumSprite->sector()->floorz;
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pDrumSprite->xrepeat = 40;
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pDrumSprite->yrepeat = 40;
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pDrumSprite->shade = -64;
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BuildObject(pDrumActor, 2, 0);
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}
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ap->pTarget = ev->pOtherActor;
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ap->nAction = 4;
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ap->nFrame = 0;
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}
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else
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{
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// loc_259B5:
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D3PlayFX(StaticSound[kSound39], ap);
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}
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}
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else
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{
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// he ded.
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sp->xvel = 0;
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sp->yvel = 0;
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sp->zvel = 0;
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sp->z = sp->sector()->floorz;
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sp->cstat &= 0xFEFE;
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ap->nHealth = 0;
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nCreaturesKilled++;
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if (nAction < 11)
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{
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DropMagic(ap);
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ap->nAction = int(ev->isRadialEvent()) + 11;
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ap->nFrame = 0;
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}
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}
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}
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}
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END_PS_NS
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