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https://github.com/ZDoom/Raze.git
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287 lines
7.8 KiB
C++
287 lines
7.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "gamecontrol.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "break.h"
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#include "sprite.h"
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BEGIN_SW_NS
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inline int16_t& QUAKE_Match(DSWActor* actor) { return SP_TAG2(actor); }
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inline uint8_t& QUAKE_Zamt(DSWActor* actor) { return SP_TAG3(actor); }
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#define QUAKE_Radius(actor) (SP_TAG4(actor))
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#define QUAKE_Duration(actor) (SP_TAG5(actor))
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#define QUAKE_WaitSecs(actor) (SP_TAG6(actor))
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#define QUAKE_AngAmt(actor) (SP_TAG7(actor))
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#define QUAKE_PosAmt(actor) (SP_TAG8(actor))
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#define QUAKE_RandomTest(actor) (SP_TAG9(actor))
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#define QUAKE_WaitTics(actor) (SP_TAG13(actor))
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#define QUAKE_TestDontTaper(actor) (TEST_BOOL1(actor))
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#define QUAKE_KillAfterQuake(actor) (TEST_BOOL2(actor))
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// only for timed quakes
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#define QUAKE_WaitForTrigger(actor) (TEST_BOOL3(actor))
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void CopyQuakeSpotToOn(DSWActor* actor)
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{
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auto actorNew = insertActor(actor->spr.sector(), STAT_QUAKE_SPOT);
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actorNew->spr = actor->spr;
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actorNew->spr.setsector(actor->spr.sector());
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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change_actor_stat(actorNew, STAT_QUAKE_ON);
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QUAKE_Duration(actorNew) *= 120;
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}
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void DoQuakeMatch(short match)
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{
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SWStatIterator it(STAT_QUAKE_SPOT);
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while (auto actor = it.Next())
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{
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if (QUAKE_Match(actor) == match)
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{
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if ((int16_t)QUAKE_WaitTics(actor) > 0)
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{
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// its not waiting any more
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RESET_BOOL3(actor);
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}
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else
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{
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CopyQuakeSpotToOn(actor);
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if (QUAKE_KillAfterQuake(actor))
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{
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KillActor(actor);
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continue;
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}
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}
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}
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}
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}
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void ProcessQuakeOn(void)
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{
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SWStatIterator it(STAT_QUAKE_ON);
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while (auto actor = it.Next())
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{
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// get rid of quake when timer runs out
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QUAKE_Duration(actor) -= synctics*4;
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if (QUAKE_Duration(actor) < 0)
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{
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KillActor(actor);
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continue;
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}
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}
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}
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void ProcessQuakeSpot(void)
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{
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int rand_test;
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// check timed quakes and random quakes
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SWStatIterator it(STAT_QUAKE_SPOT);
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while (auto actor = it.Next())
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{
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// not a timed quake
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if (!QUAKE_WaitSecs(actor))
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continue;
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// don't process unless triggered
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if (QUAKE_WaitForTrigger(actor))
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continue;
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// spawn a quake if time is up
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SET_SP_TAG13(actor, (QUAKE_WaitTics(actor)-4*synctics));
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if ((int16_t)QUAKE_WaitTics(actor) < 0)
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{
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// reset timer - add in Duration of quake
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SET_SP_TAG13(actor, (((QUAKE_WaitSecs(actor)*10) + QUAKE_Duration(actor)) * 120));
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// spawn a quake if condition is met
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rand_test = QUAKE_RandomTest(actor);
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// wrong - all quakes need to happen at the same time on all computerssg
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//if (!rand_test || (rand_test && STD_RANDOM_RANGE(128) < rand_test))
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if (!rand_test || (rand_test && RandomRange(128) < rand_test))
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{
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CopyQuakeSpotToOn(actor);
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// kill quake spot if needed
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if (QUAKE_KillAfterQuake(actor))
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{
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DeleteNoSoundOwner(actor);
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KillActor(actor);
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continue;
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}
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}
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}
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}
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}
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void QuakeViewChange(PLAYERp pp, int *z_diff, int *x_diff, int *y_diff, short *ang_diff)
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{
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int i;
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DSWActor* save_act = nullptr;
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int dist,save_dist = 999999;
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int dist_diff, scale_value;
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int ang_amt;
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int radius;
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int pos_amt;
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*z_diff = 0;
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*x_diff = 0;
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*y_diff = 0;
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*ang_diff = 0;
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if (paused)
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return;
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// find the closest quake - should be a strength value
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DSWActor* actor = nullptr;
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SWStatIterator it(STAT_QUAKE_ON);
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while (actor = it.Next())
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{
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dist = FindDistance3D(pp->pos.X - actor->spr.pos.X, pp->pos.Y - actor->spr.pos.Y, pp->pos.Z - actor->spr.pos.Z);
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// shake whole level
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if (QUAKE_TestDontTaper(actor))
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{
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save_dist = dist;
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save_act = actor;
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break;
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}
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if (dist < save_dist)
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{
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save_dist = dist;
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save_act = actor;
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}
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}
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if (!save_act)
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return;
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else
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actor = save_act;
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radius = QUAKE_Radius(actor) * 8L;
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if (save_dist > radius)
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return;
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*z_diff = Z(STD_RANDOM_RANGE(QUAKE_Zamt(actor)) - (QUAKE_Zamt(actor)/2));
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ang_amt = QUAKE_AngAmt(actor) * 4L;
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*ang_diff = STD_RANDOM_RANGE(ang_amt) - (ang_amt/2);
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pos_amt = QUAKE_PosAmt(actor) * 4L;
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*x_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
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*y_diff = STD_RANDOM_RANGE(pos_amt) - (pos_amt/2);
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if (!QUAKE_TestDontTaper(actor))
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{
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// scale values from epicenter
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dist_diff = radius - save_dist;
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scale_value = DivScale(dist_diff, radius, 16);
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*z_diff = MulScale(*z_diff, scale_value, 16);
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*ang_diff = MulScale(*ang_diff, scale_value, 16);
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*x_diff = MulScale(*x_diff, scale_value, 16);
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*y_diff = MulScale(*y_diff, scale_value, 16);
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}
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}
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void SpawnQuake(sectortype* sect, int x, int y, int z,
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short tics, short amt, int radius)
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{
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auto actorNew = insertActor(sect, STAT_QUAKE_ON);
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actorNew->spr.pos = { x, y, z };
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actorNew->spr.cstat = 0;
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actorNew->spr.extra = 0;
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QUAKE_Match(actorNew) = -1;
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QUAKE_Zamt(actorNew) = uint8_t(amt);
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QUAKE_Radius(actorNew) = radius/8;
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QUAKE_Duration(actorNew) = tics;
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QUAKE_AngAmt(actorNew) = 8;
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QUAKE_PosAmt(actorNew) = 0;
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PlaySound(DIGI_ERUPTION, actorNew, v3df_follow|v3df_dontpan);
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}
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bool SetQuake(PLAYERp pp, short tics, short amt)
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{
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SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, tics, amt, 30000);
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return false;
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}
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int SetExpQuake(DSWActor* actor)
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{
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SpawnQuake(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 40, 4, 20000); // !JIM! was 8, 40000
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return 0;
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}
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int SetGunQuake(DSWActor* actor)
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{
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SpawnQuake(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 40, 8, 40000);
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return 0;
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}
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int SetPlayerQuake(PLAYERp pp)
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{
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SpawnQuake(pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, 40, 8, 40000);
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return 0;
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}
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int SetNuclearQuake(DSWActor* actor)
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{
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SpawnQuake(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 400, 8, 64000);
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return 0;
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}
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int SetSumoQuake(DSWActor* actor)
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{
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SpawnQuake(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 120, 4, 20000);
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return 0;
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}
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int SetSumoFartQuake(DSWActor* actor)
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{
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SpawnQuake(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z, 60, 4, 4000);
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return 0;
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}
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END_SW_NS
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