u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; u->lo_sp = NULL; u->hi_sp = NULL; sp->z = u->loz; BossSpriteNum[2] = -2; return 0; } #include "saveable.h" static saveable_code saveable_zilla_code[] = { SAVE_CODE(SetupZilla), SAVE_CODE(NullZilla), SAVE_CODE(DoZillaMove), SAVE_CODE(DoZillaStomp), SAVE_CODE(DoZillaDeathMelt), }; static saveable_data saveable_zilla_data[] = { SAVE_DATA(ZillaBattle), SAVE_DATA(ZillaOffense), SAVE_DATA(ZillaBroadcast), SAVE_DATA(ZillaSurprised), SAVE_DATA(ZillaEvasive), SAVE_DATA(ZillaLostTarget), SAVE_DATA(ZillaCloseRange),
if (!SW_SHAREWARE && gs.MusicOn && !alreadydid) { PlaySong(0, RedBookSong[Level], TRUE, TRUE); alreadydid = TRUE; } BossSpriteNum[0] = -2; return 0; } #include "saveable.h" static saveable_code saveable_serp_code[] = { SAVE_CODE(SetupSerp), SAVE_CODE(NullSerp), SAVE_CODE(DoSerpMove), SAVE_CODE(DoDeathSpecial), }; static saveable_data saveable_serp_data[] = { SAVE_DATA(SerpBattle), SAVE_DATA(SerpOffense), SAVE_DATA(SerpBroadcast), SAVE_DATA(SerpSurprised), SAVE_DATA(SerpEvasive), SAVE_DATA(SerpLostTarget), SAVE_DATA(SerpCloseRange),
else (*u->ActorActionFunc)(SpriteNum); ASSERT(User[SpriteNum]); KeepActorOnFloor(SpriteNum); DoActorSectorDamage(SpriteNum); return(0); } #include "saveable.h" static saveable_code saveable_goro_code[] = { SAVE_CODE(SetupGoro), SAVE_CODE(NullGoro), SAVE_CODE(DoGoroPain), SAVE_CODE(DoGoroMove), }; static saveable_data saveable_goro_data[] = { SAVE_DATA(GoroBattle), SAVE_DATA(GoroOffense), SAVE_DATA(GoroBroadcast), SAVE_DATA(GoroSurprised), SAVE_DATA(GoroEvasive), SAVE_DATA(GoroLostTarget), SAVE_DATA(GoroCloseRange), SAVE_DATA(GoroPersonality),