int NullZilla(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; //if (TEST(u->Flags,SPR_SLIDING)) //DoActorSlide(SpriteNum); #if 0 if (u->State == s_ZillaDie) { getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; sp->z = u->loz; } #endif //if (!TEST(u->Flags,SPR_CLIMBING)) // KeepActorOnFloor(SpriteNum); getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz); u->lo_sectp = §or[sp->sectnum]; u->hi_sectp = §or[sp->sectnum]; u->lo_sp = NULL; u->hi_sp = NULL; sp->z = u->loz; DoActorSectorDamage(SpriteNum); return 0; }
int NullGoro(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; ASSERT(SpriteNum >= 0); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); KeepActorOnFloor(SpriteNum); DoActorSectorDamage(SpriteNum); return(0); }
int DoZillaMove(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; short choose; static int handle; //if (TEST(u->Flags,SPR_SLIDING)) //DoActorSlide(SpriteNum); // Random Zilla taunts if (!FX_SoundActive(handle)) { choose = STD_RANDOM_RANGE(1000); if (choose > 990) handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none); else if (choose > 985) handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none); else if (choose > 980) handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none); else if (choose > 975) handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none); } if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else (*u->ActorActionFunc)(SpriteNum); KeepActorOnFloor(SpriteNum); if (DoActorSectorDamage(SpriteNum)) { return 0; } return 0; }
int DoGoroMove(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; ASSERT(SpriteNum >= 0); if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else (*u->ActorActionFunc)(SpriteNum); ASSERT(User[SpriteNum]); KeepActorOnFloor(SpriteNum); DoActorSectorDamage(SpriteNum); return(0); }