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Use dude physics as base for debris physics
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Remove dude flags commands
Update kModernSlopeChanger
Add stealth dude flag
Update for sector pause/continue motion

# Conflicts:
#	source/blood/src/db.h
#	source/blood/src/nnexts.cpp
#	source/blood/src/nnexts.h

# Conflicts:
#	source/blood/src/nnexts.cpp
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NoOneBlood authored and coelckers committed Jun 2, 2021
1 parent 7fa6900 commit f433c6e
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Showing 6 changed files with 631 additions and 250 deletions.
1 change: 1 addition & 0 deletions source/games/blood/src/actor.cpp
Expand Up @@ -6431,6 +6431,7 @@ spritetype *actSpawnDude(spritetype *pSource, short nType, int a3, int a4)
pXSprite2->dudeGuard = pXSource->dudeGuard;
pXSprite2->dudeAmbush = pXSource->dudeAmbush;
pXSprite2->dudeFlag4 = pXSource->dudeFlag4;
pXSprite2->unused1 = pXSource->unused1;
break;
}
}
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4 changes: 2 additions & 2 deletions source/games/blood/src/ai.cpp
Expand Up @@ -1815,12 +1815,12 @@ void aiInitSprite(spritetype *pSprite)
bool uwater = spriteIsUnderwater(pSprite);
if (stateTimer > 0) {
if (uwater) aiPatrolState(pSprite, kAiStatePatrolWaitW);
else if (pXSprite->unused2) aiPatrolState(pSprite, kAiStatePatrolWaitC);
else if (pXSprite->unused1 & kDudeFlagCrouch) aiPatrolState(pSprite, kAiStatePatrolWaitC);
else aiPatrolState(pSprite, kAiStatePatrolWaitL);
pXSprite->stateTimer = stateTimer; // restore state timer
}
else if (uwater) aiPatrolState(pSprite, kAiStatePatrolMoveW);
else if (pXSprite->unused2) aiPatrolState(pSprite, kAiStatePatrolMoveC);
else if (pXSprite->unused1 & kDudeFlagCrouch) aiPatrolState(pSprite, kAiStatePatrolMoveC);
else aiPatrolState(pSprite, kAiStatePatrolMoveL);

}
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2 changes: 2 additions & 0 deletions source/games/blood/src/aiunicult.cpp
Expand Up @@ -1686,6 +1686,7 @@ spritetype* genDudeSpawn(spritetype* pSprite, int nDist) {
pXDude->dudeGuard = pXSource->dudeGuard;
pXDude->dudeAmbush = pXSource->dudeAmbush;
pXDude->dudeFlag4 = pXSource->dudeFlag4;
pXDude->unused1 = pXSource->unused1;
break;
}
}
Expand Down Expand Up @@ -1761,6 +1762,7 @@ void genDudeTransform(spritetype* pSprite) {
pXSprite->dudeDeaf = pXIncarnation->dudeDeaf;
pXSprite->dudeAmbush = pXIncarnation->dudeAmbush;
pXSprite->dudeFlag4 = pXIncarnation->dudeFlag4;
pXSprite->unused1 = pXIncarnation->unused1;

pXSprite->dropMsg = pXIncarnation->dropMsg;
pXSprite->key = pXIncarnation->key;
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9 changes: 1 addition & 8 deletions source/games/blood/src/eventq.h
Expand Up @@ -117,15 +117,8 @@ kCmdWallTouch = 52,
#ifdef NOONE_EXTENSIONS
kCmdSectorMotionPause = 13, // stops motion of the sector
kCmdSectorMotionContinue = 14, // continues motion of the sector
kCmdDudeFlagsSet = 15, // copy dudeFlags from sprite to dude
kCmdModernUse = 53, // used by most of modern types
kCmdModernPatrolOff = 54, // to manipulate dudeFlags
kCmdModernPatrolOn = 55, // to manipulate dudeFlags
kCmdModernDeafOff = 56, // to manipulate dudeFlags
kCmdModernDeafOn = 57, // to manipulate dudeFlags
kCmdModernBlindOff = 58, // to manipulate dudeFlags
kCmdModernBlindOn = 59, // to manipulate dudeFlags
kCmdModernAlarmOff = 60, // to manipulate dudeFlags
kCmdModernAlarmOn = 61, // to manipulate dudeFlags
#endif

kCmdNumberic = 64, // 64: 0, 65: 1 and so on up to 255
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