- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
200 lines
6.3 KiB
C++
200 lines
6.3 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "a_hereticglobal.h"
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#include "a_action.h"
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#include "gstrings.h"
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static FRandom pr_wizatk3 ("WizAtk3");
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void A_WizAtk1 (AActor *);
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void A_WizAtk2 (AActor *);
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void A_WizAtk3 (AActor *);
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void A_GhostOff (AActor *);
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// Class definitions --------------------------------------------------------
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FState AWizard::States[] =
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{
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#define S_WIZARD_LOOK 0
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S_NORMAL (WZRD, 'A', 10, A_Look , &States[S_WIZARD_LOOK+1]),
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S_NORMAL (WZRD, 'B', 10, A_Look , &States[S_WIZARD_LOOK+0]),
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#define S_WIZARD_WALK (S_WIZARD_LOOK+2)
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S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+1]),
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S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+2]),
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S_NORMAL (WZRD, 'A', 3, A_Chase , &States[S_WIZARD_WALK+3]),
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S_NORMAL (WZRD, 'A', 4, A_Chase , &States[S_WIZARD_WALK+4]),
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S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+5]),
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S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+6]),
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S_NORMAL (WZRD, 'B', 3, A_Chase , &States[S_WIZARD_WALK+7]),
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S_NORMAL (WZRD, 'B', 4, A_Chase , &States[S_WIZARD_WALK+0]),
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#define S_WIZARD_ATK (S_WIZARD_WALK+8)
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S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+1]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+2]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+3]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+4]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+5]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+6]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk1 , &States[S_WIZARD_ATK+7]),
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S_NORMAL (WZRD, 'C', 4, A_WizAtk2 , &States[S_WIZARD_ATK+8]),
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S_NORMAL (WZRD, 'D', 12, A_WizAtk3 , &States[S_WIZARD_WALK+0]),
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#define S_WIZARD_PAIN (S_WIZARD_ATK+9)
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S_NORMAL (WZRD, 'E', 3, A_GhostOff , &States[S_WIZARD_PAIN+1]),
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S_NORMAL (WZRD, 'E', 3, A_Pain , &States[S_WIZARD_WALK+0]),
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#define S_WIZARD_DIE (S_WIZARD_PAIN+2)
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S_NORMAL (WZRD, 'F', 6, A_GhostOff , &States[S_WIZARD_DIE+1]),
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S_NORMAL (WZRD, 'G', 6, A_Scream , &States[S_WIZARD_DIE+2]),
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S_NORMAL (WZRD, 'H', 6, NULL , &States[S_WIZARD_DIE+3]),
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S_NORMAL (WZRD, 'I', 6, NULL , &States[S_WIZARD_DIE+4]),
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S_NORMAL (WZRD, 'J', 6, A_NoBlocking , &States[S_WIZARD_DIE+5]),
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S_NORMAL (WZRD, 'K', 6, NULL , &States[S_WIZARD_DIE+6]),
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S_NORMAL (WZRD, 'L', 6, NULL , &States[S_WIZARD_DIE+7]),
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S_NORMAL (WZRD, 'M', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AWizard, Heretic, 15, 19)
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PROP_SpawnHealth (180)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (68)
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PROP_Mass (100)
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PROP_SpeedFixed (12)
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PROP_PainChance (64)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL)
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PROP_Flags3 (MF3_DONTOVERLAP)
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PROP_SpawnState (S_WIZARD_LOOK)
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PROP_SeeState (S_WIZARD_WALK)
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PROP_PainState (S_WIZARD_PAIN)
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PROP_MissileState (S_WIZARD_ATK)
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PROP_DeathState (S_WIZARD_DIE)
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PROP_SeeSound ("wizard/sight")
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PROP_AttackSound ("wizard/attack")
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PROP_PainSound ("wizard/pain")
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PROP_DeathSound ("wizard/death")
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PROP_ActiveSound ("wizard/active")
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PROP_Obituary("$OB_WIZARD")
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PROP_HitObituary("$OB_WIZARDHIT")
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END_DEFAULTS
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void AWizard::NoBlockingSet ()
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{
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P_DropItem (this, "BlasterAmmo", 10, 84);
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P_DropItem (this, "ArtiTomeOfPower", 0, 4);
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}
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class AWizardFX1 : public AActor
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{
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DECLARE_ACTOR (AWizardFX1, AActor)
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};
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FState AWizardFX1::States[] =
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{
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#define S_WIZFX1 0
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S_BRIGHT (FX11, 'A', 6, NULL , &States[S_WIZFX1+1]),
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S_BRIGHT (FX11, 'B', 6, NULL , &States[S_WIZFX1+0]),
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#define S_WIZFXI1 (S_WIZFX1+2)
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S_BRIGHT (FX11, 'C', 5, NULL , &States[S_WIZFXI1+1]),
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S_BRIGHT (FX11, 'D', 5, NULL , &States[S_WIZFXI1+2]),
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S_BRIGHT (FX11, 'E', 5, NULL , &States[S_WIZFXI1+3]),
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S_BRIGHT (FX11, 'F', 5, NULL , &States[S_WIZFXI1+4]),
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S_BRIGHT (FX11, 'G', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AWizardFX1, Heretic, -1, 140)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (18)
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PROP_Damage (3)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_WIZFX1)
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PROP_DeathState (S_WIZFXI1)
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END_DEFAULTS
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AT_SPEED_SET (WizardFX1, speed)
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{
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SimpleSpeedSetter (AWizardFX1, 18*FRACUNIT, 24*FRACUNIT, speed);
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}
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// --- Action functions -----------------------------------------------------
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//----------------------------------------------------------------------------
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//
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// PROC A_GhostOff
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//
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//----------------------------------------------------------------------------
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void A_GhostOff (AActor *actor)
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{
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actor->RenderStyle = STYLE_Normal;
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actor->flags3 &= ~MF3_GHOST;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk1
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//
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//----------------------------------------------------------------------------
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void A_WizAtk1 (AActor *actor)
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{
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A_FaceTarget (actor);
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A_GhostOff (actor);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk2
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//
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//----------------------------------------------------------------------------
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void A_WizAtk2 (AActor *actor)
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{
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A_FaceTarget (actor);
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actor->alpha = HR_SHADOW;
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actor->RenderStyle = STYLE_Translucent;
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actor->flags3 |= MF3_GHOST;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_WizAtk3
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//
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//----------------------------------------------------------------------------
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void A_WizAtk3 (AActor *actor)
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{
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AActor *mo;
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A_GhostOff (actor);
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if (!actor->target)
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{
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return;
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}
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S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
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if (actor->CheckMeleeRange())
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{
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int damage = pr_wizatk3.HitDice (4);
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P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
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P_TraceBleed (damage, actor->target, actor);
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return;
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}
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mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(AWizardFX1));
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if (mo != NULL)
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{
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P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle-(ANG45/8), mo->momz);
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P_SpawnMissileAngle(actor, RUNTIME_CLASS(AWizardFX1), mo->angle+(ANG45/8), mo->momz);
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}
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}
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