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d808ec156f
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88b62048a1
1 changed files with 70 additions and 47 deletions
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@ -25,22 +25,25 @@ const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof
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int HealthManGrav=128;
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int HealthManShift=9;
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int HealthManPickUpDelay=16;
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int HealthManPickUpDelay=32;
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/*****************************************************************************/
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void CHealthManager::init()
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{
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sItem *list=ItemList;
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FrameHdr=CGameScene::getSpriteBank()->getFrameHeader(FRM__SPATULA);
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for (int i=0; i<ITEM_MAX; i++)
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{
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ItemList[i].Life=0;
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setTSprt(&ItemList[i].Sprite);
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setTSprtTPage(&ItemList[i].Sprite,FrameHdr->TPage);
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ItemList[i].Sprite.clut=FrameHdr->Clut;
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ItemList[i].Sprite.u0=FrameHdr->U;
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ItemList[i].Sprite.v0=FrameHdr->V;
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ItemList[i].Sprite.w=FrameHdr->W;
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ItemList[i].Sprite.h=FrameHdr->H;
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list->Life=0;
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setTSprt(&list->Sprite);
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setTSprtTPage(&list->Sprite,FrameHdr->TPage);
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list->Sprite.clut=FrameHdr->Clut;
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list->Sprite.u0=FrameHdr->U;
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list->Sprite.v0=FrameHdr->V;
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list->Sprite.w=FrameHdr->W;
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list->Sprite.h=FrameHdr->H;
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list++;
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}
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}
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@ -90,45 +93,55 @@ int AngleInc=1024/Count;
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void CHealthManager::addItem(DVECTOR const &Pos,int TableIdx,int Angle,int Vel)
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{
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int Idx=0;
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sItem *item;
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while (ItemList[Idx].Life) Idx++;
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ASSERT(Idx<ITEM_MAX);
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ItemList[Idx].Life=ItemTable[TableIdx].Life;
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setRGB0(&ItemList[Idx].Sprite,ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
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ItemList[Idx].Pos.vx=Pos.vx<<HealthManShift;
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ItemList[Idx].Pos.vy=Pos.vy<<HealthManShift;
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item=&ItemList[Idx];
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item->Life=ItemTable[TableIdx].Life;
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setRGB0(&item->Sprite,ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
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item->Pos.vx=Pos.vx<<HealthManShift;
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item->Pos.vy=Pos.vy<<HealthManShift;
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ItemList[Idx].Vel.vx=-(msin(Angle)*Vel);//>>1;
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ItemList[Idx].Vel.vy=-(mcos(Angle)*Vel);
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item->Vel.vx=-(msin(Angle)*Vel);//>>1;
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item->Vel.vy=-(mcos(Angle)*Vel);
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// ItemList[Idx].Pos.vx+=ItemList[Idx].Vel.vx;
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// ItemList[Idx].Pos.vy+=ItemList[Idx].Vel.vy;
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// item->Pos.vx+=item->Vel.vx;
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// item->Pos.vy+=item->Vel.vy;
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ItemList[Idx].Count=ItemTable[TableIdx].Count;
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item->Count=ItemTable[TableIdx].Count;
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}
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/*****************************************************************************/
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void CHealthManager::checkPlayerCol(CPlayer *Player)
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{
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CRECT const &PRect=Player->getCollisionArea();
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CRECT PRect=Player->getCollisionArea();
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sItem *item=ItemList;
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PRect.x1+=8;
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PRect.x2+=8;
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PRect.y1+=16;
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PRect.y2+=16;
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for (int i=0; i<ITEM_MAX; i++)
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{
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if (ItemList[i].Life && ItemList[i].Life<256-HealthManPickUpDelay)
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if (item->Life && item->Life<256-HealthManPickUpDelay)
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{
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if (PRect.x2<ItemList[i].ScrPos.vx || PRect.x1>ItemList[i].ScrPos.vx+16 ||
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PRect.y2<ItemList[i].ScrPos.vy || PRect.y1>ItemList[i].ScrPos.vy+32)
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if (PRect.x2<item->ScrPos.vx || PRect.x1>item->ScrPos.vx+16 ||
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PRect.y2<item->ScrPos.vy || PRect.y1>item->ScrPos.vy+32)
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{
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}
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else
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{
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ItemList[i].Life=0;
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Player->addSpatula(ItemList[i].Count);
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item->Life=0;
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Player->addSpatula(item->Count);
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}
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}
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item++;
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}
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}
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@ -137,39 +150,41 @@ CRECT const &PRect=Player->getCollisionArea();
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/*****************************************************************************/
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void CHealthManager::think(int frames)
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{
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sItem *item=ItemList;
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CLayerCollision *ColLayer=CGameScene::getCollision();
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for (int i=0; i<ITEM_MAX; i++)
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{
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for (int f=0; f<frames; f++)
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{
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if (ItemList[i].Life)
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if (item->Life>1)
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{
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int OldY=ItemList[i].Pos.vy;
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ItemList[i].Life--;
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ItemList[i].Pos.vx+=ItemList[i].Vel.vx;
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ItemList[i].Pos.vy+=ItemList[i].Vel.vy;
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ItemList[i].ScrPos.vx=ItemList[i].Pos.vx>>HealthManShift;
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ItemList[i].ScrPos.vy=ItemList[i].Pos.vy>>HealthManShift;
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ItemList[i].Vel.vy+=HealthManGrav;
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item->Life--;
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item->Pos.vx+=item->Vel.vx;
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item->Pos.vy+=item->Vel.vy;
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item->ScrPos.vx=item->Pos.vx>>HealthManShift;
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item->ScrPos.vy=item->Pos.vy>>HealthManShift;
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item->Vel.vy+=HealthManGrav;
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// if (ItemList[i].Vel.vy>0)
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// if (item->Vel.vy>0)
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{
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int DistY = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx, ItemList[i].ScrPos.vy, 16 );
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int DistY = ColLayer->getHeightFromGround( item->ScrPos.vx, item->ScrPos.vy, 16 );
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if (DistY<=0)
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{
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if (ItemList[i].Vel.vy<0)
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if (item->Vel.vy<0)
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{
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ItemList[i].Pos.vy=OldY;
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item->Pos.vy=OldY;
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}
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ItemList[i].Vel.vy=-ItemList[i].Vel.vy>>1;
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ItemList[i].Vel.vx>>=1;
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// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
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item->Vel.vy=-item->Vel.vy>>1;
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item->Vel.vx>>=1;
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// item->Pos.vy-=DistY<<(HealthManShift-1);
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}
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}
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int XOfs;
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if (ItemList[i].Vel.vx>0)
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if (item->Vel.vx>0)
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{
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XOfs=+16;
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}
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@ -178,15 +193,21 @@ void CHealthManager::think(int frames)
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XOfs=-16;
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}
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// Check X collision
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int DistX = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx+XOfs, ItemList[i].ScrPos.vy, 32 );
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int DistX = ColLayer->getHeightFromGround( item->ScrPos.vx+XOfs, item->ScrPos.vy, 32 );
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if (DistX<=0)
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{
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ItemList[i].Vel.vx=-ItemList[i].Vel.vx>>1;
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// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
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item->Vel.vx=-item->Vel.vx>>1;
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// item->Pos.vy-=DistY<<(HealthManShift-1);
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}
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}
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else
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{
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item->Life=0;
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}
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}
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item++;
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}
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}
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@ -196,19 +217,21 @@ void CHealthManager::think(int frames)
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/*****************************************************************************/
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void CHealthManager::render()
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{
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sItem *list=ItemList;
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sOT *ThisOT=OtPtr;//+OTPOS__PICKUP_POS;
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DVECTOR const &CamPos=CLevel::getCameraPos();
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for (int i=0; i<ITEM_MAX; i++)
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{
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if (ItemList[i].Life)
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int life=list->Life;
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if (life&&(life<256-HealthManPickUpDelay||life&3))
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{
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// Calc render pos (dont worry about clipping yet)
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ItemList[i].Sprite.x0 = ItemList[i].ScrPos.vx - CamPos.vx;
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ItemList[i].Sprite.y0 = (ItemList[i].ScrPos.vy - CamPos.vy)-32;
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list->Sprite.x0 = list->ScrPos.vx - CamPos.vx;
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list->Sprite.y0 = (list->ScrPos.vy - CamPos.vy)-32;
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addPrim(ThisOT,&ItemList[i].Sprite);
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addPrim(ThisOT,&list->Sprite);
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}
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list++;
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}
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}
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