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5b785068c2
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96 changed files with 550 additions and 406 deletions
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@ -215,7 +215,6 @@ void CNpcAnemone1Enemy::processClose( int _frames )
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CProjectile *projectile;
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projectile = new( "test projectile" ) CProjectile;
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projectile->init( Pos, m_heading );
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projectile->setLayerCollision( m_layerCollision );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerTimer = GameState::getOneSecondInFrames();
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@ -240,9 +239,6 @@ void CNpcAnemone2Enemy::postInit()
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m_scaleY = ONE;
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m_radius = 0;
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m_spriteBank=new ("projectile sprites") SpriteBank();
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m_spriteBank->load(SPRITES_SPRITES_SPR);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -435,7 +431,6 @@ void CNpcAnemone2Enemy::processClose( int _frames )
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projectile = new( "anemone lev2 projectile" ) CProjectile;
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projectile->init( spikePos, heading, CProjectile::PROJECTILE_DUMBFIRE, CProjectile::PROJECTILE_FINITE_LIFE );
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projectile->setLayerCollision( m_layerCollision );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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projectile->setSpeed( 5 );
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}
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@ -527,16 +522,16 @@ void CNpcAnemone2Enemy::render()
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int x,y;
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int scrnWidth = VidGetScrW();
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int scrnHeight = VidGetScrH();
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int spriteWidth = m_spriteBank->getFrameWidth(FRM__SPIKE);
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int spriteHeight = m_spriteBank->getFrameHeight(FRM__SPIKE);
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int spriteWidth = CGameScene::getSpriteBank()->getFrameWidth(FRM__SPIKE);
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int spriteHeight = CGameScene::getSpriteBank()->getFrameHeight(FRM__SPIKE);
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offset = CLevel::getCameraPos();
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x = spikePos.vx - offset.vx;
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y = spikePos.vy - offset.vy;
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frameHdr = m_spriteBank->getFrameHeader( FRM__SPIKE );
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m_spriteBank->printRotatedScaledSprite( frameHdr, x, y, 4096, 4096, heading, 10 );
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frameHdr = CGameScene::getSpriteBank()->getFrameHeader( FRM__SPIKE );
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CGameScene::getSpriteBank()->printRotatedScaledSprite( frameHdr, x, y, 4096, 4096, heading, 10 );
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}
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DVECTOR &renderPos=getRenderPos();
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@ -576,7 +571,6 @@ void CNpcAnemone3Enemy::processClose( int _frames )
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CProjectile::PROJECTILE_GAS_CLOUD,
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CProjectile::PROJECTILE_FINITE_LIFE,
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lifetime * GameState::getOneSecondInFrames() );
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projectile->setLayerCollision( m_layerCollision );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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