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rename some actor struct fields
svn-id: r18664
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@ -373,8 +373,8 @@ void Insane::initvars(void) {
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_actor[0].x1 = -1;
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_actor[0].weaponClass = 2;
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_actor[0].animWeaponClass = 0;
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_actor[0].field_34 = 2;
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_actor[0].field_38 = 0;
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_actor[0].newFacingFlag = 2;
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_actor[0].curFacingFlag = 0;
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_actor[0].lost = false;
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_actor[0].kicking = false;
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_actor[0].field_44 = false;
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@ -412,8 +412,8 @@ void Insane::initvars(void) {
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_actor[1].x1 = -1;
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_actor[1].weaponClass = 2;
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_actor[1].animWeaponClass = 0;
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_actor[1].field_34 = 0;
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_actor[1].field_38 = 0;
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_actor[1].newFacingFlag = 0;
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_actor[1].curFacingFlag = 0;
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_actor[1].lost = false;
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_actor[1].kicking = false;
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_actor[1].field_44 = false;
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@ -914,8 +914,8 @@ void Insane::reinitActors(void) {
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_actor[0].weapon = INV_HAND;
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_actor[0].weaponClass = 2;
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_actor[0].animWeaponClass = 0;
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_actor[0].field_34 = 2;
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_actor[0].field_38 = 0;
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_actor[0].newFacingFlag = 2;
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_actor[0].curFacingFlag = 0;
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_actor[0].tilt = 0;
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_actor[0].field_8 = 1;
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_actor[0].act[2].state = 1;
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@ -243,13 +243,13 @@ class Insane {
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int32 x1;
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int16 weaponClass;
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int16 animWeaponClass;
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int16 field_34;
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int16 field_38;
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bool lost;
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bool kicking;
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bool field_44;
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bool field_48;
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bool defunct;
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int16 newFacingFlag;
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int16 curFacingFlag;
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bool lost;
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bool kicking;
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bool field_44;
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bool field_48; // unused
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bool defunct;
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int32 scenePropSubIdx;
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int32 field_54;
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int32 runningSound;
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@ -607,7 +607,7 @@ void Insane::actor02Reaction(int32 buttons) {
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case 6:
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smlayer_setActorLayer(0, 2, 4);
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_actor[0].weaponClass = 2;
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_actor[0].field_34 = 1;
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_actor[0].newFacingFlag = 1;
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_actor[0].kicking = false;
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smlayer_setActorCostume(0, 2, readArray(22));
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smlayer_setActorFacing(0, 2, 19, 180);
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@ -618,7 +618,7 @@ void Insane::actor02Reaction(int32 buttons) {
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case 7:
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smlayer_setActorLayer(0, 2, 4);
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_actor[0].weaponClass = 2;
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_actor[0].field_34 = 1;
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_actor[0].newFacingFlag = 1;
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_actor[0].kicking = false;
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if (_actor[0].act[2].frame >= 1) {
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smlayer_setActorFacing(0, 2, 20, 180);
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@ -629,7 +629,7 @@ void Insane::actor02Reaction(int32 buttons) {
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case 8:
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smlayer_setActorLayer(0, 2, 4);
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_actor[0].weaponClass = 2;
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_actor[0].field_34 = 1;
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_actor[0].newFacingFlag = 1;
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_actor[0].kicking = false;
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if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
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_actor[1].damage = weaponDamage(0);
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@ -645,11 +645,11 @@ void Insane::actor02Reaction(int32 buttons) {
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case 9:
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smlayer_setActorLayer(0, 2, 5);
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_actor[0].weaponClass = 2;
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_actor[0].field_34 = 1;
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_actor[0].newFacingFlag = 1;
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_actor[0].kicking = false;
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if (_actor[0].act[2].frame >= 3) {
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smlayer_setActorCostume(0, 2, readArray(12));
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_actor[0].field_34 = 2;
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_actor[0].newFacingFlag = 2;
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_actor[0].act[2].state = 1;
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}
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_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
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@ -1715,8 +1715,8 @@ void Insane::actor01Reaction(int32 buttons) {
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break;
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}
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if (_actor[0].field_38 != _actor[0].field_34) {
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if (_actor[0].field_34 == 2)
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if (_actor[0].curFacingFlag != _actor[0].newFacingFlag) {
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if (_actor[0].newFacingFlag == 2)
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smlayer_setActorFacing(0, 1, 28, 180);
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else
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smlayer_setActorFacing(0, 1, 27, 180);
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@ -1731,7 +1731,7 @@ void Insane::actor01Reaction(int32 buttons) {
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smlayer_putActor(0, 1, tmpx, tmpy, _smlayer_room);
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_actor[0].animWeaponClass = _actor[0].weaponClass;
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_actor[0].field_38 = _actor[0].field_34;
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_actor[0].curFacingFlag = _actor[0].newFacingFlag;
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}
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void Insane::actor03Reaction(int32 buttons) {
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@ -765,8 +765,8 @@ void Insane::setEnemyCostumes(void) {
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_actor[0].weapon = INV_HAND;
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_actor[0].weaponClass = 2;
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_actor[0].animWeaponClass = 0;
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_actor[0].field_34 = 2;
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_actor[0].field_38 = 0;
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_actor[0].newFacingFlag = 2;
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_actor[0].curFacingFlag = 0;
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_actor[0].tilt = 0;
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_actor[0].field_8 = 1;
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_actor[0].act[2].state = 1;
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