Lines Matching refs:_actor

49 	_actor[actor1].cursorX = tmp;  in enemyBenHandler()
64 if (_actor[0].damage < _actor[0].maxdamage) { in turnBen()
65 _actor[0].lost = false; in turnBen()
67 if (!_actor[0].lost && !_actor[1].lost) { in turnBen()
68 _actor[0].lost = true; in turnBen()
69 _actor[0].act[2].state = 36; in turnBen()
70 _actor[0].act[1].state = 36; in turnBen()
71 _actor[0].act[1].room = 0; in turnBen()
72 _actor[0].act[0].state = 36; in turnBen()
73 _actor[0].act[0].room = 0; in turnBen()
80 if (!_actor[0].lost && controllable) { in turnBen()
87 debug(5, "00:%d 01:%d 02:%d 03:%d", _actor[0].act[0].state, in turnBen()
88 _actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state); in turnBen()
98 if (_actor[0].damage < _actor[0].maxdamage) { in turnBen()
99 _actor[0].lost = false; in turnBen()
101 if (!_actor[0].lost && !_actor[1].lost) { in turnBen()
103 _actor[0].lost = true; in turnBen()
104 _actor[0].act[2].state = 36; in turnBen()
105 _actor[0].act[2].room = 0; in turnBen()
106 _actor[0].act[0].state = 36; in turnBen()
107 _actor[0].act[0].room = 0; in turnBen()
108 _actor[0].act[1].state = 36; in turnBen()
109 _actor[0].act[1].room = 0; in turnBen()
115 if (!_actor[0].lost && controllable) in turnBen()
133 if (_actor[0].enemyHandler != -1) in actionBen()
134 buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability); in actionBen()
136 buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability); in actionBen()
138 if (_actor[0].tilt) { in actionBen()
139 _actor[0].speed += _actor[0].cursorX / 40; in actionBen()
141 if (_actor[0].speed < 0) in actionBen()
142 _actor[0].speed++; in actionBen()
144 _actor[0].speed--; in actionBen()
147 if (_actor[0].speed > 8) in actionBen()
148 _actor[0].speed = 8; in actionBen()
150 if (_actor[0].speed < -8) in actionBen()
151 _actor[0].speed = -8; in actionBen()
153 _actor[0].x += _actor[0].speed; in actionBen()
155 if (_actor[0].x > 100) in actionBen()
156 _actor[0].x--; in actionBen()
158 if (_actor[0].x < 100) in actionBen()
159 _actor[0].x++; in actionBen()
161 if (_actor[0].x >= 0) { in actionBen()
162 if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) { in actionBen()
164 _actor[0].x = _actor[1].x - 90; in actionBen()
166 tmp = _actor[1].speed; in actionBen()
167 _actor[1].speed = _actor[0].speed; in actionBen()
168 _actor[0].speed = tmp; in actionBen()
171 _actor[0].cursorX = -320; in actionBen()
184 _actor[0].x = 0; in actionBen()
185 _actor[0].damage++; // FIXME: apparently it is a bug in original in actionBen()
190 if (_actor[0].x > 320) { in actionBen()
191 _actor[0].x = 320; in actionBen()
195 if (_actor[0].x < 10 || _actor[0].x > 310 || doDamage) { in actionBen()
197 _actor[0].x1 = -_actor[0].x1; in actionBen()
198 _actor[0].damage++; // PATCH in actionBen()
207 if (_actor[0].enemyHandler != -1) in processBenOnRoad()
208 buttons = enemyHandler(_actor[0].enemyHandler, 0, 1, _actor[0].probability); in processBenOnRoad()
210 buttons = enemyHandler(EN_TORQUE, 0, 1, _actor[0].probability); in processBenOnRoad()
213 _actor[0].speed = _actor[0].tilt; in processBenOnRoad()
215 if (_actor[0].speed > 8) in processBenOnRoad()
216 _actor[0].speed = 8; in processBenOnRoad()
218 if (_actor[0].speed < -8) in processBenOnRoad()
219 _actor[0].speed = -8; in processBenOnRoad()
221 _actor[0].x += _actor[0].speed / 2 + _actor[0].speed; in processBenOnRoad()
223 if (_actor[0].x < 0) in processBenOnRoad()
224 _actor[0].x = 0; in processBenOnRoad()
226 if (_actor[0].x > 320) in processBenOnRoad()
227 _actor[0].x = 320; in processBenOnRoad()
236 if (_actor[0].field_8 < 1) in mineChooseRoad()
239 if (_actor[0].field_8 == 112) { in mineChooseRoad()
240 if (_actor[0].frame < 18 || _needSceneSwitch) in mineChooseRoad()
244 } else if (_actor[0].field_8 == 1) { in mineChooseRoad()
245 tmp = _actor[0].cursorX / 22; in mineChooseRoad()
267 _actor[0].tilt = tmp; in mineChooseRoad()
270 _actor[0].tilt = -7; in mineChooseRoad()
272 _actor[0].tilt = 7; in mineChooseRoad()
284 _actor[0].frame = 0; in mineChooseRoad()
285 _actor[0].field_8 = 112; in mineChooseRoad()
290 _actor[0].tilt = tmp; in mineChooseRoad()
293 _actor[0].tilt = -7; in mineChooseRoad()
295 _actor[0].tilt = 7; in mineChooseRoad()
327 _actor[0].tilt = tmp; in mineChooseRoad()
330 _actor[0].tilt = -7; in mineChooseRoad()
332 _actor[0].tilt = 7; in mineChooseRoad()
370 switch (_actor[0].tilt) { in drawSpeedyActor()
372 if (_actor[0].act[2].state != 47) { in drawSpeedyActor()
374 _actor[0].act[2].state = 47; in drawSpeedyActor()
378 if (_actor[0].act[2].state != 44) { in drawSpeedyActor()
380 _actor[0].act[2].state = 44; in drawSpeedyActor()
384 if (_actor[0].act[2].state != 43) { in drawSpeedyActor()
386 _actor[0].act[2].state = 43; in drawSpeedyActor()
390 if (_actor[0].act[2].state != 42) { in drawSpeedyActor()
392 _actor[0].act[2].state = 42; in drawSpeedyActor()
396 if (_actor[0].act[2].state != 41) { in drawSpeedyActor()
398 _actor[0].act[2].state = 41; in drawSpeedyActor()
402 if (_actor[0].act[2].state != 40) { in drawSpeedyActor()
404 _actor[0].act[2].state = 40; in drawSpeedyActor()
408 if (_actor[0].act[2].state != 39) { in drawSpeedyActor()
410 _actor[0].act[2].state = 39; in drawSpeedyActor()
414 if (_actor[0].act[2].state != 1) { in drawSpeedyActor()
416 _actor[0].act[2].state = 1; in drawSpeedyActor()
420 if (_actor[0].act[2].state != 55) { in drawSpeedyActor()
422 _actor[0].act[2].state = 55; in drawSpeedyActor()
426 if (_actor[0].act[2].state != 56) { in drawSpeedyActor()
428 _actor[0].act[2].state = 56; in drawSpeedyActor()
432 if (_actor[0].act[2].state != 57) { in drawSpeedyActor()
434 _actor[0].act[2].state = 57; in drawSpeedyActor()
438 if (_actor[0].act[2].state != 58) { in drawSpeedyActor()
440 _actor[0].act[2].state = 58; in drawSpeedyActor()
444 if (_actor[0].act[2].state != 59) { in drawSpeedyActor()
446 _actor[0].act[2].state = 59; in drawSpeedyActor()
450 if (_actor[0].act[2].state != 60) { in drawSpeedyActor()
452 _actor[0].act[2].state = 60; in drawSpeedyActor()
456 if (_actor[0].act[2].state != 50) { in drawSpeedyActor()
458 _actor[0].act[2].state = 50; in drawSpeedyActor()
465 if (!_actor[0].act[2].room) in drawSpeedyActor()
468 smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1, in drawSpeedyActor()
473 if ((_actor[1].x - _actor[0].x > weaponMaxRange(0)) || in weaponBenIsEffective()
474 (_actor[1].x - _actor[0].x < weaponMinRange(0)) || in weaponBenIsEffective()
475 !_actor[1].kicking) in weaponBenIsEffective()
482 if ((_actor[1].x - _actor[0].x > weaponMaxRange(1)) || in calcBenDamage()
483 (_actor[1].x - _actor[0].x < weaponMinRange(1))) in calcBenDamage()
486 if (_actor[0].field_44 && arg_4) in calcBenDamage()
489 if (!actor1StateFlags(_actor[0].act[2].state)) in calcBenDamage()
494 _actor[0].damage += weaponDamage(1); // PATCH in calcBenDamage()
504 switch (_actor[0].act[2].state) { in actor02Reaction()
507 _actor[0].weaponClass = 2; in actor02Reaction()
508 _actor[0].kicking = false; in actor02Reaction()
510 switch (_actor[0].tilt) { in actor02Reaction()
512 if (_actor[0].act[2].animTilt != -3) { in actor02Reaction()
514 _actor[0].act[2].animTilt = -3; in actor02Reaction()
518 if (_actor[0].field_8 == 48) in actor02Reaction()
520 _actor[0].act[2].animTilt = -2; in actor02Reaction()
523 if (_actor[0].field_8 == 46) in actor02Reaction()
525 _actor[0].act[2].animTilt = -1; in actor02Reaction()
528 if (_actor[0].act[2].animTilt) { in actor02Reaction()
530 _actor[0].act[2].animTilt = 0; in actor02Reaction()
534 if (_actor[0].field_8 == 49) in actor02Reaction()
536 _actor[0].act[2].animTilt = 1; in actor02Reaction()
539 if (_actor[0].field_8 == 51) in actor02Reaction()
541 _actor[0].act[2].animTilt = 2; in actor02Reaction()
544 if (_actor[0].act[2].animTilt != 3) { in actor02Reaction()
546 _actor[0].act[2].animTilt = 3; in actor02Reaction()
552 _actor[0].act[2].tilt = 0; in actor02Reaction()
557 _actor[0].kicking = true; in actor02Reaction()
558 _actor[0].weaponClass = 1; in actor02Reaction()
559 _actor[0].act[2].state = 3; in actor02Reaction()
560 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
566 _actor[0].weaponClass = 1; in actor02Reaction()
567 if (_actor[0].act[2].frame == 2) { in actor02Reaction()
580 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
581 (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && in actor02Reaction()
582 !_actor[0].field_54) in actor02Reaction()
586 if (_actor[0].act[2].frame >= 4) { in actor02Reaction()
588 _actor[0].act[2].state = 4; in actor02Reaction()
591 _actor[0].kicking = true; in actor02Reaction()
592 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
596 _actor[0].weaponClass = 1; in actor02Reaction()
597 _actor[0].kicking = false; in actor02Reaction()
598 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
600 _actor[0].act[2].state = 1; in actor02Reaction()
601 _actor[0].act[2].animTilt = -1000; in actor02Reaction()
602 _actor[0].weaponClass = 2; in actor02Reaction()
604 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
611 _actor[0].weaponClass = 2; in actor02Reaction()
612 _actor[0].newFacingFlag = 1; in actor02Reaction()
613 _actor[0].kicking = false; in actor02Reaction()
616 _actor[0].act[2].state = 7; in actor02Reaction()
617 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
622 _actor[0].weaponClass = 2; in actor02Reaction()
623 _actor[0].newFacingFlag = 1; in actor02Reaction()
624 _actor[0].kicking = false; in actor02Reaction()
625 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
627 _actor[0].act[2].state = 8; in actor02Reaction()
629 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
633 _actor[0].weaponClass = 2; in actor02Reaction()
634 _actor[0].newFacingFlag = 1; in actor02Reaction()
635 _actor[0].kicking = false; in actor02Reaction()
636 if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) { in actor02Reaction()
637 _actor[1].damage += weaponDamage(0); in actor02Reaction()
639 _actor[1].cursorX = 320; in actor02Reaction()
641 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
643 _actor[0].act[2].state = 9; in actor02Reaction()
645 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
649 _actor[0].weaponClass = 2; in actor02Reaction()
650 _actor[0].newFacingFlag = 1; in actor02Reaction()
651 _actor[0].kicking = false; in actor02Reaction()
652 if (_actor[0].act[2].frame >= 3) { in actor02Reaction()
654 _actor[0].newFacingFlag = 2; in actor02Reaction()
655 _actor[0].act[2].state = 1; in actor02Reaction()
657 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
661 _actor[0].weaponClass = 1; in actor02Reaction()
662 _actor[0].kicking = true; in actor02Reaction()
664 _actor[0].act[2].state = 11; in actor02Reaction()
665 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
670 _actor[0].weaponClass = 1; in actor02Reaction()
671 _actor[0].kicking = true; in actor02Reaction()
672 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
674 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
675 (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && in actor02Reaction()
678 _actor[0].act[2].state = 97; in actor02Reaction()
679 _actor[0].act[2].room = 0; in actor02Reaction()
680 _actor[0].act[1].room = 0; in actor02Reaction()
681 _actor[0].act[0].room = 0; in actor02Reaction()
686 _actor[1].act[2].state = 97; in actor02Reaction()
687 _actor[1].lost = true; in actor02Reaction()
688 _actor[1].act[2].room = 1; in actor02Reaction()
689 _actor[1].act[1].room = 0; in actor02Reaction()
690 _actor[1].act[0].room = 0; in actor02Reaction()
693 _actor[0].act[2].state = 12; in actor02Reaction()
697 _actor[0].act[2].state = 12; in actor02Reaction()
700 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
704 _actor[0].weaponClass = 1; in actor02Reaction()
705 _actor[0].kicking = true; in actor02Reaction()
706 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
708 switch (_actor[1].weapon) { in actor02Reaction()
726 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
727 (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && in actor02Reaction()
728 !_actor[0].field_54) in actor02Reaction()
733 _actor[0].act[2].state = 13; in actor02Reaction()
735 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
739 _actor[0].weaponClass = 1; in actor02Reaction()
740 _actor[0].kicking = false; in actor02Reaction()
741 if (_actor[0].act[2].frame >= 3) { in actor02Reaction()
743 _actor[0].act[2].state = 63; in actor02Reaction()
745 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
749 _actor[0].weaponClass = 1; in actor02Reaction()
750 _actor[0].kicking = true; in actor02Reaction()
752 _actor[0].act[2].state = 15; in actor02Reaction()
753 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
758 _actor[0].weaponClass = 1; in actor02Reaction()
759 _actor[0].kicking = true; in actor02Reaction()
760 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
761 switch (_actor[1].weapon) { in actor02Reaction()
766 _actor[0].act[2].state = 81; in actor02Reaction()
769 _actor[0].act[2].state = 16; in actor02Reaction()
773 if (!_actor[1].kicking || _actor[1].field_44) in actor02Reaction()
774 if (actor1StateFlags(_actor[1].act[2].state)) { in actor02Reaction()
776 _actor[0].act[2].state = 106; in actor02Reaction()
782 _actor[0].act[2].state = 16; in actor02Reaction()
786 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
790 _actor[0].weaponClass = 1; in actor02Reaction()
791 _actor[0].kicking = true; in actor02Reaction()
792 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
793 switch (_actor[1].weapon) { in actor02Reaction()
806 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
807 (_actor[1].x - _actor[0].x >= weaponMinRange(0))) { in actor02Reaction()
809 _actor[1].damage += weaponDamage(0); in actor02Reaction()
818 _actor[0].act[2].state = 17; in actor02Reaction()
820 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
824 _actor[0].weaponClass = 1; in actor02Reaction()
825 _actor[0].kicking = false; in actor02Reaction()
826 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
828 _actor[0].act[2].state = 64; in actor02Reaction()
831 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
835 _actor[0].weaponClass = 1; in actor02Reaction()
836 _actor[0].kicking = true; in actor02Reaction()
838 _actor[0].act[2].state = 19; in actor02Reaction()
839 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
844 _actor[0].weaponClass = 1; in actor02Reaction()
845 _actor[0].kicking = true; in actor02Reaction()
846 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
847 switch (_actor[1].weapon) { in actor02Reaction()
849 if (_actor[1].kicking) { in actor02Reaction()
850 _actor[1].act[2].state = 108; in actor02Reaction()
851 _actor[0].act[2].state = 110; in actor02Reaction()
854 _actor[0].act[2].state = 20; in actor02Reaction()
858 if (_actor[1].kicking || _actor[1].field_44) in actor02Reaction()
859 _actor[0].act[2].state = 106; in actor02Reaction()
862 _actor[0].act[2].state = 20; in actor02Reaction()
869 _actor[0].act[2].state = 77; in actor02Reaction()
875 _actor[0].act[2].state = 20; in actor02Reaction()
880 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
884 _actor[0].weaponClass = 1; in actor02Reaction()
885 _actor[0].kicking = true; in actor02Reaction()
886 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
888 switch (_actor[1].weapon) { in actor02Reaction()
912 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
913 (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && in actor02Reaction()
914 !_actor[0].field_54) in actor02Reaction()
918 _actor[0].act[2].state = 21; in actor02Reaction()
920 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
924 _actor[0].weaponClass = 1; in actor02Reaction()
925 _actor[0].kicking = false; in actor02Reaction()
926 if (_actor[0].act[2].frame >= 6) { in actor02Reaction()
928 _actor[0].act[2].state = 65; in actor02Reaction()
930 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
934 _actor[0].weaponClass = 0; in actor02Reaction()
935 _actor[0].kicking = true; in actor02Reaction()
937 _actor[0].act[2].state = 23; in actor02Reaction()
938 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
943 _actor[0].weaponClass = 0; in actor02Reaction()
944 _actor[0].kicking = true; in actor02Reaction()
945 if (_actor[0].act[2].frame >= 4) { in actor02Reaction()
946 switch (_actor[1].weapon) { in actor02Reaction()
955 _actor[0].act[2].state = 83; in actor02Reaction()
961 _actor[0].act[2].state = 24; in actor02Reaction()
965 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
969 _actor[0].weaponClass = 0; in actor02Reaction()
970 _actor[0].kicking = true; in actor02Reaction()
971 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
972 switch (_actor[1].weapon) { in actor02Reaction()
982 _actor[1].lost = true; in actor02Reaction()
983 _actor[1].act[2].state = 102; in actor02Reaction()
984 _actor[1].damage = _actor[1].maxdamage + 10; in actor02Reaction()
997 _actor[0].act[2].state = 25; in actor02Reaction()
999 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1003 _actor[0].weaponClass = 0; in actor02Reaction()
1004 _actor[0].kicking = false; in actor02Reaction()
1005 if (_actor[0].act[2].frame >= 6) { in actor02Reaction()
1007 _actor[0].act[2].state = 66; in actor02Reaction()
1008 _actor[0].weaponClass = 1; in actor02Reaction()
1010 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1014 _actor[0].weaponClass = 1; in actor02Reaction()
1015 _actor[0].kicking = true; in actor02Reaction()
1017 _actor[0].act[2].state = 27; in actor02Reaction()
1018 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1024 _actor[0].weaponClass = 1; in actor02Reaction()
1025 _actor[0].kicking = true; in actor02Reaction()
1026 if (_actor[0].act[2].frame >= 1) { in actor02Reaction()
1027 switch (_actor[1].weapon) { in actor02Reaction()
1036 _actor[0].act[2].state = 75; in actor02Reaction()
1042 _actor[0].act[2].state = 28; in actor02Reaction()
1046 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1050 _actor[0].weaponClass = 1; in actor02Reaction()
1051 _actor[0].kicking = true; in actor02Reaction()
1052 if (_actor[0].act[2].frame >= 3) { in actor02Reaction()
1054 switch (_actor[1].weapon) { in actor02Reaction()
1082 if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) && in actor02Reaction()
1083 (_actor[1].x - _actor[0].x >= weaponMinRange(0)) && in actor02Reaction()
1084 !_actor[0].field_54) in actor02Reaction()
1088 _actor[0].act[2].state = 29; in actor02Reaction()
1090 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1094 _actor[0].weaponClass = 1; in actor02Reaction()
1095 _actor[0].kicking = false; in actor02Reaction()
1096 if (_actor[0].act[2].frame >= 6) { in actor02Reaction()
1098 _actor[0].act[2].state = 62; in actor02Reaction()
1100 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1104 _actor[0].weaponClass = 1; in actor02Reaction()
1107 _actor[0].act[2].state = 31; in actor02Reaction()
1108 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1113 _actor[0].weaponClass = 1; in actor02Reaction()
1114 if (_actor[0].act[2].frame >= 6) { in actor02Reaction()
1116 _actor[0].act[2].state = 32; in actor02Reaction()
1118 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1122 _actor[0].weaponClass = 1; in actor02Reaction()
1123 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1127 _actor[1].act[2].state = 115; in actor02Reaction()
1131 _actor[1].act[2].state = 113; in actor02Reaction()
1142 _actor[0].act[2].state = 33; in actor02Reaction()
1144 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1148 _actor[0].weaponClass = 1; in actor02Reaction()
1149 _actor[0].kicking = false; in actor02Reaction()
1150 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1152 _actor[0].act[2].state = 1; in actor02Reaction()
1154 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1158 _actor[0].kicking = false; in actor02Reaction()
1162 _actor[0].act[2].tilt = 0; in actor02Reaction()
1166 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1170 _actor[0].kicking = false; in actor02Reaction()
1174 _actor[0].act[2].state = 1; in actor02Reaction()
1176 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1179 _actor[0].lost = true; in actor02Reaction()
1181 _actor[0].kicking = false; in actor02Reaction()
1212 _actor[0].act[2].state = 37; in actor02Reaction()
1216 _actor[0].cursorX = 0; in actor02Reaction()
1217 _actor[0].kicking = false; in actor02Reaction()
1219 if (_actor[0].act[2].frame >= 28) { in actor02Reaction()
1221 _actor[0].act[2].state = 38; in actor02Reaction()
1223 } else if (_actor[0].act[2].frame >= 18 || in actor02Reaction()
1224 (_actor[0].x < 50 && _actor[0].act[2].frame >= 10) || in actor02Reaction()
1225 (_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) { in actor02Reaction()
1252 _actor[0].act[2].state = 38; in actor02Reaction()
1256 if (_actor[0].act[2].frame >= 36) { in actor02Reaction()
1257 _actor[0].act[2].frame = 0; in actor02Reaction()
1281 _actor[0].act[2].state = 38; in actor02Reaction()
1286 if (_actor[0].act[2].animTilt) { in actor02Reaction()
1288 _actor[0].act[2].animTilt = 0; in actor02Reaction()
1290 _actor[0].weaponClass = 1; in actor02Reaction()
1291 _actor[0].kicking = false; in actor02Reaction()
1292 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1296 if (_actor[0].act[2].animTilt) { in actor02Reaction()
1298 _actor[0].act[2].animTilt = 0; in actor02Reaction()
1300 _actor[0].weaponClass = 1; in actor02Reaction()
1301 _actor[0].kicking = false; in actor02Reaction()
1302 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1306 if (_actor[0].act[2].animTilt) { in actor02Reaction()
1308 _actor[0].act[2].animTilt = 0; in actor02Reaction()
1310 _actor[0].weaponClass = 1; in actor02Reaction()
1311 _actor[0].kicking = false; in actor02Reaction()
1312 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1316 if (_actor[0].act[2].animTilt) { in actor02Reaction()
1318 _actor[0].act[2].animTilt = 0; in actor02Reaction()
1320 _actor[0].weaponClass = 1; in actor02Reaction()
1321 _actor[0].kicking = false; in actor02Reaction()
1322 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1326 if (_actor[0].act[2].animTilt) { in actor02Reaction()
1328 _actor[0].act[2].animTilt = 0; in actor02Reaction()
1330 _actor[0].weaponClass = 1; in actor02Reaction()
1331 _actor[0].kicking = false; in actor02Reaction()
1332 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1336 _actor[0].weaponClass = 1; in actor02Reaction()
1337 _actor[0].kicking = false; in actor02Reaction()
1338 _actor[0].field_44 = true; in actor02Reaction()
1339 if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { in actor02Reaction()
1341 _actor[0].act[2].state = 74; in actor02Reaction()
1343 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1347 _actor[0].weaponClass = 1; in actor02Reaction()
1348 _actor[0].kicking = false; in actor02Reaction()
1349 _actor[0].field_44 = false; in actor02Reaction()
1350 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
1352 _actor[0].act[2].state = 1; in actor02Reaction()
1353 _actor[0].weaponClass = 2; in actor02Reaction()
1355 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1359 _actor[0].weaponClass = 1; in actor02Reaction()
1360 _actor[0].kicking = false; in actor02Reaction()
1361 _actor[0].field_44 = true; in actor02Reaction()
1362 if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) { in actor02Reaction()
1364 _actor[0].act[2].state = 76; in actor02Reaction()
1366 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1370 _actor[0].weaponClass = 1; in actor02Reaction()
1371 _actor[0].kicking = false; in actor02Reaction()
1372 _actor[0].field_44 = false; in actor02Reaction()
1373 if (_actor[0].act[2].frame >= 4) { in actor02Reaction()
1375 _actor[0].act[2].state = 62; in actor02Reaction()
1377 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1381 _actor[0].weaponClass = 1; in actor02Reaction()
1382 _actor[0].kicking = false; in actor02Reaction()
1383 _actor[0].field_44 = true; in actor02Reaction()
1384 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
1386 _actor[0].act[2].state = 78; in actor02Reaction()
1388 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1392 _actor[0].weaponClass = 1; in actor02Reaction()
1393 _actor[0].kicking = false; in actor02Reaction()
1394 _actor[0].field_44 = false; in actor02Reaction()
1395 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1397 _actor[0].act[2].state = 65; in actor02Reaction()
1399 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1403 _actor[0].weaponClass = 1; in actor02Reaction()
1404 _actor[0].kicking = false; in actor02Reaction()
1405 _actor[0].field_44 = true; in actor02Reaction()
1406 if (_actor[0].act[2].frame >= 2) { in actor02Reaction()
1408 _actor[0].act[2].state = 80; in actor02Reaction()
1410 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1414 _actor[0].weaponClass = 1; in actor02Reaction()
1415 _actor[0].kicking = false; in actor02Reaction()
1416 _actor[0].field_44 = false; in actor02Reaction()
1417 if (_actor[0].act[2].frame >= 6) { in actor02Reaction()
1419 _actor[0].act[2].state = 63; in actor02Reaction()
1421 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1425 _actor[0].weaponClass = 1; in actor02Reaction()
1426 _actor[0].kicking = false; in actor02Reaction()
1427 _actor[0].field_44 = true; in actor02Reaction()
1428 if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { in actor02Reaction()
1430 _actor[0].act[2].state = 82; in actor02Reaction()
1432 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1436 _actor[0].weaponClass = 1; in actor02Reaction()
1437 _actor[0].kicking = false; in actor02Reaction()
1438 _actor[0].field_44 = false; in actor02Reaction()
1439 if (_actor[0].act[2].frame >= 3) { in actor02Reaction()
1441 _actor[0].act[2].state = 64; in actor02Reaction()
1443 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1447 _actor[0].weaponClass = 0; in actor02Reaction()
1448 _actor[0].kicking = false; in actor02Reaction()
1449 _actor[0].field_44 = true; in actor02Reaction()
1450 if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) { in actor02Reaction()
1452 _actor[0].act[2].state = 84; in actor02Reaction()
1454 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1458 _actor[0].weaponClass = 0; in actor02Reaction()
1459 _actor[0].kicking = false; in actor02Reaction()
1460 _actor[0].field_44 = false; in actor02Reaction()
1461 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1463 _actor[0].act[2].state = 66; in actor02Reaction()
1465 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1469 _actor[0].weaponClass = 1; in actor02Reaction()
1470 _actor[0].kicking = true; in actor02Reaction()
1471 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1472 _actor[0].act[2].room = 1; in actor02Reaction()
1473 _actor[0].act[1].room = 1; in actor02Reaction()
1474 _actor[0].act[0].room = 1; in actor02Reaction()
1476 _actor[0].act[2].state = 13; in actor02Reaction()
1477 _actor[0].x = _actor[1].x - 116; in actor02Reaction()
1479 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1483 _actor[0].weaponClass = 1; in actor02Reaction()
1484 _actor[0].kicking = false; in actor02Reaction()
1486 _actor[0].act[2].state = 105; in actor02Reaction()
1487 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1491 _actor[0].weaponClass = 1; in actor02Reaction()
1492 _actor[0].kicking = false; in actor02Reaction()
1493 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1494 _actor[0].act[2].state = 1; in actor02Reaction()
1495 _actor[0].inventory[INV_MACE] = 0; in actor02Reaction()
1499 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1503 _actor[0].weaponClass = 1; in actor02Reaction()
1504 _actor[0].kicking = false; in actor02Reaction()
1506 _actor[0].act[2].state = 107; in actor02Reaction()
1507 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1511 _actor[0].weaponClass = 1; in actor02Reaction()
1512 _actor[0].kicking = false; in actor02Reaction()
1513 if (_actor[0].act[2].frame >= 9) { in actor02Reaction()
1514 _actor[0].act[2].state = 1; in actor02Reaction()
1515 _actor[0].inventory[INV_MACE] = 0; in actor02Reaction()
1519 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1523 _actor[0].weaponClass = 1; in actor02Reaction()
1524 _actor[0].kicking = false; in actor02Reaction()
1526 _actor[0].act[2].state = 109; in actor02Reaction()
1527 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1531 _actor[0].weaponClass = 1; in actor02Reaction()
1532 _actor[0].kicking = false; in actor02Reaction()
1533 if (_actor[0].act[2].frame >= 5) { in actor02Reaction()
1534 _actor[0].act[2].state = 1; in actor02Reaction()
1535 _actor[0].inventory[INV_CHAIN] = 0; // Chain in actor02Reaction()
1539 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1543 _actor[0].weaponClass = 1; in actor02Reaction()
1544 _actor[0].kicking = false; in actor02Reaction()
1546 _actor[0].act[2].state = 111; in actor02Reaction()
1547 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1551 _actor[0].weaponClass = 1; in actor02Reaction()
1552 _actor[0].kicking = false; in actor02Reaction()
1553 if (_actor[0].act[2].frame >= 7) { in actor02Reaction()
1555 _actor[0].act[2].state = 65; in actor02Reaction()
1556 _actor[0].inventory[INV_CHAIN] = 1; // Chain in actor02Reaction()
1558 _actor[0].act[2].tilt = calcTilt(_actor[0].tilt); in actor02Reaction()
1563 tmp = _actor[0].x + _actor[0].act[2].tilt + 17 + _actor[0].x1; in actor02Reaction()
1564 tmp2 = _actor[0].y + _actor[0].y1 - 98; in actor02Reaction()
1566 if (_actor[0].act[2].room) in actor02Reaction()
1576 switch (_actor[0].tilt) { in actor00Reaction()
1578 if (_actor[0].act[0].state != 41) { in actor00Reaction()
1580 _actor[0].act[0].state = 41; in actor00Reaction()
1584 if (_actor[0].act[0].state != 40) { in actor00Reaction()
1586 _actor[0].act[0].state = 40; in actor00Reaction()
1590 if (_actor[0].act[0].state != 39) { in actor00Reaction()
1592 _actor[0].act[0].state = 39; in actor00Reaction()
1596 if (_actor[0].act[0].state != 1) { in actor00Reaction()
1598 _actor[0].act[0].state = 1; in actor00Reaction()
1602 if (_actor[0].act[0].state != 55) { in actor00Reaction()
1604 _actor[0].act[0].state = 55; in actor00Reaction()
1608 if (_actor[0].act[0].state != 56) { in actor00Reaction()
1610 _actor[0].act[0].state = 56; in actor00Reaction()
1614 if (_actor[0].act[0].state != 57) { in actor00Reaction()
1616 _actor[0].act[0].state = 57; in actor00Reaction()
1622 tmpx = _actor[0].x + _actor[0].x1; in actor00Reaction()
1623 tmpy = _actor[0].y + _actor[0].y1; in actor00Reaction()
1625 if (_actor[0].act[0].room) in actor00Reaction()
1637 switch (_actor[0].tilt) { in actor01Reaction()
1639 if (_actor[0].act[1].state != 41 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1641 _actor[0].act[1].state = 41; in actor01Reaction()
1644 if (_actor[0].cursorX >= -100) { in actor01Reaction()
1646 _actor[0].act[1].state = 40; in actor01Reaction()
1647 _actor[0].field_8 = 48; in actor01Reaction()
1648 _actor[0].tilt = -2; in actor01Reaction()
1652 if (_actor[0].act[1].state != 40 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1654 _actor[0].act[1].state = 40; in actor01Reaction()
1656 if (_actor[0].field_8 == 48) in actor01Reaction()
1657 _actor[0].tilt = -1; in actor01Reaction()
1659 _actor[0].tilt = -3; in actor01Reaction()
1662 if (_actor[0].act[1].state != 39 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1664 _actor[0].act[1].state = 39; in actor01Reaction()
1667 if (_actor[0].field_8 == 48) in actor01Reaction()
1668 _actor[0].tilt = 0; in actor01Reaction()
1670 _actor[0].tilt = -2; in actor01Reaction()
1673 if (_actor[0].act[1].state != 1 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1675 _actor[0].act[1].state = 1; in actor01Reaction()
1677 _actor[0].field_8 = 1; in actor01Reaction()
1678 if (_actor[0].cursorX < -100) { in actor01Reaction()
1680 _actor[0].act[1].state = 39; in actor01Reaction()
1681 _actor[0].field_8 = 46; in actor01Reaction()
1682 _actor[0].tilt = -1; in actor01Reaction()
1684 if (_actor[0].cursorX > 100) { in actor01Reaction()
1686 _actor[0].act[1].state = 55; in actor01Reaction()
1687 _actor[0].field_8 = 49; in actor01Reaction()
1688 _actor[0].tilt = 1; in actor01Reaction()
1693 if (_actor[0].act[1].state != 55 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1695 _actor[0].act[1].state = 55; in actor01Reaction()
1697 if (_actor[0].field_8 == 51) in actor01Reaction()
1698 _actor[0].tilt = 0; in actor01Reaction()
1700 _actor[0].tilt = 2; in actor01Reaction()
1703 if (_actor[0].act[1].state != 56 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1705 _actor[0].act[1].state = 56; in actor01Reaction()
1707 if (_actor[0].field_8 == 51) in actor01Reaction()
1708 _actor[0].tilt = 1; in actor01Reaction()
1710 _actor[0].tilt = 3; in actor01Reaction()
1713 if (_actor[0].act[1].state != 57 || _actor[0].weaponClass != _actor[0].animWeaponClass) { in actor01Reaction()
1715 _actor[0].act[1].state = 57; in actor01Reaction()
1718 if (_actor[0].cursorX <= 100) { in actor01Reaction()
1720 _actor[0].act[1].state = 56; in actor01Reaction()
1721 _actor[0].field_8 = 51; in actor01Reaction()
1722 _actor[0].tilt = 2; in actor01Reaction()
1729 if (_actor[0].curFacingFlag != _actor[0].newFacingFlag) { in actor01Reaction()
1730 if (_actor[0].newFacingFlag == 2) in actor01Reaction()
1736 tmpx = _actor[0].x + _actor[0].x1; in actor01Reaction()
1737 tmpy = _actor[0].y + _actor[0].y1; in actor01Reaction()
1739 if (_actor[0].act[1].room) in actor01Reaction()
1744 _actor[0].animWeaponClass = _actor[0].weaponClass; in actor01Reaction()
1745 _actor[0].curFacingFlag = _actor[0].newFacingFlag; in actor01Reaction()
1751 switch (_actor[0].act[3].state) { in actor03Reaction()
1753 _actor[0].field_54 = 0; in actor03Reaction()
1756 if (_actor[0].runningSound) in actor03Reaction()
1757 smlayer_stopSound(_actor[0].runningSound); in actor03Reaction()
1762 _actor[0].runningSound = 0; in actor03Reaction()
1763 _actor[0].defunct = 0; in actor03Reaction()
1764 _actor[0].field_54 = 0; in actor03Reaction()
1766 _actor[0].act[3].state = 53; in actor03Reaction()
1769 if (_actor[0].act[3].frame >= 2) { in actor03Reaction()
1771 _actor[0].act[3].state = 54; in actor03Reaction()
1777 if (_actor[0].act[3].frame >= 2) in actor03Reaction()
1778 _actor[0].act[3].state = 70; in actor03Reaction()
1781 if (_actor[0].scenePropSubIdx) { in actor03Reaction()
1783 tmp = _currScenePropIdx + _actor[0].scenePropSubIdx; in actor03Reaction()
1785 _actor[0].runningSound = 0; in actor03Reaction()
1787 _actor[0].runningSound = _sceneProp[tmp].sound; in actor03Reaction()
1788 _actor[0].act[3].state = 72; in actor03Reaction()
1790 _actor[0].act[3].state = 118; in actor03Reaction()
1794 _actor[0].field_54 = 0; in actor03Reaction()
1795 if (_actor[0].act[3].frame >= 2) in actor03Reaction()
1796 _actor[0].act[3].state = 1; in actor03Reaction()
1799 if (_actor[0].runningSound) { in actor03Reaction()
1800 if (!smlayer_isSoundRunning(_actor[0].runningSound)) { in actor03Reaction()
1802 _actor[0].act[3].state = 70; in actor03Reaction()
1803 _actor[0].scenePropSubIdx = 0; in actor03Reaction()
1806 tmp = _currScenePropIdx + _actor[0].scenePropSubIdx; in actor03Reaction()
1809 _actor[0].act[3].state = 70; in actor03Reaction()
1810 _actor[0].scenePropSubIdx = 0; in actor03Reaction()
1811 _actor[0].runningSound = 0; in actor03Reaction()
1818 _actor[0].act[3].state = 69; in actor03Reaction()
1822 _actor[0].act[3].state = 71; in actor03Reaction()
1832 if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 119)) { in chooseBenWeaponAnim()
1833 switch (_actor[0].weapon) { in chooseBenWeaponAnim()
1835 _actor[0].act[2].state = 10; in chooseBenWeaponAnim()
1838 _actor[0].act[2].state = 14; in chooseBenWeaponAnim()
1841 _actor[0].act[2].state = 18; in chooseBenWeaponAnim()
1844 _actor[0].act[2].state = 22; in chooseBenWeaponAnim()
1847 _actor[0].act[2].state = 26; in chooseBenWeaponAnim()
1850 _actor[0].act[2].state = 6; in chooseBenWeaponAnim()
1853 _actor[0].act[2].state = 2; in chooseBenWeaponAnim()
1856 _actor[0].act[2].state = 30; in chooseBenWeaponAnim()
1861 _actor[0].kicking = true; in chooseBenWeaponAnim()
1873 if (!actor0StateFlags1(_actor[0].act[2].state)) in chooseBenWeaponAnim()
1876 switch (_actor[0].weapon) { in chooseBenWeaponAnim()
1882 _actor[0].act[2].state = 35; in chooseBenWeaponAnim()
1888 _actor[0].act[2].state = 0; in chooseBenWeaponAnim()
1903 _actor[0].weapon++; in switchBenWeapon()
1904 if (_actor[0].weapon > 7) in switchBenWeapon()
1905 _actor[0].weapon = INV_CHAIN; in switchBenWeapon()
1907 } while (!_actor[0].inventory[_actor[0].weapon]); in switchBenWeapon()
1909 switch (_actor[0].weapon) { in switchBenWeapon()
1916 _actor[0].weaponClass = 1; in switchBenWeapon()
1917 _actor[0].act[2].state = 34; in switchBenWeapon()
1925 _actor[0].weaponClass = 1; in switchBenWeapon()
1926 _actor[0].act[2].state = 34; in switchBenWeapon()
1934 _actor[0].weaponClass = 1; in switchBenWeapon()
1935 _actor[0].act[2].state = 34; in switchBenWeapon()
1947 _actor[0].weaponClass = 1; in switchBenWeapon()
1948 _actor[0].act[2].state = 34; in switchBenWeapon()
1956 _actor[0].weaponClass = 1; in switchBenWeapon()
1957 _actor[0].act[2].state = 34; in switchBenWeapon()
1966 _actor[0].weaponClass = 2; in switchBenWeapon()
1967 _actor[0].act[2].state = 1; in switchBenWeapon()
1975 _actor[0].act[2].animTilt = -1000; in setBenState()
1977 switch (_actor[0].weapon) { in setBenState()
1979 _actor[0].weaponClass = 1; in setBenState()
1980 _actor[0].act[2].state = 63; in setBenState()
1983 _actor[0].weaponClass = 1; in setBenState()
1984 _actor[0].act[2].state = 64; in setBenState()
1987 _actor[0].weaponClass = 1; in setBenState()
1988 _actor[0].act[2].state = 65; in setBenState()
1991 _actor[0].weaponClass = 1; in setBenState()
1992 _actor[0].act[2].state = 66; in setBenState()
1995 _actor[0].weaponClass = 1; in setBenState()
1996 _actor[0].act[2].state = 62; in setBenState()
2001 _actor[0].weaponClass = 2; in setBenState()
2002 _actor[0].act[2].state = 1; in setBenState()
2007 return _actor[0].act[2].state; in setBenState()
2011 _actor[0].act[3].state = 52; in ouchSoundBen()