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Rename variables for Fang waypoints, in preparation for new global waypoint data structure
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parent
20d207a7b7
commit
435e6c9812
1 changed files with 18 additions and 18 deletions
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@ -12642,8 +12642,8 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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else // locvar1 == 0
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else // locvar1 == 0
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{
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{
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fixed_t hackoffset = P_MobjFlip(actor)*56*FRACUNIT;
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fixed_t hackoffset = P_MobjFlip(actor)*56*FRACUNIT;
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INT32 numwaypoints = 0;
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INT32 numfangwaypoints = 0;
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mobj_t **waypoints;
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mobj_t **fangwaypoints;
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INT32 key;
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INT32 key;
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actor->z += hackoffset;
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actor->z += hackoffset;
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@ -12668,7 +12668,7 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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continue;
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continue;
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if (!P_CheckSight(actor, mapthings[i].mobj))
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if (!P_CheckSight(actor, mapthings[i].mobj))
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continue;
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continue;
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numwaypoints++;
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numfangwaypoints++;
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}
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}
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// players also count as waypoints apparently
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// players also count as waypoints apparently
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@ -12690,11 +12690,11 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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continue;
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continue;
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if (!P_CheckSight(actor, players[i].mo))
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if (!P_CheckSight(actor, players[i].mo))
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continue;
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continue;
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numwaypoints++;
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numfangwaypoints++;
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}
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}
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}
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}
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if (!numwaypoints)
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if (!numfangwaypoints)
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{
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{
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// restore z position
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// restore z position
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actor->z -= hackoffset;
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actor->z -= hackoffset;
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@ -12702,8 +12702,8 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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}
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}
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// allocate the table and reset count to zero
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// allocate the table and reset count to zero
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waypoints = Z_Calloc(sizeof(*waypoints)*numwaypoints, PU_STATIC, NULL);
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fangwaypoints = Z_Calloc(sizeof(*waypoints)*numfangwaypoints, PU_STATIC, NULL);
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numwaypoints = 0;
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numfangwaypoints = 0;
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// now find them again and add them to the table!
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// now find them again and add them to the table!
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for (i = 0; i < nummapthings; i++)
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for (i = 0; i < nummapthings; i++)
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@ -12728,7 +12728,7 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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}
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}
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if (!P_CheckSight(actor, mapthings[i].mobj))
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if (!P_CheckSight(actor, mapthings[i].mobj))
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continue;
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continue;
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waypoints[numwaypoints++] = mapthings[i].mobj;
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fangwaypoints[numfangwaypoints++] = mapthings[i].mobj;
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}
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}
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if (actor->extravalue2 > 1)
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if (actor->extravalue2 > 1)
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@ -12749,25 +12749,25 @@ void A_Boss5FindWaypoint(mobj_t *actor)
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continue;
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continue;
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if (!P_CheckSight(actor, players[i].mo))
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if (!P_CheckSight(actor, players[i].mo))
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continue;
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continue;
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waypoints[numwaypoints++] = players[i].mo;
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fangwaypoints[numfangwaypoints++] = players[i].mo;
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}
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}
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}
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}
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// restore z position
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// restore z position
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actor->z -= hackoffset;
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actor->z -= hackoffset;
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if (!numwaypoints)
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if (!numfangwaypoints)
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{
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{
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Z_Free(waypoints); // free table
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Z_Free(fangwaypoints); // free table
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goto nowaypoints; // ???
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goto nowaypoints; // ???
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}
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}
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key = P_RandomKey(numwaypoints);
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key = P_RandomKey(numfangwaypoints);
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P_SetTarget(&actor->tracer, waypoints[key]);
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P_SetTarget(&actor->tracer, fangwaypoints[key]);
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if (actor->tracer->type == MT_FANGWAYPOINT)
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if (actor->tracer->type == MT_FANGWAYPOINT)
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actor->tracer->reactiontime = numwaypoints/4; // Monster Iestyn: is this how it should be? I count center waypoints as waypoints unlike the original Lua script
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actor->tracer->reactiontime = numfangwaypoints/4; // Monster Iestyn: is this how it should be? I count center waypoints as waypoints unlike the original Lua script
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Z_Free(waypoints); // free table
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Z_Free(fangwaypoints); // free table
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}
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}
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// now face the tracer you just set!
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// now face the tracer you just set!
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