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- the remaining bits in aigilbst.cpp
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0a2274a41d
1 changed files with 10 additions and 16 deletions
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@ -61,14 +61,12 @@ void GillBiteSeqCallback(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int dx = bcos(actor->int_ang());
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int dy = bsin(actor->int_ang());
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int dz = actor->int_pos().Z - target->int_pos().Z;
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dx += Random3(2000);
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dy += Random3(2000);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGillBite);
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DVector3 vec(actor->spr.angle.ToVector() * 64, actor->spr.pos.Z - target->spr.pos.Z);
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vec.X += Random3F(2000, 8);
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vec.Y += Random3F(2000, 8);
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actFireVector(actor, 0, 0, vec, kVectorGillBite);
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actFireVector(actor, 0, 0, vec, kVectorGillBite);
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actFireVector(actor, 0, 0, vec, kVectorGillBite);
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}
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static void gillThinkSearch(DBloodActor* actor)
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@ -293,8 +291,7 @@ static void sub_6CD74(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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@ -306,14 +303,13 @@ static void sub_6CD74(DBloodActor* actor)
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}
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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double nDist = dvec.Length();
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int dz = z2 - z;
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if (Chance(0x600) && nDist <= 0x40)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += nAccel;
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});
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actor->set_int_bvel_z(-dz);
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actor->vel.Z -= target->spr.pos.Z - actor->spr.pos.Z / 256.;
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}
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static void sub_6D03C(DBloodActor* actor)
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@ -322,8 +318,7 @@ static void sub_6D03C(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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@ -335,14 +330,13 @@ static void sub_6D03C(DBloodActor* actor)
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}
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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double nDist = dvec.Length();
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int dz = (z2 - z) << 3;
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if (Chance(0x4000) && nDist <= 0x40)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += nAccel * 0.5;
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});
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actor->set_int_bvel_z(dz);
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actor->vel.Z += target->spr.pos.Z - actor->spr.pos.Z / 32.;
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}
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END_BLD_NS
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