mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-01 05:20:43 +00:00
- two more functions in aibeast.cpp.
Note that the eyeHeight adjustment was removed because it was applied incorrectly and essentially non-functional. eyeHeight is in world coordinates but was used as if it was Q24.8, resulting in a value too small to be significant.
This commit is contained in:
parent
e9fc0d09a9
commit
1255fda4c1
1 changed files with 10 additions and 8 deletions
|
@ -435,12 +435,12 @@ static void sub_62AE0(DBloodActor* actor)
|
|||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
auto target = actor->GetTarget();
|
||||
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
||||
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
||||
|
||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||
auto nTurnRange = pDudeInfo->TurnRange();
|
||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||
double nAccel = pDudeInfo->FrontSpeed() * 4;
|
||||
|
||||
if (abs(nAng) > DAngle60)
|
||||
{
|
||||
actor->xspr.goalAng += DAngle90;
|
||||
|
@ -448,14 +448,15 @@ static void sub_62AE0(DBloodActor* actor)
|
|||
}
|
||||
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
||||
double nDist = dvec.Length();
|
||||
int dz = z2 - z;
|
||||
|
||||
if (Chance(0x600) && nDist <= 0x40)
|
||||
return;
|
||||
AdjustVelocity(actor, ADJUSTER{
|
||||
t1 += nAccel;
|
||||
});
|
||||
|
||||
actor->set_int_bvel_z(-dz);
|
||||
double dz = target->spr.pos.Z - actor->spr.pos.Z;
|
||||
actor->vel.Z -= dz / 256;
|
||||
}
|
||||
|
||||
static void sub_62D7C(DBloodActor* actor)
|
||||
|
@ -464,12 +465,12 @@ static void sub_62D7C(DBloodActor* actor)
|
|||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
auto target = actor->GetTarget();
|
||||
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
||||
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
||||
|
||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||
auto nTurnRange = pDudeInfo->TurnRange();
|
||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||
double nAccel = pDudeInfo->FrontSpeed() * 4;
|
||||
|
||||
if (abs(nAng) > DAngle60)
|
||||
{
|
||||
actor->spr.angle += DAngle90;
|
||||
|
@ -477,14 +478,15 @@ static void sub_62D7C(DBloodActor* actor)
|
|||
}
|
||||
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
||||
double nDist = dvec.Length();
|
||||
int dz = (z2 - z) << 3;
|
||||
|
||||
if (Chance(0x4000) && nDist <= 0x40)
|
||||
return;
|
||||
AdjustVelocity(actor, ADJUSTER{
|
||||
t1 += nAccel * 0.5;
|
||||
});
|
||||
|
||||
actor->set_int_bvel_z(dz);
|
||||
double dz = target->spr.pos.Z - actor->spr.pos.Z;
|
||||
actor->vel.Z += dz / 32;
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
Loading…
Reference in a new issue