- floatified ratBiteSeqCallback

This commit is contained in:
Christoph Oelckers 2022-09-28 09:27:51 +02:00
parent c58e0d84ad
commit 3abd6aa996

View file

@ -43,13 +43,14 @@ AISTATE ratBite = { kAiStateChase, 6, nRatBiteClient, 120, NULL, NULL, NULL, &ra
void ratBiteSeqCallback(int, DBloodActor* actor) void ratBiteSeqCallback(int, DBloodActor* actor)
{ {
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
if (!actor->ValidateTarget(__FUNCTION__)) return; if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget(); auto target = actor->GetTarget();
if (target->IsPlayerActor()) if (target->IsPlayerActor())
actFireVector(actor, 0, 0, dx, dy, target->int_pos().Z - actor->int_pos().Z, kVectorRatBite); {
DVector3 vec(actor->spr.angle.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z);
actFireVector(actor, 0, 0, vec, kVectorRatBite);
}
} }
static void ratThinkSearch(DBloodActor* actor) static void ratThinkSearch(DBloodActor* actor)