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- Blood: floatified burnThinkChase
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f2f74fc239
commit
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1 changed files with 7 additions and 7 deletions
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@ -157,10 +157,10 @@ static void burnThinkChase(DBloodActor* actor)
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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DAngle nAngle = VecToAngle(dvec);
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double nDist = dvec.Length();
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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switch (actor->spr.type)
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@ -192,16 +192,16 @@ static void burnThinkChase(DBloodActor* actor)
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return;
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}
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if (nDist <= pDudeInfo->seeDist)
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if (nDist <= pDudeInfo->SeeDist())
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{
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int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x333 && abs(nDeltaAngle) < 85)
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if (nDist < 51.1875 && nDeltaAngle < DAngle15)
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{
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switch (actor->spr.type)
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{
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