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- floatified zombaThinkChase and zombaThinkPonder
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4388401e6e
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1 changed files with 15 additions and 15 deletions
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@ -113,9 +113,9 @@ static void zombaThinkChase(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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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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DAngle nAngle = VecToAngle(dvec);
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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@ -132,16 +132,16 @@ static void zombaThinkChase(DBloodActor* actor)
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actor->spr.type = kDudeZombieAxeNormal;
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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 (abs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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if (nDist < 0x40 && nDeltaAngle < DAngle15)
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aiNewState(actor, &zombieAHack);
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return;
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}
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@ -165,9 +165,9 @@ static void zombaThinkPonder(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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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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DAngle nAngle = VecToAngle(dvec);
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &zombieASearch);
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@ -179,18 +179,18 @@ static void zombaThinkPonder(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 (abs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x400)
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if (nDist < 0x40)
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{
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if (abs(nDeltaAngle) < 85)
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if (nDeltaAngle < DAngle15)
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{
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sfxPlay3DSound(actor, 1101, 1, 0);
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aiNewState(actor, &zombieAHack);
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