From 5d78c81acbbcbabdabb53c03cbc21a41d5686493 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 27 Sep 2022 22:00:52 +0200 Subject: [PATCH] - 11x replacing the same pattern. --- source/games/blood/src/aigilbst.cpp | 12 ++++++------ source/games/blood/src/aihand.cpp | 6 +++--- source/games/blood/src/aihound.cpp | 6 +++--- source/games/blood/src/aiinnoc.cpp | 6 +++--- source/games/blood/src/aipod.cpp | 7 ++++--- source/games/blood/src/airat.cpp | 6 +++--- source/games/blood/src/aispid.cpp | 6 +++--- source/games/blood/src/aitchern.cpp | 6 +++--- source/games/blood/src/aizomba.cpp | 6 +++--- source/games/blood/src/aizombf.cpp | 6 +++--- 10 files changed, 34 insertions(+), 33 deletions(-) diff --git a/source/games/blood/src/aigilbst.cpp b/source/games/blood/src/aigilbst.cpp index e7c66ae3d..df425e1c1 100644 --- a/source/games/blood/src/aigilbst.cpp +++ b/source/games/blood/src/aigilbst.cpp @@ -86,10 +86,10 @@ static void gillThinkGoto(DBloodActor* actor) auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) { if (pXSector && pXSector->Underwater) aiNewState(actor, &gillBeastSwimSearch); @@ -199,10 +199,10 @@ static void gillThinkSwimGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &gillBeastSwimSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aihand.cpp b/source/games/blood/src/aihand.cpp index 95635af66..35cf605a6 100644 --- a/source/games/blood/src/aihand.cpp +++ b/source/games/blood/src/aihand.cpp @@ -67,10 +67,10 @@ static void handThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &handSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aihound.cpp b/source/games/blood/src/aihound.cpp index 5d0acd03c..345734f46 100644 --- a/source/games/blood/src/aihound.cpp +++ b/source/games/blood/src/aihound.cpp @@ -82,10 +82,10 @@ static void houndThinkGoto(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &houndSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aiinnoc.cpp b/source/games/blood/src/aiinnoc.cpp index 37b7d9f9b..5526689aa 100644 --- a/source/games/blood/src/aiinnoc.cpp +++ b/source/games/blood/src/aiinnoc.cpp @@ -51,10 +51,10 @@ static void innocThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &innocentSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aipod.cpp b/source/games/blood/src/aipod.cpp index 79fed36ba..a393fe371 100644 --- a/source/games/blood/src/aipod.cpp +++ b/source/games/blood/src/aipod.cpp @@ -140,10 +140,11 @@ static void aiPodMove(DBloodActor* actor) DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) { + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) + { switch (actor->spr.type) { case kDudePodGreen: case kDudePodFire: diff --git a/source/games/blood/src/airat.cpp b/source/games/blood/src/airat.cpp index b85603a6d..b4873f2b9 100644 --- a/source/games/blood/src/airat.cpp +++ b/source/games/blood/src/airat.cpp @@ -63,10 +63,10 @@ static void ratThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &ratSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aispid.cpp b/source/games/blood/src/aispid.cpp index 62d890381..59915d804 100644 --- a/source/games/blood/src/aispid.cpp +++ b/source/games/blood/src/aispid.cpp @@ -171,10 +171,10 @@ static void spidThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &spidSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 7ca60cf46..cc26ed203 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -262,10 +262,10 @@ static void sub_72850(DBloodActor* actor) } DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &tchernobogSearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index eb67bdecf..2295d53fc 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -92,10 +92,10 @@ static void zombaThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 51.3125 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 51.3125 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &zombieASearch); aiThinkTarget(actor); } diff --git a/source/games/blood/src/aizombf.cpp b/source/games/blood/src/aizombf.cpp index f9e43abcf..b954fec02 100644 --- a/source/games/blood/src/aizombf.cpp +++ b/source/games/blood/src/aizombf.cpp @@ -91,10 +91,10 @@ static void zombfThinkGoto(DBloodActor* actor) assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); - int nAngle = getangle(dvec); + DAngle nAngle = VecToAngle(dvec); double nDist = dvec.Length(); - aiChooseDirection(actor, DAngle::fromBuild(nAngle)); - if (nDist < 32 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery) + aiChooseDirection(actor, nAngle); + if (nDist < 32 && absangle(actor->spr.angle, nAngle) < pDudeInfo->Periphery()) aiNewState(actor, &zombieFSearch); aiThinkTarget(actor); }