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- 4x DISTANCE in skull.cpp
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parent
f683f89580
commit
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2 changed files with 9 additions and 23 deletions
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@ -212,11 +212,6 @@ inline int SQ(int val)
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return val * val;
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}
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inline int DIST(int x1, int y1, int x2, int y2)
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{
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return ksqrt(SQ((x1)-(x2)) + SQ((y1)-(y2)));
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}
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// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
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// that uses this macro
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inline void DISTANCE(const DVector2& p1, const DVector2& p2, int& dist, int& tx, int& ty, int& tmin)
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@ -381,12 +381,9 @@ int DoSkullJump(DSWActor* actor)
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// jump/fall type
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if(actor->vel.X != 0)
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{
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double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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int dist,a,b,c;
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DISTANCE(actor->spr.pos, actor->user.targetActor->spr.pos, dist, a, b, c);
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if (dist < 1000 &&
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if (dist < 62.5 &&
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SpriteOverlapZ(actor, actor->user.targetActor, 32))
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{
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UpdateSinglePlayKills(actor);
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@ -461,9 +458,7 @@ int DoSkullSpawnShrap(DSWActor* actor)
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int DoSkullWait(DSWActor* actor)
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{
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int a,b,c,dist;
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DISTANCE(actor->spr.pos, actor->user.targetActor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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DoActorPickClosePlayer(actor);
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@ -480,7 +475,7 @@ int DoSkullWait(DSWActor* actor)
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if (actor->spr.pos.Z > actor->user.loz)
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{
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// look for closest player every once in a while
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if (dist < 3500)
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if (dist < 218.75)
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{
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actor->vel.X = 0;
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actor->user.jump_speed = -600;
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@ -495,7 +490,7 @@ int DoSkullWait(DSWActor* actor)
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DoSkullBob(actor);
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if (dist < 8000)
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if (dist < 500)
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{
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actor->spr.angle = VecToAngle(actor->user.targetActor->spr.pos - actor->spr.pos);
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actor->vel.X = 8 + RandomRangeF(16);
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@ -791,11 +786,9 @@ int DoBettyJump(DSWActor* actor)
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// jump/fall type
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if(actor->vel.X != 0)
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{
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int dist,a,b,c;
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double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length();
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DISTANCE(actor->spr.pos, actor->user.targetActor->spr.pos, dist, a, b, c);
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if (dist < 1000 &&
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if (dist < 62.5 &&
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SpriteOverlapZ(actor, actor->user.targetActor, 32))
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{
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UpdateSinglePlayKills(actor);
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@ -867,9 +860,7 @@ int DoBettySpawnShrap(DSWActor* actor)
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int DoBettyWait(DSWActor* actor)
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{
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int a,b,c,dist;
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DISTANCE(actor->spr.pos, actor->user.targetActor->spr.pos, dist, a, b, c);
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double dist = (actor->spr.pos.XY(), actor->user.targetActor->spr.pos.XY()).Length();
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DoActorPickClosePlayer(actor);
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@ -883,7 +874,7 @@ int DoBettyWait(DSWActor* actor)
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if (actor->spr.pos.Z > actor->user.loz)
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{
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// look for closest player every once in a while
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if (dist < 3500)
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if (dist < 218.75)
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{
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actor->vel.X = 0;
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actor->user.jump_speed = -600;
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