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- got rid of the int aiSetTarget variant.
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fbed29e6ca
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2 changed files with 4 additions and 8 deletions
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@ -902,10 +902,10 @@ void aiActivateDude(DBloodActor* actor)
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//
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//---------------------------------------------------------------------------
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void aiSetTarget(DBloodActor* actor, int x, int y, int z)
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void aiSetTarget(DBloodActor* actor, const DVector3& pos)
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{
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actor->SetTarget(nullptr);
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actor->xspr.TargetPos = {x * maptoworld, y * maptoworld, z * zmaptoworld };
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actor->xspr.TargetPos = pos;
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}
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void aiSetTarget(DBloodActor* actor, DBloodActor* target)
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@ -1850,7 +1850,7 @@ void aiInitSprite(DBloodActor* actor)
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aiNewState(actor, &genIdle);
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break;
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}
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aiSetTarget(actor, 0, 0, 0);
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aiSetTarget(actor, DVector3(0, 0, 0));
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actor->xspr.stateTimer = 0;
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switch (actor->spr.type)
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{
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@ -85,11 +85,7 @@ void aiMoveForward(DBloodActor*pXSprite);
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void aiMoveTurn(DBloodActor*pXSprite);
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void aiMoveDodge(DBloodActor *actor);
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void aiActivateDude(DBloodActor *actor);
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void aiSetTarget(DBloodActor* pXSprite, int x, int y, int z);
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inline void aiSetTarget(DBloodActor* ac, const DVector3& pos)
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{
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aiSetTarget(ac, int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint));
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}
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void aiSetTarget(DBloodActor* ac, const DVector3& pos);
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void aiSetTarget(DBloodActor* actor, DBloodActor* target);
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int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
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void aiThinkTarget(DBloodActor* actor);
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