mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-21 19:21:44 +00:00
- pass position pointers to DISTANCE.
This commit is contained in:
parent
bd497a7e68
commit
98b06697f7
11 changed files with 45 additions and 45 deletions
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@ -324,7 +324,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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// continue;
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}
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, pp->pos, dist, a, b, c);
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if (dist < near_dist)
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{
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@ -350,7 +350,7 @@ int DoActorPickClosePlayer(DSWActor* actor)
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continue;
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}
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, pp->pos, dist, a, b, c);
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DSWActor* plActor = pp->actor;
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if (dist < near_dist && FAFcansee(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorUpperZ(plActor), plActor->sector()))
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@ -377,7 +377,7 @@ TARGETACTOR:
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if ((itActor->user.Flags & (SPR_SUICIDE | SPR_DEAD)))
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continue;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, itActor->int_pos().X, itActor->int_pos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, itActor->spr.pos, dist, a, b, c);
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if (dist < near_dist && FAFcansee(actor->int_pos().X, actor->int_pos().Y, look_height, actor->sector(), itActor->int_pos().X, itActor->int_pos().Y, int_ActorUpperZ(itActor), itActor->sector()))
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{
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@ -1169,7 +1169,7 @@ int DoActorAttack(DSWActor* actor)
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DoActorNoise(ChooseAction(actor->user.Personality->Broadcast),actor);
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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auto pActor = GetPlayerSpriteNum(actor);
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if ((actor->user.ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, actor->user.targetActor)) ||
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@ -903,7 +903,7 @@ void DoPickCloseBunny(DSWActor* actor)
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if (itActor->user.ID != BUNNY_RUN_R0) continue;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist > near_dist) continue;
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@ -459,7 +459,7 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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double bound;
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if (actor->user.lowActor && actor->user.targetActor == actor->user.highActor) // this doesn't look right...
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{
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.lowActor->int_pos().X, actor->user.lowActor->int_pos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, actor->user.lowActor->spr.pos, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.pos.Z;
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else
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@ -476,7 +476,7 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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// upper bound
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if (actor->user.highActor && actor->user.targetActor == actor->user.highActor)
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{
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.highActor->int_pos().X, actor->user.highActor->int_pos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, actor->user.highActor->spr.pos, dist, a, b, c);
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if (dist <= 300)
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bound = actor->user.pos.Z;
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else
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@ -209,12 +209,12 @@ inline int DIST(int x1, int y1, int x2, int y2)
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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(int x1, int y1, int x2, int y2, int& dist, int& tx, int& ty, int& tmin)
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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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{
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tx = abs(x2 - x1);
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ty = abs(y2 - y1);
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tmin = min(tx, ty);
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dist = tx + ty - (tmin >> 1);
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tx = int(abs(p2.X - p1.X) * worldtoint);
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ty = int(abs(p2.Y - p1.Y) * worldtoint);
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tmin = min(tx, ty);
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dist = tx + ty - (tmin >> 1);
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}
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inline int GetSpriteSizeY(const spritetypebase* sp)
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@ -539,7 +539,7 @@ int DoCheckSwarm(DSWActor* actor)
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if (actor->user.targetActor->user.PlayerP)
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{
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pp = actor->user.targetActor->user.PlayerP;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, pdist, a, b, c);
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DISTANCE(actor->spr.pos, pp->pos, pdist, a, b, c);
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}
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else
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return 0;
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@ -552,7 +552,7 @@ int DoCheckSwarm(DSWActor* actor)
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if (itActor->spr.hitag != TAG_SWARMSPOT || itActor->spr.lotag != 2) continue;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, itActor->int_pos().X, itActor->int_pos().Y, dist, a, b, c);
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DISTANCE(actor->spr.pos, itActor->spr.pos, dist, a, b, c);
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if (dist < pdist && actor->user.ID == itActor->user.ID) // Only flock to your own kind
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{
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@ -1425,7 +1425,7 @@ int PlayerInitFlashBomb(PLAYER* pp)
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if (itActor == pp->actor)
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break;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if (dist > 16384) // Flash radius
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continue;
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@ -1484,7 +1484,7 @@ int InitFlashBomb(DSWActor* actor)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if (dist > 16384) // Flash radius
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continue;
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@ -1880,7 +1880,7 @@ DSWActor* DoFlagRangeTest(DSWActor* actor, int range)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if (dist > range)
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continue;
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@ -5779,7 +5779,7 @@ void DoPlayerDeathCheckKick(PLAYER* pp)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, plActor->int_pos().X, plActor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, plActor->spr.pos, dist, a, b, c);
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if (unsigned(dist) < itActor->user.Radius + 100)
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{
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@ -2670,7 +2670,7 @@ void DoSector(void)
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}
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else
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{
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DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, sop->int_pmid().X, sop->int_pmid().Y, dist, a, b, c);
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DISTANCE(pp->pos, sop->pmid, dist, a, b, c);
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if (dist < min_dist)
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min_dist = dist;
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}
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@ -363,7 +363,7 @@ int DoSkullJump(DSWActor* actor)
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int dist,a,b,c;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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SpriteOverlapZ(actor, actor->user.targetActor, Z(32)))
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@ -424,7 +424,7 @@ int DoSkullWait(DSWActor* actor)
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{
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int a,b,c,dist;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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DoActorPickClosePlayer(actor);
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@ -740,7 +740,7 @@ int DoBettyJump(DSWActor* actor)
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{
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int dist,a,b,c;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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SpriteOverlapZ(actor, actor->user.targetActor, Z(32)))
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@ -798,7 +798,7 @@ int DoBettyWait(DSWActor* actor)
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{
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int a,b,c,dist;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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DoActorPickClosePlayer(actor);
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@ -5021,7 +5021,7 @@ int DoGet(DSWActor* actor)
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if (pp->Flags & (PF_DEAD))
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continue;
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DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a,b,c);
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DISTANCE(pp->pos, actor->spr.pos, dist, a,b,c);
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if ((unsigned)dist > (plActor->user.Radius + actor->user.Radius))
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{
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continue;
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@ -6056,7 +6056,7 @@ void SpriteControl(void)
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pp = &Player[pnum];
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// Only update the ones closest
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DISTANCE(pp->int_ppos().X, pp->int_ppos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(pp->pos, actor->spr.pos, dist, tx, ty, tmin);
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AdjustActiveRange(pp, actor, dist);
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@ -5292,7 +5292,7 @@ int GetDamage(DSWActor* actor, DSWActor* weapActor, int DamageNdx)
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int damage_per_pixel, damage_force, damage_amt;
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DISTANCE(weapActor->int_pos().X,weapActor->int_pos().Y,actor->int_pos().X,actor->int_pos().Y,dist,a,b,c);
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DISTANCE(weapActor->spr.pos, actor->spr.pos,dist,a,b,c);
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// take off the box around the player or else you'll never get
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// the max_damage;
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@ -7028,7 +7028,7 @@ int DoDamageTest(DSWActor* actor)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius + itActor->user.Radius)
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continue;
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@ -7099,7 +7099,7 @@ int DoFlamesDamageTest(DSWActor* actor)
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continue;
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}
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius + itActor->user.Radius)
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continue;
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@ -7236,7 +7236,7 @@ int DoExpDamageTest(DSWActor* actor)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius + itActor->user.Radius)
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continue;
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@ -7281,7 +7281,7 @@ int DoExpDamageTest(DSWActor* actor)
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SWStatIterator it(StatBreakList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius)
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continue;
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@ -7309,7 +7309,7 @@ int DoExpDamageTest(DSWActor* actor)
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SWStatIterator it(STAT_WALL_MOVE);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius/4)
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continue;
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@ -7355,7 +7355,7 @@ int DoMineExpMine(DSWActor* actor)
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SWStatIterator it(STAT_MINE_STUCK);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if ((unsigned)dist > actor->user.Radius + itActor->user.Radius)
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continue;
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@ -8583,7 +8583,7 @@ int DoMineRangeTest(DSWActor* actor, int range)
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SWStatIterator it(StatDamageList[stat]);
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while (auto itActor = it.Next())
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{
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, tx, ty, tmin);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, tx, ty, tmin);
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if (dist > range)
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continue;
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@ -9296,7 +9296,7 @@ int DoRocket(DSWActor* actor)
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if ((actor->user.FlagOwner -= ACTORMOVETICS)<=0 && actor->user.spal == 20)
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{
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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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actor->user.FlagOwner = dist>>6;
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// Special warn sound attached to each seeker spawned
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PlaySound(DIGI_MINEBEEP, actor, v3df_follow);
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@ -11336,7 +11336,7 @@ int DoSerpRing(DSWActor* actor)
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!(tActor->user.PlayerP->Flags & PF_DEAD))
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{
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actor->user.targetActor = own->user.targetActor;
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DISTANCE(actor->int_pos().X, actor->int_pos().Y, actor->user.targetActor->int_pos().X, actor->user.targetActor->int_pos().Y, 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 ok and random ok) OR very few skulls left)
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if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || own->user.Counter < 4)
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@ -13768,7 +13768,7 @@ int InitRipperSlash(DSWActor* actor)
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if ((unsigned)FindDistance3D(actor->int_pos() - itActor->int_pos()) > itActor->user.Radius + actor->user.Radius)
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continue;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -13796,7 +13796,7 @@ int InitBunnySlash(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
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{
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@ -13825,7 +13825,7 @@ int InitSerpSlash(DSWActor* actor)
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if (itActor == actor)
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break;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist < CloseRangeDist(actor, itActor, 800) && FacingRange(itActor, actor,150))
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{
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@ -13862,7 +13862,7 @@ int DoBladeDamage(DSWActor* actor)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist > 2000)
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continue;
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@ -13899,7 +13899,7 @@ int DoStaticFlamesDamage(DSWActor* actor)
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if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
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continue;
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DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
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DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
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if (dist > 2000)
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continue;
|
||||
|
@ -13942,7 +13942,7 @@ int InitCoolgBash(DSWActor* actor)
|
|||
if (!(itActor->spr.extra & SPRX_PLAYER_OR_ENEMY))
|
||||
continue;
|
||||
|
||||
DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
|
||||
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
|
||||
|
||||
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
|
||||
{
|
||||
|
@ -13970,7 +13970,7 @@ int InitSkelSlash(DSWActor* actor)
|
|||
if (itActor == actor)
|
||||
break;
|
||||
|
||||
DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
|
||||
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
|
||||
|
||||
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
|
||||
{
|
||||
|
@ -13998,7 +13998,7 @@ int InitGoroChop(DSWActor* actor)
|
|||
if (itActor == actor)
|
||||
break;
|
||||
|
||||
DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
|
||||
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
|
||||
|
||||
if (dist < CloseRangeDist(actor, itActor, 700) && FacingRange(itActor, actor,150))
|
||||
{
|
||||
|
@ -14696,7 +14696,7 @@ int InitEelFire(DSWActor* actor)
|
|||
if ((unsigned)FindDistance3D(actor->int_pos() - itActor->int_pos()) > itActor->user.Radius + actor->user.Radius)
|
||||
continue;
|
||||
|
||||
DISTANCE(itActor->int_pos().X, itActor->int_pos().Y, actor->int_pos().X, actor->int_pos().Y, dist, a, b, c);
|
||||
DISTANCE(itActor->spr.pos, actor->spr.pos, dist, a, b, c);
|
||||
|
||||
if (dist < CloseRangeDist(actor, itActor, 600) && FacingRange(itActor, actor,150))
|
||||
{
|
||||
|
@ -17755,7 +17755,7 @@ int DoFloorBlood(DSWActor* actor)
|
|||
{
|
||||
pp = &Player[pnum];
|
||||
|
||||
DISTANCE(actor->int_pos().X, actor->int_pos().Y, pp->int_ppos().X, pp->int_ppos().Y, dist, a, b, c);
|
||||
DISTANCE(actor->spr.pos, pp->pos, dist, a, b, c);
|
||||
|
||||
if (dist < near_dist)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue