mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
- eliminated all s() in ai.cpp.
This commit is contained in:
parent
41e003c831
commit
9e6943ec83
1 changed files with 145 additions and 159 deletions
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@ -45,10 +45,9 @@ const int dword_138BB0[5] = { 0x2000, 0x4000, 0x8000, 0xa000, 0xe000 };
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bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq)
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{
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auto pSprite = &actor->s();
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if (pSprite->statnum == kStatDude && pSprite->type >= kDudeBase && pSprite->type < kDudeMax)
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if (actor->spr.statnum == kStatDude && actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)
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{
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (seqGetID(actor) == pDudeInfo->seqStartID + nSeq && seqGetStatus(actor) >= 0)
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return true;
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}
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@ -84,8 +83,7 @@ void aiPlay3DSound(DBloodActor* actor, int a2, AI_SFX_PRIORITY a3, int a4)
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void aiNewState(DBloodActor* actor, AISTATE* pAIState)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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pXSprite->stateTimer = pAIState->stateTicks;
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pXSprite->aiState = pAIState;
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int seqStartId = pDudeInfo->seqStartID;
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@ -132,15 +130,14 @@ static bool isImmune(DBloodActor* actor, int dmgType, int minScale)
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bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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{
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auto pSprite = &actor->s();
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int x = pSprite->pos.X;
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int y = pSprite->pos.Y;
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int z = pSprite->pos.Z;
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int x = actor->spr.pos.X;
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int y = actor->spr.pos.Y;
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int z = actor->spr.pos.Z;
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HitScan(actor, z, bcos(nAngle), bsin(nAngle), 0, CLIPMASK0, nRange);
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int nDist = approxDist(x - gHitInfo.hitpos.X, y - gHitInfo.hitpos.Y);
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if (nDist - (pSprite->clipdist << 2) < nRange)
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if (nDist - (actor->spr.clipdist << 2) < nRange)
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{
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if (gHitInfo.actor() == nullptr || target == nullptr || target != gHitInfo.actor())
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return false;
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@ -148,7 +145,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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}
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x += MulScale(nRange, Cos(nAngle), 30);
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y += MulScale(nRange, Sin(nAngle), 30);
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auto pSector = pSprite->sector();
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auto pSector = actor->spr.sector();
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assert(pSector);
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if (!FindSector(x, y, z, &pSector))
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return false;
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@ -179,11 +176,11 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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if (Lower->spr.type == kMarkerLowWater || Lower->spr.type == kMarkerLowGoo)
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Depth = 1;
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}
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switch (pSprite->type) {
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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case kDudeGargoyleStone:
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case kDudeBat:
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if (pSprite->clipdist > nDist)
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if (actor->spr.clipdist > nDist)
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return 0;
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if (Depth)
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{
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@ -254,12 +251,11 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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void aiChooseDirection(DBloodActor* actor, int a3)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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int vc = ((a3 + 1024 - pSprite->ang) & 2047) - 1024;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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int vc = ((a3 + 1024 - actor->spr.ang) & 2047) - 1024;
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int nCos = Cos(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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int dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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@ -267,30 +263,30 @@ void aiChooseDirection(DBloodActor* actor, int a3)
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int v8 = 341;
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if (vc < 0)
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v8 = -341;
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if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc, vsi))
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pXSprite->goalAng = pSprite->ang + vc;
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc / 2, vsi))
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pXSprite->goalAng = pSprite->ang + vc / 2;
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang - vc / 2, vsi))
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pXSprite->goalAng = pSprite->ang - vc / 2;
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang + v8, vsi))
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pXSprite->goalAng = pSprite->ang + v8;
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang, vsi))
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pXSprite->goalAng = pSprite->ang;
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang - v8, vsi))
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pXSprite->goalAng = pSprite->ang - v8;
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//else if (pSprite->flags&2)
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//pXSprite->goalAng = pSprite->ang+341;
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if (CanMove(actor, actor->GetTarget(), actor->spr.ang + vc, vsi))
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pXSprite->goalAng = actor->spr.ang + vc;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.ang + vc / 2, vsi))
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pXSprite->goalAng = actor->spr.ang + vc / 2;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.ang - vc / 2, vsi))
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pXSprite->goalAng = actor->spr.ang - vc / 2;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.ang + v8, vsi))
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pXSprite->goalAng = actor->spr.ang + v8;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.ang, vsi))
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pXSprite->goalAng = actor->spr.ang;
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else if (CanMove(actor, actor->GetTarget(), actor->spr.ang - v8, vsi))
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pXSprite->goalAng = actor->spr.ang - v8;
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//else if (actor->spr.flags&2)
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//pXSprite->goalAng = actor->spr.ang+341;
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else // Weird..
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pXSprite->goalAng = pSprite->ang + 341;
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pXSprite->goalAng = actor->spr.ang + 341;
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if (Chance(0x8000))
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pXSprite->dodgeDir = 1;
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else
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pXSprite->dodgeDir = -1;
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if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
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if (!CanMove(actor, actor->GetTarget(), actor->spr.ang + pXSprite->dodgeDir * 512, 512))
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{
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pXSprite->dodgeDir = -pXSprite->dodgeDir;
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if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
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if (!CanMove(actor, actor->GetTarget(), actor->spr.ang + pXSprite->dodgeDir * 512, 512))
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pXSprite->dodgeDir = 0;
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}
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}
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@ -304,16 +300,15 @@ void aiChooseDirection(DBloodActor* actor, int a3)
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void aiMoveForward(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (abs(nAng) > 341)
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return;
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actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30);
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actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30);
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actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(actor->spr.ang), 30);
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actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(actor->spr.ang), 30);
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}
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//---------------------------------------------------------------------------
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@ -325,12 +320,11 @@ void aiMoveForward(DBloodActor* actor)
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void aiMoveTurn(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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}
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//---------------------------------------------------------------------------
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@ -342,16 +336,16 @@ void aiMoveTurn(DBloodActor* actor)
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void aiMoveDodge(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (pXSprite->dodgeDir)
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{
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int nCos = Cos(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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int dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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@ -375,14 +369,14 @@ void aiMoveDodge(DBloodActor* actor)
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void aiActivateDude(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!pXSprite->state)
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{
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aiChooseDirection(actor, getangle(pXSprite->targetX - pSprite->pos.X, pXSprite->targetY - pSprite->pos.Y));
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aiChooseDirection(actor, getangle(pXSprite->targetX - actor->spr.pos.X, pXSprite->targetY - actor->spr.pos.Y));
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pXSprite->state = 1;
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}
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switch (pSprite->type)
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switch (actor->spr.type)
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{
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case kDudePhantasm:
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{
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@ -414,7 +408,7 @@ void aiActivateDude(DBloodActor* actor)
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aiNewState(actor, &cultistSearch);
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if (Chance(0x8000))
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{
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if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
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if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4008 + Random(5), AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1008 + Random(5), AI_SFX_PRIORITY_1, -1);
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}
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break;
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@ -428,13 +422,13 @@ void aiActivateDude(DBloodActor* actor)
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{
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if (Chance(0x8000))
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{
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if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4003 + Random(4), AI_SFX_PRIORITY_1, -1);
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if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4003 + Random(4), AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1003 + Random(4), AI_SFX_PRIORITY_1, -1);
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}
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switch (pXSprite->medium)
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{
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case kMediumNormal:
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if (pSprite->type == kDudeCultistTommy) aiNewState(actor, &fanaticChase);
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if (actor->spr.type == kDudeCultistTommy) aiNewState(actor, &fanaticChase);
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else aiNewState(actor, &cultistChase);
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break;
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case kMediumWater:
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@ -472,7 +466,7 @@ void aiActivateDude(DBloodActor* actor)
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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pSprite->type = kDudeCultistTommy;
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actor->spr.type = kDudeCultistTommy;
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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@ -509,7 +503,7 @@ void aiActivateDude(DBloodActor* actor)
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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pSprite->type = kDudeCultistShotgun;
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actor->spr.type = kDudeCultistShotgun;
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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@ -553,8 +547,8 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->thinkTime = 0;
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pDudeExtraE->active = 1;
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if (!pSprite->flags)
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pSprite->flags = 9;
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if (!actor->spr.flags)
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actor->spr.flags = 9;
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &batSearch);
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else
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@ -585,7 +579,7 @@ void aiActivateDude(DBloodActor* actor)
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case kDudeGillBeast:
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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XSECTOR* pXSector = pSprite->sector()->hasX()? &pSprite->sector()->xs() : nullptr;
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XSECTOR* pXSector = actor->spr.sector()->hasX()? &actor->spr.sector()->xs() : nullptr;
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pDudeExtraE->thinkTime = 0;
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pDudeExtraE->active = 1;
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@ -720,7 +714,7 @@ void aiActivateDude(DBloodActor* actor)
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// play gargoyle statue breaking animation if data1 = 1.
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if (gModernMap && pXSprite->data1 == 1)
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{
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if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &statueFBreakSEQ);
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if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &statueFBreakSEQ);
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else aiNewState(actor, &statueSBreakSEQ);
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}
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else
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@ -728,14 +722,14 @@ void aiActivateDude(DBloodActor* actor)
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if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
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if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
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if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
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else aiNewState(actor, &gargoyleSMorph);
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}
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#else
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if (Chance(0x4000)) aiPlay3DSound(actor, 1401, AI_SFX_PRIORITY_1, -1);
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else aiPlay3DSound(actor, 1400, AI_SFX_PRIORITY_1, -1);
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if (pSprite->type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
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if (actor->spr.type == kDudeGargoyleStatueFlesh) aiNewState(actor, &gargoyleFMorph);
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else aiNewState(actor, &gargoyleSMorph);
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#endif
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break;
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@ -806,8 +800,8 @@ void aiActivateDude(DBloodActor* actor)
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case kDudeSpiderBrown:
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case kDudeSpiderRed:
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case kDudeSpiderBlack:
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pSprite->flags |= 2;
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pSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
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actor->spr.flags |= 2;
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &spidSearch);
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else
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@ -820,8 +814,8 @@ void aiActivateDude(DBloodActor* actor)
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->active = 1;
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pSprite->flags |= 2;
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pSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
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actor->spr.flags |= 2;
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actor->spr.cstat &= ~CSTAT_SPRITE_YFLIP;
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &spidSearch);
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else
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@ -902,7 +896,7 @@ void aiActivateDude(DBloodActor* actor)
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aiNewState(actor, &podSearch);
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else
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{
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if (pSprite->type == kDudePodFire)
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if (actor->spr.type == kDudePodFire)
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aiPlay3DSound(actor, 2453, AI_SFX_PRIORITY_1, -1);
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else
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aiPlay3DSound(actor, 2473, AI_SFX_PRIORITY_1, -1);
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@ -945,16 +939,15 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target)
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|||
return;
|
||||
}
|
||||
auto pXSprite = &actor->x();
|
||||
spritetype* pTarget = &target->s();
|
||||
if (pTarget->type >= kDudeBase && pTarget->type < kDudeMax)
|
||||
if (target->spr.type >= kDudeBase && target->spr.type < kDudeMax)
|
||||
{
|
||||
if (actor->GetOwner() != target)
|
||||
{
|
||||
actor->SetTarget(target);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pTarget->type);
|
||||
pXSprite->targetX = pTarget->pos.X;
|
||||
pXSprite->targetY = pTarget->pos.Y;
|
||||
pXSprite->targetZ = pTarget->pos.Z - ((pDudeInfo->eyeHeight * pTarget->yrepeat) << 2);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(target->spr.type);
|
||||
pXSprite->targetX = target->spr.pos.X;
|
||||
pXSprite->targetY = target->spr.pos.Y;
|
||||
pXSprite->targetZ = target->spr.pos.Z - ((pDudeInfo->eyeHeight * target->spr.yrepeat) << 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -967,19 +960,17 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target)
|
|||
|
||||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
XSPRITE* pXSprite = &actor->x();
|
||||
|
||||
if (!pXSprite->health)
|
||||
return 0;
|
||||
pXSprite->health = ClipLow(pXSprite->health - nDamage, 0);
|
||||
actor->cumulDamage += nDamage;
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
|
||||
if (source)
|
||||
{
|
||||
spritetype* pSource = &source->s();
|
||||
if (pSprite == pSource) return 0;
|
||||
if (actor == source) return 0;
|
||||
else if (actor->GetTarget() == nullptr) // if no target, give the dude a target
|
||||
{
|
||||
aiSetTarget(actor, source);
|
||||
|
@ -988,7 +979,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
else if (source != actor->GetTarget()) // if found a new target, retarget
|
||||
{
|
||||
int nThresh = nDamage;
|
||||
if (pSprite->type == pSource->type)
|
||||
if (actor->spr.type == source->spr.type)
|
||||
nThresh *= pDudeInfo->changeTargetKin;
|
||||
else
|
||||
nThresh *= pDudeInfo->changeTarget;
|
||||
|
@ -1007,7 +998,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
{
|
||||
aiPatrolStop(actor, source, pXSprite->dudeAmbush);
|
||||
|
||||
PLAYER* pPlayer = getPlayerById(pSource->type);
|
||||
PLAYER* pPlayer = getPlayerById(source->spr.type);
|
||||
if (!pPlayer) return nDamage;
|
||||
if (powerupCheck(pPlayer, kPwUpShadowCloak)) pPlayer->pwUpTime[kPwUpShadowCloak] = 0;
|
||||
if (readyForCrit(source, actor))
|
||||
|
@ -1015,7 +1006,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
nDamage += aiDamageSprite(actor, source, nDmgType, nDamage * (10 - gGameOptions.nDifficulty));
|
||||
if (pXSprite->health > 0)
|
||||
{
|
||||
int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(pSprite->type)->startHealth << 4;
|
||||
int fullHp = (pXSprite->sysData2 > 0) ? ClipRange(pXSprite->sysData2 << 4, 1, 65535) : getDudeInfo(actor->spr.type)->startHealth << 4;
|
||||
if (((100 * pXSprite->health) / fullHp) <= 75)
|
||||
{
|
||||
actor->cumulDamage += nDamage << 4; // to be sure any enemy will play the recoil animation
|
||||
|
@ -1029,7 +1020,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
return nDamage;
|
||||
}
|
||||
|
||||
if (pSprite->type == kDudeModernCustomBurning)
|
||||
if (actor->spr.type == kDudeModernCustomBurning)
|
||||
{
|
||||
if (Chance(0x2000) && actor->dudeExtra.time < PlayClock) {
|
||||
playGenDudeSound(actor,kGenDudeSndBurning);
|
||||
|
@ -1039,7 +1030,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
if (pXSprite->burnTime == 0) pXSprite->burnTime = 2400;
|
||||
if (spriteIsUnderwater(actor, false))
|
||||
{
|
||||
pSprite->type = kDudeModernCustom;
|
||||
actor->spr.type = kDudeModernCustom;
|
||||
pXSprite->burnTime = 0;
|
||||
pXSprite->health = 1; // so it can be killed with flame weapons while underwater and if already was burning dude before.
|
||||
aiGenDudeNewState(actor, &genDudeGotoW);
|
||||
|
@ -1049,7 +1040,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
|
||||
}
|
||||
|
||||
if (pSprite->type == kDudeModernCustom)
|
||||
if (actor->spr.type == kDudeModernCustom)
|
||||
{
|
||||
GENDUDEEXTRA* pExtra = &actor->genDudeExtra;
|
||||
if (nDmgType == kDamageBurn)
|
||||
|
@ -1075,10 +1066,10 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
playGenDudeSound(actor,kGenDudeSndBurning);
|
||||
pSprite->type = kDudeModernCustomBurning;
|
||||
actor->spr.type = kDudeModernCustomBurning;
|
||||
|
||||
if (pXSprite->data2 == kGenDudeDefaultSeq) // don't inherit palette for burning if using default animation
|
||||
pSprite->pal = 0;
|
||||
actor->spr.pal = 0;
|
||||
|
||||
aiGenDudeNewState(actor, &genDudeBurnGoto);
|
||||
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
|
||||
|
@ -1133,8 +1124,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||||
pDudeExtra->teslaHit = 0;
|
||||
}
|
||||
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
|
||||
switch (pSprite->type)
|
||||
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
|
||||
switch (actor->spr.type)
|
||||
{
|
||||
case kDudeCultistTommy:
|
||||
case kDudeCultistShotgun:
|
||||
|
@ -1151,7 +1142,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
}
|
||||
else if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
|
||||
{
|
||||
pSprite->type = kDudeBurningCultist;
|
||||
actor->spr.type = kDudeBurningCultist;
|
||||
aiNewState(actor, &cultistBurnGoto);
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||||
|
@ -1163,7 +1154,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
case kDudeInnocent:
|
||||
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth/* && (pXSprite->at17_6 != 1 || pXSprite->at17_6 != 2)*/)
|
||||
{
|
||||
pSprite->type = kDudeBurningInnocent;
|
||||
actor->spr.type = kDudeBurningInnocent;
|
||||
aiNewState(actor, &cultistBurnGoto);
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
actor->dudeExtra.time = PlayClock + 360;
|
||||
|
@ -1179,17 +1170,17 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
}
|
||||
if (Chance(0x600) && (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo))
|
||||
{
|
||||
pSprite->type = kDudeCultistTommy;
|
||||
actor->spr.type = kDudeCultistTommy;
|
||||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
actor->spr.type = actor->spr.inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
}
|
||||
else if (pXSprite->medium == kMediumWater || pXSprite->medium == kMediumGoo)
|
||||
{
|
||||
pSprite->type = kDudeCultistShotgun;
|
||||
actor->spr.type = kDudeCultistShotgun;
|
||||
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
|
||||
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
|
||||
actor->spr.type = actor->spr.inittype; // restore back to spawned cultist type
|
||||
pXSprite->burnTime = 0;
|
||||
aiNewState(actor, &cultistSwimGoto);
|
||||
}
|
||||
|
@ -1201,7 +1192,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
if (nDmgType == kDamageBurn && pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth) {
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
aiPlay3DSound(actor, 1202, AI_SFX_PRIORITY_2, -1);
|
||||
pSprite->type = kDudeBurningZombieButcher;
|
||||
actor->spr.type = kDudeBurningZombieButcher;
|
||||
aiNewState(actor, &zombieFBurnGoto);
|
||||
actHealDude(actor, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
|
||||
evKillActor(actor, kCallbackFXFlameLick);
|
||||
|
@ -1212,12 +1203,12 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
{
|
||||
if (!cl_bloodvanillaenemies && !VanillaMode()) // fix burning sprite for tiny caleb
|
||||
{
|
||||
pSprite->type = kDudeBurningTinyCaleb;
|
||||
actor->spr.type = kDudeBurningTinyCaleb;
|
||||
aiNewState(actor, &tinycalebBurnGoto);
|
||||
}
|
||||
else
|
||||
{
|
||||
pSprite->type = kDudeBurningInnocent;
|
||||
actor->spr.type = kDudeBurningInnocent;
|
||||
aiNewState(actor, &cultistBurnGoto);
|
||||
}
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
|
@ -1229,7 +1220,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
case kDudeCultistBeast:
|
||||
if (pXSprite->health <= (unsigned int)pDudeInfo->fleeHealth)
|
||||
{
|
||||
pSprite->type = kDudeBeast;
|
||||
actor->spr.type = kDudeBeast;
|
||||
aiPlay3DSound(actor, 9008, AI_SFX_PRIORITY_1, -1);
|
||||
aiNewState(actor, &beastMorphFromCultist);
|
||||
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
|
||||
|
@ -1241,7 +1232,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
{
|
||||
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
|
||||
aiPlay3DSound(actor, 1106, AI_SFX_PRIORITY_2, -1);
|
||||
pSprite->type = kDudeBurningZombieAxe;
|
||||
actor->spr.type = kDudeBurningZombieAxe;
|
||||
aiNewState(actor, &zombieABurnGoto);
|
||||
actHealDude(actor, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
|
||||
evKillActor(actor, kCallbackFXFlameLick);
|
||||
|
@ -1261,13 +1252,13 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
|
|||
void RecoilDude(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
|
||||
uint8_t v4 = Chance(0x8000);
|
||||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||||
if (pSprite->statnum == kStatDude && (pSprite->type >= kDudeBase && pSprite->type < kDudeMax))
|
||||
if (actor->spr.statnum == kStatDude && (actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax))
|
||||
{
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
switch (pSprite->type)
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
switch (actor->spr.type)
|
||||
{
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
case kDudeModernCustom:
|
||||
|
@ -1327,7 +1318,7 @@ void RecoilDude(DBloodActor* actor)
|
|||
case kDudeCultistTesla:
|
||||
case kDudeCultistTNT:
|
||||
case kDudeCultistBeast:
|
||||
if (pSprite->type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||||
if (actor->spr.type == kDudeCultistTommy) aiPlay3DSound(actor, 4013 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||||
else aiPlay3DSound(actor, 1013 + Random(2), AI_SFX_PRIORITY_2, -1);
|
||||
|
||||
if (!v4 && pXSprite->medium == kMediumNormal)
|
||||
|
@ -1429,7 +1420,7 @@ void RecoilDude(DBloodActor* actor)
|
|||
aiNewState(actor, &eelRecoil);
|
||||
break;
|
||||
case kDudeGillBeast: {
|
||||
XSECTOR* pXSector = pSprite->sector()->hasX() ? &pSprite->sector()->xs() : nullptr;
|
||||
XSECTOR* pXSector = actor->spr.sector()->hasX() ? &actor->spr.sector()->xs() : nullptr;
|
||||
|
||||
aiPlay3DSound(actor, 1702, AI_SFX_PRIORITY_2, -1);
|
||||
if (pXSector && pXSector->Underwater)
|
||||
|
@ -1523,9 +1514,8 @@ void RecoilDude(DBloodActor* actor)
|
|||
|
||||
void aiThinkTarget(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (Chance(pDudeInfo->alertChance))
|
||||
{
|
||||
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
||||
|
@ -1533,19 +1523,19 @@ void aiThinkTarget(DBloodActor* actor)
|
|||
PLAYER* pPlayer = &gPlayer[p];
|
||||
if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
||||
continue;
|
||||
int x = pPlayer->pSprite->pos.X;
|
||||
int y = pPlayer->pSprite->pos.Y;
|
||||
int z = pPlayer->pSprite->pos.Z;
|
||||
auto pSector = pPlayer->pSprite->sector();
|
||||
int dx = x - pSprite->pos.X;
|
||||
int dy = y - pSprite->pos.Y;
|
||||
int x = pPlayer->actor->spr.pos.X;
|
||||
int y = pPlayer->actor->spr.pos.Y;
|
||||
int z = pPlayer->actor->spr.pos.Z;
|
||||
auto pSector = pPlayer->actor->spr.sector();
|
||||
int dx = x - actor->spr.pos.X;
|
||||
int dy = y - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||||
continue;
|
||||
if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector()))
|
||||
if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
|
||||
continue;
|
||||
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(actor, pPlayer->actor);
|
||||
|
@ -1570,10 +1560,9 @@ void aiThinkTarget(DBloodActor* actor)
|
|||
|
||||
void aiLookForTarget(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
auto pXSprite = &actor->x();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (Chance(pDudeInfo->alertChance))
|
||||
{
|
||||
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
||||
|
@ -1581,18 +1570,18 @@ void aiLookForTarget(DBloodActor* actor)
|
|||
PLAYER* pPlayer = &gPlayer[p];
|
||||
if (actor->GetOwner() == pPlayer->actor || pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
||||
continue;
|
||||
int x = pPlayer->pSprite->pos.X;
|
||||
int y = pPlayer->pSprite->pos.Y;
|
||||
int z = pPlayer->pSprite->pos.Z;
|
||||
auto pSector = pPlayer->pSprite->sector();
|
||||
int dx = x - pSprite->pos.X;
|
||||
int dy = y - pSprite->pos.Y;
|
||||
int x = pPlayer->actor->spr.pos.X;
|
||||
int y = pPlayer->actor->spr.pos.Y;
|
||||
int z = pPlayer->actor->spr.pos.Z;
|
||||
auto pSector = pPlayer->actor->spr.sector();
|
||||
int dx = x - actor->spr.pos.X;
|
||||
int dy = y - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||||
continue;
|
||||
if (!cansee(x, y, z, pSector, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector()))
|
||||
if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(actor, pPlayer->actor);
|
||||
|
@ -1609,18 +1598,17 @@ void aiLookForTarget(DBloodActor* actor)
|
|||
if (pXSprite->state)
|
||||
{
|
||||
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
|
||||
GetClosestSpriteSectors(pSprite->sector(), pSprite->pos.X, pSprite->pos.Y, 400, nullptr, newSectCheckMethod);
|
||||
GetClosestSpriteSectors(actor->spr.sector(), actor->spr.pos.X, actor->spr.pos.Y, 400, nullptr, newSectCheckMethod);
|
||||
|
||||
BloodStatIterator it(kStatDude);
|
||||
while (DBloodActor* actor2 = it.Next())
|
||||
{
|
||||
spritetype* pSprite2 = &actor2->s();
|
||||
int dx = pSprite2->pos.X - pSprite->pos.X;
|
||||
int dy = pSprite2->pos.Y - pSprite->pos.Y;
|
||||
int dx = actor2->spr.pos.X - actor->spr.pos.X;
|
||||
int dy = actor2->spr.pos.Y - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (pSprite2->type == kDudeInnocent)
|
||||
if (actor2->spr.type == kDudeInnocent)
|
||||
{
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite2->type);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor2->spr.type);
|
||||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||||
continue;
|
||||
aiSetTarget(actor, actor2);
|
||||
|
@ -1643,11 +1631,10 @@ void aiProcessDudes(void)
|
|||
BloodStatIterator it(kStatDude);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (pSprite->flags & 32) continue;
|
||||
if (actor->spr.flags & 32) continue;
|
||||
auto pXSprite = &actor->x();
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
if (IsPlayerSprite(pSprite) || pXSprite->health == 0) continue;
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (actor->IsPlayerActor() || pXSprite->health == 0) continue;
|
||||
|
||||
pXSprite->stateTimer = ClipLow(pXSprite->stateTimer - 4, 0);
|
||||
|
||||
|
@ -1660,7 +1647,7 @@ void aiProcessDudes(void)
|
|||
pXSprite->aiState->thinkFunc(actor);
|
||||
}
|
||||
|
||||
switch (pSprite->type) {
|
||||
switch (actor->spr.type) {
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
case kDudeModernCustom:
|
||||
case kDudeModernCustomBurning: {
|
||||
|
@ -1714,9 +1701,8 @@ void aiInit(void)
|
|||
|
||||
void aiInitSprite(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
auto pXSprite = &actor->x();
|
||||
XSECTOR* pXSector = pSprite->sector()->hasX() ? &pSprite->sector()->xs() : nullptr;
|
||||
XSECTOR* pXSector = actor->spr.sector()->hasX() ? &actor->spr.sector()->xs() : nullptr;
|
||||
|
||||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||||
|
@ -1745,7 +1731,7 @@ void aiInitSprite(DBloodActor* actor)
|
|||
}
|
||||
#endif
|
||||
|
||||
switch (pSprite->type)
|
||||
switch (actor->spr.type)
|
||||
{
|
||||
case kDudeCultistTommy:
|
||||
case kDudeCultistShotgun:
|
||||
|
@ -1783,7 +1769,7 @@ void aiInitSprite(DBloodActor* actor)
|
|||
{
|
||||
pDudeExtraE->thinkTime = 0;
|
||||
aiNewState(actor, &zombieSIdle);
|
||||
pSprite->flags &= ~1;
|
||||
actor->spr.flags &= ~1;
|
||||
break;
|
||||
}
|
||||
case kDudeZombieAxeBuried: {
|
||||
|
@ -1903,28 +1889,28 @@ void aiInitSprite(DBloodActor* actor)
|
|||
}
|
||||
aiSetTarget(actor, 0, 0, 0);
|
||||
pXSprite->stateTimer = 0;
|
||||
switch (pSprite->type)
|
||||
switch (actor->spr.type)
|
||||
{
|
||||
case kDudeSpiderBrown:
|
||||
case kDudeSpiderRed:
|
||||
case kDudeSpiderBlack:
|
||||
if (pSprite->cstat & CSTAT_SPRITE_YFLIP) pSprite->flags |= 9;
|
||||
else pSprite->flags = 15;
|
||||
if (actor->spr.cstat & CSTAT_SPRITE_YFLIP) actor->spr.flags |= 9;
|
||||
else actor->spr.flags = 15;
|
||||
break;
|
||||
case kDudeGargoyleFlesh:
|
||||
case kDudeGargoyleStone:
|
||||
case kDudePhantasm:
|
||||
case kDudeBoneEel:
|
||||
case kDudeBat:
|
||||
pSprite->flags |= 9;
|
||||
actor->spr.flags |= 9;
|
||||
break;
|
||||
case kDudeGillBeast:
|
||||
if (pXSector && pXSector->Underwater) pSprite->flags |= 9;
|
||||
else pSprite->flags = 15;
|
||||
if (pXSector && pXSector->Underwater) actor->spr.flags |= 9;
|
||||
else actor->spr.flags = 15;
|
||||
break;
|
||||
case kDudeZombieAxeBuried:
|
||||
case kDudeZombieAxeLaying:
|
||||
pSprite->flags = 7;
|
||||
actor->spr.flags = 7;
|
||||
break;
|
||||
#ifdef NOONE_EXTENSIONS
|
||||
case kDudePodMother: // FakeDude type
|
||||
|
@ -1936,16 +1922,16 @@ void aiInitSprite(DBloodActor* actor)
|
|||
case kDudePodFire:
|
||||
case kDudeTentacleFire:
|
||||
case kDudeTentacleMother:
|
||||
if (gModernMap && (pSprite->cstat & CSTAT_SPRITE_YFLIP)) {
|
||||
if (!(pSprite->flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor.
|
||||
pSprite->flags = kHitagAutoAim;
|
||||
if (gModernMap && (actor->spr.cstat & CSTAT_SPRITE_YFLIP)) {
|
||||
if (!(actor->spr.flags & kModernTypeFlag1)) // don't add autoaim for player if hitag 1 specified in editor.
|
||||
actor->spr.flags = kHitagAutoAim;
|
||||
break;
|
||||
}
|
||||
[[fallthrough]];
|
||||
// go default
|
||||
#endif
|
||||
default:
|
||||
pSprite->flags = 15;
|
||||
actor->spr.flags = 15;
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue