diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index cf3914c1a..7145f0626 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -947,7 +947,7 @@ void aiActivateDude(DBloodActor* actor) // //--------------------------------------------------------------------------- -void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z) +void aiSetTarget_(XSPRITE *pXSprite, int x, int y, int z) { pXSprite->target_i = -1; pXSprite->targetX = x; @@ -955,7 +955,7 @@ void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z) pXSprite->targetZ = z; } -void aiSetTarget(XSPRITE *pXSprite, int nTarget) +void aiSetTarget_(XSPRITE *pXSprite, int nTarget) { assert(nTarget >= 0 && nTarget < kMaxSprites); spritetype *pTarget = &sprite[nTarget]; @@ -974,7 +974,7 @@ void aiSetTarget(XSPRITE *pXSprite, int nTarget) void aiSetTarget(DBloodActor* actor, DBloodActor* target) { - aiSetTarget(&actor->x(), target ? target->x().reference : -1); + aiSetTarget_(&actor->x(), target ? target->x().reference : -1); } @@ -1008,7 +1008,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType nThresh *= pDudeInfo->changeTarget; if (Chance(nThresh)) { - aiSetTarget(pXSprite, nSource); + aiSetTarget_(pXSprite, nSource); aiActivateDude(&bloodActors[pXSprite->reference]); } } @@ -1525,13 +1525,13 @@ void aiThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); return; } else if (nDist < pDudeInfo->hearDist) { - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); return; } @@ -1564,13 +1564,13 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite) int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); return; } else if (nDist < pDudeInfo->hearDist) { - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); return; } @@ -1594,7 +1594,7 @@ void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite) DUDEINFO *pDudeInfo = getDudeInfo(pSprite2->type); if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist) continue; - aiSetTarget(pXSprite, pSprite2->index); + aiSetTarget_(pXSprite, pSprite2->index); aiActivateDude(&bloodActors[pXSprite->reference]); return; } @@ -1875,7 +1875,7 @@ void aiInitSprite(spritetype *pSprite) aiNewState(actor, &genIdle); break; } - aiSetTarget(pXSprite, 0, 0, 0); + aiSetTarget_(pXSprite, 0, 0, 0); pXSprite->stateTimer = 0; switch (pSprite->type) { diff --git a/source/games/blood/src/ai.h b/source/games/blood/src/ai.h index ba6efc11b..6c84bb094 100644 --- a/source/games/blood/src/ai.h +++ b/source/games/blood/src/ai.h @@ -96,8 +96,8 @@ void aiMoveForward(DBloodActor*pXSprite); void aiMoveTurn(DBloodActor*pXSprite); void aiMoveDodge(DBloodActor *actor); void aiActivateDude(DBloodActor *actor); -void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z); -void aiSetTarget(XSPRITE *pXSprite, int nTarget); +void aiSetTarget_(XSPRITE *pXSprite, int x, int y, int z); +void aiSetTarget_(XSPRITE *pXSprite, int nTarget); void aiSetTarget(DBloodActor* actor, DBloodActor* target); int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage); void aiThinkTarget(DBloodActor* actor); diff --git a/source/games/blood/src/aibat.cpp b/source/games/blood/src/aibat.cpp index a2f4f9a4b..145239d7a 100644 --- a/source/games/blood/src/aibat.cpp +++ b/source/games/blood/src/aibat.cpp @@ -92,7 +92,7 @@ static void batThinkTarget(DBloodActor* actor) pDudeExtraE->xval2 = 0; pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &batTurn); return; } @@ -117,12 +117,12 @@ static void batThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else @@ -439,7 +439,7 @@ void batMoveToCeil(DBloodActor* actor) aiNewState(actor, &batIdle); } else - aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz); + aiSetTarget_(pXSprite, x, y, sector[nSector].ceilingz); } END_BLD_NS diff --git a/source/games/blood/src/aiboneel.cpp b/source/games/blood/src/aiboneel.cpp index 0bcd01db6..c59cdb045 100644 --- a/source/games/blood/src/aiboneel.cpp +++ b/source/games/blood/src/aiboneel.cpp @@ -104,7 +104,7 @@ static void eelThinkTarget(DBloodActor* actor) pDudeExtraE->xval2 = 0; pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &eelTurn); return; } @@ -130,13 +130,13 @@ static void eelThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else @@ -441,7 +441,7 @@ void eelMoveToCeil(DBloodActor* actor) aiNewState(actor, &eelIdle); } else - aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz); + aiSetTarget_(pXSprite, x, y, sector[nSector].ceilingz); } END_BLD_NS diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 9e0bbb137..61ed92720 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -269,7 +269,7 @@ static void cerberusThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); if (pSprite->type == kDudeCerberusTwoHead) aiNewState(actor, &cerberus139890); else @@ -298,13 +298,13 @@ static void cerberusThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->xval1 = 0; - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval1 = 0; - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index b864146bc..249e37023 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -223,7 +223,7 @@ static void gargThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &gargoyleTurn); return; } @@ -249,13 +249,13 @@ static void gargThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index ea31277a0..836e90979 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -200,7 +200,7 @@ static void ghostThinkTarget(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &ghostTurn); return; } @@ -226,14 +226,14 @@ static void ghostThinkTarget(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); return; } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval2 = 0; - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); return; } diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index 954812bdb..46a08726e 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -241,7 +241,7 @@ static void sub_725A4(DBloodActor* actor) { pXSprite->goalAng += 256; POINT3D *pTarget = &baseSprite[pSprite->index]; - aiSetTarget(pXSprite, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z); aiNewState(actor, &tcherno13AA28); return; } @@ -267,13 +267,13 @@ static void sub_725A4(DBloodActor* actor) if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { pDudeExtraE->xval1 = 0; - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { pDudeExtraE->xval1 = 0; - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 960c46c3c..269f492bc 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -466,7 +466,7 @@ static void unicultThinkChase(DBloodActor* actor) GENDUDEEXTRA* pExtra = &gGenDudeExtra[pSprite->index]; if (!pExtra->canAttack) { - if (pExtra->canWalk) aiSetTarget(pXSprite, pSprite->index); + if (pExtra->canWalk) aiSetTarget_(pXSprite, pSprite->index); if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeGotoW); else aiGenDudeNewState(pSprite, &genDudeGotoL); return; @@ -596,7 +596,7 @@ static void unicultThinkChase(DBloodActor* actor) // don't attack slaves if (pXSprite->target_i >= 0 && sprite[pXSprite->target_i].owner == pSprite->index) { - aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); return; } else if (gGenDudeExtra[pSprite->index].slaveCount > gGameOptions.nDifficulty || dist < meleeVector->maxDist) { if (dist <= meleeVector->maxDist) { @@ -1815,8 +1815,8 @@ void genDudeTransform(spritetype* pSprite) { aiInitSprite(pSprite); // try to restore target - if (target == -1) aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); - else aiSetTarget(pXSprite, target); + if (target == -1) aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); + else aiSetTarget_(pXSprite, target); // finally activate it aiActivateDude(&bloodActors[pXSprite->reference]); @@ -1850,7 +1850,7 @@ void updateTargetOfLeech(spritetype* pSprite) { else if (xsprite[pSprite->extra].target_i != xsprite[pLeech->extra].target_i) { XSPRITE* pXDude = &xsprite[pSprite->extra]; XSPRITE* pXLeech = &xsprite[pLeech->extra]; if (pXDude->target_i < 0 && spriRangeIsFine(pXLeech->target_i)) { - aiSetTarget(pXDude, pXLeech->target_i); + aiSetTarget_(pXDude, pXLeech->target_i); if (inIdle(pXDude->aiState)) aiActivateDude(&bloodActors[pXDude->reference]); } else { @@ -1881,12 +1881,12 @@ void updateTargetOfSlaves(spritetype* pSprite) { XSPRITE* pXSlave = &xsprite[pSlave->index]; if (pXTarget != NULL) { - if (pXSprite->target_i != pXSlave->target_i) aiSetTarget(pXSlave, pXSprite->target_i); + if (pXSprite->target_i != pXSlave->target_i) aiSetTarget_(pXSlave, pXSprite->target_i); // check if slave have proper target if (!spriRangeIsFine(pXSlave->target_i) || sprite[pXSlave->target_i].owner == pSprite->index) - aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSlave, pSprite->x, pSprite->y, pSprite->z); } else { - aiSetTarget(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master + aiSetTarget_(pXSlave, pSprite->x, pSprite->y, pSprite->z); // try return to master } } } diff --git a/source/games/blood/src/aizomba.cpp b/source/games/blood/src/aizomba.cpp index 291b6adee..a1e1620a0 100644 --- a/source/games/blood/src/aizomba.cpp +++ b/source/games/blood/src/aizomba.cpp @@ -239,12 +239,12 @@ static void myThinkTarget(DBloodActor* actor) int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024; if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) { - aiSetTarget(pXSprite, pPlayer->nSprite); + aiSetTarget_(pXSprite, pPlayer->nSprite); aiActivateDude(&bloodActors[pXSprite->reference]); } else if (nDist < pDudeInfo->hearDist) { - aiSetTarget(pXSprite, x, y, z); + aiSetTarget_(pXSprite, x, y, z); aiActivateDude(&bloodActors[pXSprite->reference]); } else diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index 3956c3485..0add033df 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -4427,7 +4427,7 @@ void aiFightFreeTargets(int nSprite) { { if (!IsDudeSprite(&sprite[nTarget]) || sprite[nTarget].extra < 0) continue; else if (xsprite[sprite[nTarget].extra].target_i == nSprite) - aiSetTarget(&xsprite[sprite[nTarget].extra], sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z); + aiSetTarget_(&xsprite[sprite[nTarget].extra], sprite[nTarget].x, sprite[nTarget].y, sprite[nTarget].z); } return; @@ -4505,7 +4505,7 @@ void aiFightAlarmDudesInSight(spritetype* pSprite, int max) { if (pXDude->target_i != -1 || pXDude->rxID > 0) continue; - aiSetTarget(pXDude, pDude->x, pDude->y, pDude->z); + aiSetTarget_(pXDude, pDude->x, pDude->y, pDude->z); aiActivateDude(&bloodActors[pXDude->reference]); if (max-- < 1) break; @@ -5892,12 +5892,12 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { // special handling for player(s) if target changer data4 > 2. if (pPlayer != NULL) { if (pXSource->data4 == 3) { - aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); aiSetGenIdleState(pSprite, pXSprite); if (pSprite->type == kDudeModernCustom && leechIsDropped(pSprite)) removeLeech(leechIsDropped(pSprite)); } else if (pXSource->data4 == 4) { - aiSetTarget(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z); + aiSetTarget_(pXSprite, pPlayer->x, pPlayer->y, pPlayer->z); if (pSprite->type == kDudeModernCustom && leechIsDropped(pSprite)) removeLeech(leechIsDropped(pSprite)); } @@ -5913,21 +5913,21 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { pSprite->flags &= ~0x0002; if (!IsDudeSprite(pTarget) || pXTarget->health < 1 || !aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pTarget)) { - aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // dude attack or attacked by target that does not fit by data id? else if (pXSource->data1 != 666 && pXTarget->data1 != pXSource->data1) { if (aiFightDudeIsAffected(pXTarget)) { // force stop attack target - aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); if (pXSprite->burnSource == pTarget->index) { pXSprite->burnTime = 0; pXSprite->burnSource = -1; } // force stop attack dude - aiSetTarget(pXTarget, pTarget->x, pTarget->y, pTarget->z); + aiSetTarget_(pXTarget, pTarget->x, pTarget->y, pTarget->z); if (pXTarget->burnSource == pSprite->index) { pXTarget->burnTime = 0; pXTarget->burnSource = -1; @@ -5950,27 +5950,27 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { pTarget = &sprite[pXMate->target_i]; // force mate stop attack dude, if he does if (pXMate->target_i == pSprite->index) { - aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); + aiSetTarget_(pXMate, pMate->x, pMate->y, pMate->z); } else if (!aiFightIsMateOf(pXSprite, &xsprite[pTarget->extra])) { // force dude to attack same target that mate have - aiSetTarget(pXSprite, pTarget->index); + aiSetTarget_(pXSprite, pTarget->index); return; } else { // force mate to stop attack another mate - aiSetTarget(pXMate, pMate->x, pMate->y, pMate->z); + aiSetTarget_(pXMate, pMate->x, pMate->y, pMate->z); } } // force dude stop attack mate, if target was not changed previously if (pXSprite->target_i == pMate->index) - aiSetTarget(pXSprite, pSprite->x, pSprite->y, pSprite->z); + aiSetTarget_(pXSprite, pSprite->x, pSprite->y, pSprite->z); } // check if targets aims player then force this target to fight with dude else if (aiFightTargetIsPlayer(pXTarget) != NULL) { - aiSetTarget(pXTarget, pSprite->index); + aiSetTarget_(pXTarget, pSprite->index); } int mDist = 3; if (aiFightIsMeleeUnit(pSprite)) mDist = 2; @@ -5987,19 +5987,19 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { // Make prev target not aim in dude if (pXSprite->target_i > -1) { spritetype* prvTarget = &sprite[pXSprite->target_i]; - aiSetTarget(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z); + aiSetTarget_(&xsprite[prvTarget->extra], prvTarget->x, prvTarget->y, prvTarget->z); if (!isActive(pTarget->index)) aiActivateDude(&bloodActors[pXTarget->reference]); } // Change target for dude - aiSetTarget(pXSprite, pTarget->index); + aiSetTarget_(pXSprite, pTarget->index); if (!isActive(pSprite->index)) aiActivateDude(&bloodActors[pXSprite->reference]); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target_i != pSprite->index) { - aiSetTarget(pXTarget, pSprite->index); + aiSetTarget_(pXTarget, pSprite->index); if (!isActive(pTarget->index)) aiActivateDude(&bloodActors[pXTarget->reference]); } @@ -6018,7 +6018,7 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { pTarget = &sprite[nSprite]; pXTarget = &xsprite[pTarget->extra]; if (pXTarget->target_i == pSprite->index) { - aiSetTarget(pXSprite, pTarget->index); + aiSetTarget_(pXSprite, pTarget->index); return; } @@ -6035,13 +6035,13 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { if (pXSource->data2 == 0 || (pXSource->data2 == 1 && !aiFightMatesHaveSameTarget(pXSprite, pTarget, matesPerEnemy))) { // Change target for dude - aiSetTarget(pXSprite, pTarget->index); + aiSetTarget_(pXSprite, pTarget->index); if (!isActive(pSprite->index)) aiActivateDude(&bloodActors[pXSprite->reference]); // ...and change target of target to dude to force it fight if (pXSource->data3 > 0 && pXTarget->target_i != pSprite->index) { - aiSetTarget(pXTarget, pSprite->index); + aiSetTarget_(pXTarget, pSprite->index); if (pPlayer == NULL && !isActive(pTarget->index)) aiActivateDude(&bloodActors[pXTarget->reference]); @@ -6063,12 +6063,12 @@ void useTargetChanger(XSPRITE* pXSource, spritetype* pSprite) { XSPRITE* pXMateTarget = &xsprite[pMateTarget->extra]; if (aiFightDudeCanSeeTarget(pXSprite, pDudeInfo, pMateTarget)) { if (pXMateTarget->target_i < 0) { - aiSetTarget(pXMateTarget, pSprite->index); + aiSetTarget_(pXMateTarget, pSprite->index); if (IsDudeSprite(pMateTarget) && !isActive(pMateTarget->index)) aiActivateDude(&bloodActors[pXMateTarget->reference]); } - aiSetTarget(pXSprite, pMateTarget->index); + aiSetTarget_(pXSprite, pMateTarget->index); if (!isActive(pSprite->index)) aiActivateDude(&bloodActors[pXSprite->reference]); return; @@ -6814,7 +6814,7 @@ void aiPatrolStop(spritetype* pSprite, int target, bool alarm) bool patrol = pXSprite->dudeFlag4; pXSprite->dudeFlag4 = 0; if (spriRangeIsFine(target) && IsDudeSprite(&sprite[target]) && xspriRangeIsFine(sprite[target].extra)) { - aiSetTarget(pXSprite, target); + aiSetTarget_(pXSprite, target); aiActivateDude(&bloodActors[pXSprite->reference]); // alarm only when in non-recoil state? @@ -6827,7 +6827,7 @@ void aiPatrolStop(spritetype* pSprite, int target, bool alarm) aiInitSprite(pSprite); - aiSetTarget(pXSprite, pXSprite->targetX, pXSprite->targetY, pXSprite->targetZ); + aiSetTarget_(pXSprite, pXSprite->targetX, pXSprite->targetY, pXSprite->targetZ); } @@ -6982,7 +6982,7 @@ void aiPatrolAlarmLite(spritetype* pSprite, XSPRITE* pXTarget) { if (pXDude->target_i >= 0 || pXDude->target_i == pXSprite->target_i) continue; - aiSetTarget(pXDude, pXTarget->reference); + aiSetTarget_(pXDude, pXTarget->reference); aiActivateDude(&bloodActors[pXDude->reference]); } @@ -7033,8 +7033,8 @@ void aiPatrolAlarmFull(spritetype* pSprite, XSPRITE* pXTarget, bool chain) { if (pXDude->target_i >= 0 || pXDude->target_i == pXSprite->target_i) continue; - if (spriRangeIsFine(pXSprite->target_i)) aiSetTarget(pXDude, pXSprite->target_i); - else aiSetTarget(pXDude, pSprite->x, pSprite->y, pSprite->z); + if (spriRangeIsFine(pXSprite->target_i)) aiSetTarget_(pXDude, pXSprite->target_i); + else aiSetTarget_(pXDude, pSprite->x, pSprite->y, pSprite->z); aiActivateDude(&bloodActors[pXDude->reference]); if (chain)