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- ActorFindTrack
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parent
b3558d8925
commit
a48b45143e
3 changed files with 8 additions and 12 deletions
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@ -186,7 +186,6 @@ short ChooseActionNumber(short decision[])
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int DoActorNoise(ANIMATORp Action, DSWActor* actor)
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{
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USERp u = actor->u();
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int SpriteNum = actor->GetSpriteIndex();
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if (Action == InitActorAmbientNoise)
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{
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@ -320,7 +319,6 @@ int DoActorPickClosePlayer(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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int SpriteNum = actor->GetSpriteIndex();
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int dist, near_dist = MAX_ACTIVE_RANGE, a,b,c;
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short pnum;
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PLAYERp pp;
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@ -562,7 +560,6 @@ ANIMATORp DoActorActionDecide(DSWActor* actor)
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{
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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int SpriteNum = u->SpriteNum;
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int dist;
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ANIMATORp action;
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bool ICanSee=false;
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@ -757,7 +754,6 @@ int InitActorDecide(DSWActor* actor)
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int DoActorDecide(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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ANIMATORp actor_action;
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@ -1092,7 +1088,7 @@ short FindTrackToPlayer(DSWActor* actor)
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for (i = 0; i < size; i++)
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{
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track = ActorFindTrack(u->SpriteNum, 1, type[i], &point, &track_dir);
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track = ActorFindTrack(actor, 1, type[i], &point, &track_dir);
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if (track >= 0)
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{
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@ -1137,7 +1133,7 @@ short FindTrackAwayFromPlayer(DSWActor* actor)
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for (i = 0; i < SIZ(RunAwayTracks); i++)
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{
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track = ActorFindTrack(u->SpriteNum, -1, RunAwayTracks[i], &point, &track_dir);
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track = ActorFindTrack(actor, -1, RunAwayTracks[i], &point, &track_dir);
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if (track >= 0)
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{
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@ -1182,7 +1178,7 @@ short FindWanderTrack(DSWActor* actor)
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for (i = 0; i < SIZ(WanderTracks); i++)
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{
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track = ActorFindTrack(u->SpriteNum, -1, WanderTracks[i], &point, &track_dir);
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track = ActorFindTrack(actor, -1, WanderTracks[i], &point, &track_dir);
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if (track >= 0)
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{
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@ -1253,7 +1249,6 @@ int InitActorRunToward(DSWActor* actor)
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int InitActorAttack(DSWActor* actor)
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{
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USER* u = actor->u();
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int SpriteNum = u->SpriteNum;
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SPRITEp sp = &actor->s();
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// zombie is attacking a player
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@ -1892,7 +1892,7 @@ void SectorMidPoint(short sectnum, int *xmid, int *ymid, int *zmid);
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USERp SpawnUser(short SpriteNum, short id, STATEp state);
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USERp SpawnUser(DSWActor* actor, short id, STATEp state);
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short ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);
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short ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir);
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SECT_USERp GetSectUser(short sectnum);
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@ -118,10 +118,11 @@ point to the sprite.
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*/
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short
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ActorFindTrack(short SpriteNum, int8_t player_dir, int track_type, short *track_point_num, short *track_dir)
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ActorFindTrack(DSWActor* actor, int8_t player_dir, int track_type, short *track_point_num, short *track_dir)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = User[SpriteNum]->SpriteP;
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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int SpriteNum = actor->GetSpriteIndex();
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int dist, near_dist = 999999, zdiff;
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int track_sect=0;
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