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- Blood: floatified eelThinkPonder
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0672a1a958
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1 changed files with 16 additions and 16 deletions
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@ -169,38 +169,38 @@ static void eelThinkPonder(DBloodActor* actor)
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, DAngle::fromBuild(nAngle));
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DAngle nAngle = VecToAngle(dvec);
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double nDist = dvec.Length();
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &eelSearch);
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return;
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}
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if (nDist <= pDudeInfo->seeDist)
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if (nDist <= pDudeInfo->SeeDist())
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{
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int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
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int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
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int height2 = (getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat) << 2;
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int top, bottom;
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DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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double height2 = (getDudeInfo(target->spr.type)->eyeHeight * target->spr.yrepeat) * REPEAT_SCALE;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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{
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aiSetTarget(actor, actor->GetTarget());
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if (height2 - height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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if (height2 - height < -0x20 && nDist < 0x180 && nDist > 0xc0 && nDeltaAngle < DAngle15)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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else if (height2 - height > 12.8 && nDist < 0x180 && nDist > 0xc0 && nDeltaAngle < DAngle15)
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aiNewState(actor, &eelDodgeDown);
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else if (height2 - height < 0xccc && nDist < 0x399 && abs(nDeltaAngle) < 85)
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else if (height2 - height < 12.8 && nDist < 57.5625 && nDeltaAngle < DAngle15)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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else if (height2 - height > 12.8 && nDist < 0x140 && nDist > 0x80 && nDeltaAngle < DAngle15)
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aiNewState(actor, &eelDodgeDown);
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else if (height2 - height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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else if (height2 - height < -0x20 && nDist < 0x140 && nDist > 0x80 && nDeltaAngle < DAngle15)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height < -0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
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else if (height2 - height < -0x20 && nDeltaAngle < DAngle15 && nDist > 0x140)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc)
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else if (height2 - height > 12.8)
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aiNewState(actor, &eelDodgeDown);
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else
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aiNewState(actor, &eelDodgeUp);
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