- Blood: floatified cerberusThinkChase

This commit is contained in:
Christoph Oelckers 2022-09-27 09:11:54 +02:00
parent 79d17dc645
commit c1e0e04016

View file

@ -338,9 +338,9 @@ static void cerberusThinkChase(DBloodActor* actor)
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, DAngle::fromBuild(nAngle));
DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0) {
switch (actor->spr.type) {
@ -367,16 +367,18 @@ static void cerberusThinkChase(DBloodActor* actor)
}
if (nDist <= pDudeInfo->seeDist)
if (nDist <= pDudeInfo->SeeDist())
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x1b00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) {
if (nDist < 0x1b0 && nDist > 0xd0 && nDeltaAngle < DAngle15)
{
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberusBurn);
@ -387,7 +389,8 @@ static void cerberusThinkChase(DBloodActor* actor)
}
}
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) {
else if (nDist < 0xb0 && nDist > 0x50 && nDeltaAngle < DAngle15)
{
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
aiNewState(actor, &cerberus3Burn);
@ -397,11 +400,9 @@ static void cerberusThinkChase(DBloodActor* actor)
break;
}
}
else if (nDist < 0x200 && abs(nDeltaAngle) < 85)
else if (nDist < 0x20 && nDeltaAngle < DAngle15)
{
int dx = dvec.X * worldtoint;
int dy = dvec.Y * worldtoint;
int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
int hit = HitScan(actor, actor->spr.pos.Z, DVector3(dvec, 0), CLIPMASK1, 0);
switch (actor->spr.type) {
case kDudeCerberusTwoHead:
switch (hit) {