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- CanSeePlayer
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commit
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4 changed files with 8 additions and 8 deletions
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@ -280,10 +280,10 @@ int DoActorNoise(ANIMATORp Action, DSWActor* actor)
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return 0;
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}
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bool CanSeePlayer(short SpriteNum)
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bool CanSeePlayer(DSWActor* actor)
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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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// if actor can still see the player
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int look_height = SPRITEp_TOS(sp);
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@ -642,7 +642,7 @@ DoActorActionDecide(short SpriteNum)
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return action;
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}
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ICanSee = CanSeePlayer(SpriteNum); // Only need to call once
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ICanSee = CanSeePlayer(actor); // Only need to call once
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// But need the result multiple times
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// !AIC KEY - If aware of player - var is changed in SpriteControl
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@ -1153,7 +1153,7 @@ DoActorMoveCloser(DSWActor* actor)
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u->DistCheck = 0;
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// If player moved out of sight
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if (!CanSeePlayer(SpriteNum))
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if (!CanSeePlayer(actor))
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{
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// stay put and choose another option
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InitActorDecide(actor);
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@ -73,7 +73,7 @@ extern ATTRIBUTE DefaultAttrib;
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void DebugMoveHit(DSWActor* actor);
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bool ActorMoveHitReact(DSWActor* actor);
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short ChooseActionNumber(short decision[]);
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bool CanSeePlayer(short SpriteNum);
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bool CanSeePlayer(DSWActor* actor);
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int CanHitPlayer(short SpriteNum);
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int DoActorPickClosePlayer(short SpriteNum);
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int CloseRangeDist(SPRITEp sp1,SPRITEp sp2);
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@ -2154,7 +2154,7 @@ int CheckFire(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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if (!CanSeePlayer(SpriteNum))
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if (!CanSeePlayer(actor))
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InitActorDuck(actor);
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return 0;
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}
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@ -12824,7 +12824,7 @@ DoSerpRing(DSWActor* actor)
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updatesector(sp->x,sp->y,§num);
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// if (valid sector and can see target)
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if (sectnum != -1 && CanSeePlayer(Weapon))
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if (sectnum != -1 && CanSeePlayer(actor))
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{
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extern STATEp sg_SkullJump[];
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u->ID = SKULL_R0;
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