mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- Remove klabs()
define and replace with abs()
.
This commit is contained in:
parent
b9c2af130a
commit
d460f048fa
56 changed files with 325 additions and 327 deletions
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@ -2665,9 +2665,9 @@ void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7,
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continue;
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if (!CheckProximity(pSprite2, x, y, z, nSector, nDist))
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continue;
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int dx = klabs(x-pSprite2->x);
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int dy = klabs(y-pSprite2->y);
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int dz = klabs(z-pSprite2->z)>>4;
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int dx = abs(x-pSprite2->x);
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int dy = abs(y-pSprite2->y);
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int dz = abs(z-pSprite2->z)>>4;
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int dist = ksqrt(dx*dx+dy*dy+dz*dz);
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if (dist > nDist)
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continue;
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@ -2700,8 +2700,8 @@ void sub_2A620(int nSprite, int x, int y, int z, int nSector, int nDist, int a7,
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XSPRITE *pXSprite2 = &xsprite[pSprite2->extra];
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if (pXSprite2->locked)
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continue;
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int dx = klabs(x-pSprite2->x);
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int dy = klabs(y-pSprite2->y);
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int dx = abs(x-pSprite2->x);
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int dy = abs(y-pSprite2->y);
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int dist = ksqrt(dx*dx+dy*dy);
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if (dist > nDist)
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continue;
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@ -4411,7 +4411,7 @@ int MoveThing(spritetype *pSprite)
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if (nDamage > 0)
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actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage);
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zvel[nSprite] = v20;
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if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x10000)
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if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x10000)
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{
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zvel[nSprite] = 0;
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@ -4423,13 +4423,13 @@ int MoveThing(spritetype *pSprite)
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if (zvel[nSprite] == 0 || Chance(0xA000)) sub_2AA94(&bloodActors[pXSprite->reference]);
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break;
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case kThingZombieHead:
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if (klabs(zvel[nSprite]) > 0x80000) {
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if (abs(zvel[nSprite]) > 0x80000) {
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sfxPlay3DSound(pSprite, 607, 0, 0);
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actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80);
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}
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break;
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case kThingKickablePail:
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if (klabs(zvel[nSprite]) > 0x80000)
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if (abs(zvel[nSprite]) > 0x80000)
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sfxPlay3DSound(pSprite, 374, 0, 0);
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break;
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}
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@ -4458,13 +4458,13 @@ int MoveThing(spritetype *pSprite)
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zvel[nSprite] = MulScale(-zvel[nSprite], 0x4000, 16);
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switch (pSprite->type) {
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case kThingZombieHead:
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if (klabs(zvel[nSprite]) > 0x80000) {
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if (abs(zvel[nSprite]) > 0x80000) {
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sfxPlay3DSound(pSprite, 607, 0, 0);
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actDamageSprite(-1, pSprite, DAMAGE_TYPE_0, 80);
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}
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break;
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case kThingKickablePail:
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if (klabs(zvel[nSprite]) > 0x80000)
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if (abs(zvel[nSprite]) > 0x80000)
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sfxPlay3DSound(pSprite, 374, 0, 0);
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break;
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}
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@ -4766,7 +4766,7 @@ void MoveDude(spritetype *pSprite)
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pPlayer->posture = 1;
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pXSprite->burnTime = 0;
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pPlayer->bubbleTime = klabs(zvel[nSprite]) >> 12;
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pPlayer->bubbleTime = abs(zvel[nSprite]) >> 12;
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evPost(nSprite, 3, 0, kCallbackPlayerBubble);
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sfxPlay3DSound(pSprite, 720, -1, 0);
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}
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@ -4847,7 +4847,7 @@ void MoveDude(spritetype *pSprite)
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{
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pPlayer->changeTargetKin = 1;
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pXSprite->burnTime = 0;
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pPlayer->bubbleTime = klabs(zvel[nSprite])>>12;
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pPlayer->bubbleTime = abs(zvel[nSprite])>>12;
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evPost(nSprite, 3, 0, kCallbackPlayerBubble);
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sfxPlay3DSound(pSprite, 720, -1, 0);
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}
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@ -4948,7 +4948,7 @@ void MoveDude(spritetype *pSprite)
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if (nDamage > 0)
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actDamageSprite(nSprite, pSprite, DAMAGE_TYPE_0, nDamage);
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zvel[nSprite] = v30;
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if (klabs(zvel[nSprite]) < 0x10000)
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if (abs(zvel[nSprite]) < 0x10000)
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{
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zvel[nSprite] = velFloor[pSprite->sectnum];
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@ -265,7 +265,7 @@ void aiMoveForward(DBloodActor* actor)
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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return;
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actor->xvel() += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30);
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actor->yvel() += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30);
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@ -1357,7 +1357,7 @@ void aiThinkTarget(DBloodActor* actor)
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pPlayer->nSprite);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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@ -1396,7 +1396,7 @@ void sub_5F15C(spritetype *pSprite, XSPRITE *pXSprite)
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pPlayer->nSprite);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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@ -117,7 +117,7 @@ static void batThinkTarget(DBloodActor* actor)
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pPlayer->nSprite);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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@ -153,7 +153,7 @@ static void batThinkGoto(DBloodActor* actor)
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &batSearch);
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batThinkTarget(actor);
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}
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@ -191,17 +191,17 @@ static void batThinkPonder(DBloodActor* actor)
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (height2-height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
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if (height2-height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2-height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
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else if (height2-height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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else if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85)
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else if (height2-height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2-height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85)
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else if (height2-height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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else if (height2-height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85)
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else if (height2-height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeUp);
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else if (height2-height < 0x2000 && klabs(nDeltaAngle) < 85 && nDist > 0x1400)
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else if (height2-height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
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aiNewState(actor, &batDodgeUp);
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else if (height2-height > 0x4000)
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aiNewState(actor, &batDodgeDown);
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@ -304,15 +304,15 @@ static void batThinkChase(DBloodActor* actor)
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GetSpriteExtents(pSprite, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
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if (height2-height < 0x2000 && nDist < 0x200 && klabs(nDeltaAngle) < 85)
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if (height2-height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batBite);
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else if ((height2-height > 0x5000 || floorZ-bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85)
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else if ((height2-height > 0x5000 || floorZ-bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batSwoop);
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else if ((height2-height < 0x3000 || floorZ-bottom < 0x3000) && klabs(nDeltaAngle) < 85)
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else if ((height2-height < 0x3000 || floorZ-bottom < 0x3000) && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batFly);
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return;
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}
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@ -338,7 +338,7 @@ static void batMoveForward(DBloodActor* actor)
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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return;
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if (pXSprite->target == -1)
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pSprite->ang = (pSprite->ang+256)&2047;
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@ -371,7 +371,7 @@ static void batMoveSwoop(DBloodActor* actor)
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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{
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pXSprite->goalAng = (pSprite->ang+512)&2047;
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return;
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@ -403,7 +403,7 @@ static void batMoveFly(DBloodActor* actor)
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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{
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pSprite->ang = (pSprite->ang+512)&2047;
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return;
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@ -125,10 +125,10 @@ void StompSeqCallback(int, DBloodActor* actor)
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{
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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if (klabs(bottom-sector[nSector].floorz) == 0)
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if (abs(bottom-sector[nSector].floorz) == 0)
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{
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int dx = klabs(pSprite->x-pSprite2->x);
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int dy = klabs(pSprite->y-pSprite2->y);
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int dx = abs(pSprite->x-pSprite2->x);
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int dy = abs(pSprite->y-pSprite2->y);
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int nDist2 = ksqrt(dx*dx + dy*dy);
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if (nDist2 <= vc)
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{
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@ -157,8 +157,8 @@ void StompSeqCallback(int, DBloodActor* actor)
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XSPRITE *pXSprite = &xsprite[pSprite2->extra];
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if (pXSprite->locked)
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continue;
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int dx = klabs(pSprite->x-pSprite2->x);
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int dy = klabs(pSprite->y-pSprite2->y);
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int dx = abs(pSprite->x-pSprite2->x);
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int dy = abs(pSprite->y-pSprite2->y);
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int nDist2 = ksqrt(dx*dx + dy*dy);
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if (nDist2 <= vc)
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{
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@ -209,7 +209,7 @@ static void beastThinkGoto(DBloodActor* actor)
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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@ -280,11 +280,11 @@ static void beastThinkChase(DBloodActor* actor)
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 0x1400 && nDist > 0xa00 && klabs(nDeltaAngle) < 85 && (pTarget->flags&2)
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if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (pTarget->flags&2)
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&& IsPlayerSprite(pTarget) && Chance(0x8000))
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{
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XSECTOR *pXSector;
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@ -323,7 +323,7 @@ static void beastThinkChase(DBloodActor* actor)
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}
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}
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}
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if (nDist < 921 && klabs(nDeltaAngle) < 28)
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if (nDist < 921 && abs(nDeltaAngle) < 28)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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@ -393,7 +393,7 @@ static void beastThinkSwimGoto(DBloodActor* actor)
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &beastSwimSearch);
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aiThinkTarget(actor);
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}
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@ -434,10 +434,10 @@ static void beastThinkSwimChase(DBloodActor* actor)
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GetSpriteExtents(pSprite, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
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if (nDist < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &beastSwimSlash);
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else
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{
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@ -463,7 +463,7 @@ static void beastMoveForward(DBloodActor* actor)
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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return;
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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@ -484,7 +484,7 @@ static void sub_628A0(DBloodActor* actor)
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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if (abs(nAng) > 341)
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return;
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if (pXSprite->target == -1)
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pSprite->ang = (pSprite->ang+256)&2047;
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@ -520,7 +520,7 @@ static void sub_62AE0(DBloodActor* actor)
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -557,7 +557,7 @@ static void sub_62D7C(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
|
|
@ -128,7 +128,7 @@ static void eelThinkTarget(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
pDudeExtraE->xval2 = 0;
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
|
@ -166,7 +166,7 @@ static void eelThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &eelSearch);
|
||||
eelThinkTarget(actor);
|
||||
}
|
||||
|
@ -204,17 +204,17 @@ static void eelThinkPonder(DBloodActor* actor)
|
|||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (height2-height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
|
||||
if (height2-height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelDodgeUp);
|
||||
else if (height2-height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
|
||||
else if (height2-height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelDodgeDown);
|
||||
else if (height2-height < 0xccc && nDist < 0x399 && klabs(nDeltaAngle) < 85)
|
||||
else if (height2-height < 0xccc && nDist < 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelDodgeUp);
|
||||
else if (height2-height > 0xccc && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85)
|
||||
else if (height2-height > 0xccc && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelDodgeDown);
|
||||
else if (height2-height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && klabs(nDeltaAngle) < 85)
|
||||
else if (height2-height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelDodgeUp);
|
||||
else if (height2-height < -0x2000 && klabs(nDeltaAngle) < 85 && nDist > 0x1400)
|
||||
else if (height2-height < -0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
|
||||
aiNewState(actor, &eelDodgeUp);
|
||||
else if (height2-height > 0xccc)
|
||||
aiNewState(actor, &eelDodgeDown);
|
||||
|
@ -317,16 +317,16 @@ static void eelThinkChase(DBloodActor* actor)
|
|||
GetSpriteExtents(pTarget, &top2, &bottom2);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x399 && top2 > top && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x399 && top2 > top && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelSwoop);
|
||||
else if (nDist <= 0x399 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist <= 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelBite);
|
||||
else if (bottom2 > top && klabs(nDeltaAngle) < 85)
|
||||
else if (bottom2 > top && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelSwoop);
|
||||
else if (top2 < top && klabs(nDeltaAngle) < 85)
|
||||
else if (top2 < top && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &eelFly);
|
||||
}
|
||||
}
|
||||
|
@ -347,7 +347,7 @@ static void eelMoveForward(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang+256)&2047;
|
||||
|
@ -380,7 +380,7 @@ static void eelMoveSwoop(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
int dx = pXSprite->targetX-pSprite->x;
|
||||
int dy = pXSprite->targetY-pSprite->y;
|
||||
|
@ -409,7 +409,7 @@ static void eelMoveAscend(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<26)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
int dx = pXSprite->targetX-pSprite->x;
|
||||
int dy = pXSprite->targetY-pSprite->y;
|
||||
|
|
|
@ -96,7 +96,7 @@ static void burnThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
{
|
||||
switch (pSprite->type)
|
||||
{
|
||||
|
@ -207,10 +207,10 @@ static void burnThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x333 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x333 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
switch (pSprite->type)
|
||||
{
|
||||
|
|
|
@ -109,7 +109,7 @@ static void calebThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
{
|
||||
if (pXSector && pXSector->Underwater)
|
||||
aiNewState(actor, &tinycalebSwimSearch);
|
||||
|
@ -183,11 +183,11 @@ static void calebThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
|
||||
if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
|
||||
if (nDist < 0x599 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
XSECTOR *pXSector;
|
||||
int nXSector = sector[pSprite->sectnum].extra;
|
||||
|
@ -259,7 +259,7 @@ static void calebThinkSwimGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &tinycalebSwimSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -300,10 +300,10 @@ static void calebThinkSwimChase(DBloodActor* actor)
|
|||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &tinycalebSwimAttack);
|
||||
else
|
||||
aiNewState(actor, &tinycaleb13967C);
|
||||
|
@ -326,7 +326,7 @@ static void sub_65D04(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang+256)&2047;
|
||||
|
@ -363,7 +363,7 @@ static void sub_65F44(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -400,7 +400,7 @@ static void sub_661E0(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
|
|
@ -137,7 +137,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt1.at8)
|
||||
if (abs(nDeltaAngle) <= tt1.at8)
|
||||
{
|
||||
int tz = pSprite2->z-pSprite->z;
|
||||
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
|
||||
|
@ -222,7 +222,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt1.at8)
|
||||
if (abs(nDeltaAngle) <= tt1.at8)
|
||||
{
|
||||
DUDEINFO *pDudeInfo2 = getDudeInfo(pSprite2->type);
|
||||
int height = (pDudeInfo2->aimHeight*pSprite2->yrepeat)<<2;
|
||||
|
@ -301,7 +301,7 @@ static void cerberusThinkTarget(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
pDudeExtraE->xval1 = 0;
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
|
@ -335,7 +335,7 @@ static void cerberusThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
{
|
||||
switch (pSprite->type) {
|
||||
case kDudeCerberusTwoHead:
|
||||
|
@ -415,10 +415,10 @@ static void cerberusThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) {
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
|
||||
if (nDist < 0x1b00 && nDist > 0xd00 && klabs(nDeltaAngle) < 85) {
|
||||
if (nDist < 0x1b00 && nDist > 0xd00 && abs(nDeltaAngle) < 85) {
|
||||
switch (pSprite->type) {
|
||||
case kDudeCerberusTwoHead:
|
||||
aiNewState(actor, &cerberusBurn);
|
||||
|
@ -429,7 +429,7 @@ static void cerberusThinkChase(DBloodActor* actor)
|
|||
}
|
||||
}
|
||||
|
||||
else if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85) {
|
||||
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85) {
|
||||
switch (pSprite->type) {
|
||||
case kDudeCerberusTwoHead:
|
||||
aiNewState(actor, &cerberus3Burn);
|
||||
|
@ -439,7 +439,7 @@ static void cerberusThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x200 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x200 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (pSprite->type) {
|
||||
|
|
|
@ -218,7 +218,7 @@ static void cultThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 5120 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 5120 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
{
|
||||
switch (pXSprite->medium)
|
||||
{
|
||||
|
@ -299,13 +299,13 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
|
||||
switch (pSprite->type) {
|
||||
case kDudeCultistTommy:
|
||||
if (nDist < 0x1e00 && nDist > 0xe00 && klabs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
|
||||
if (nDist < 0x1e00 && nDist > 0xe00 && abs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
|
||||
&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
|
||||
&& Chance(0x8000))
|
||||
{
|
||||
|
@ -328,7 +328,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x4600 && klabs(nDeltaAngle) < 28)
|
||||
else if (nDist < 0x4600 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -396,7 +396,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x3200 && klabs(nDeltaAngle) < 28)
|
||||
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -464,7 +464,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x3200 && klabs(nDeltaAngle) < 28)
|
||||
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -509,7 +509,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
}
|
||||
break;
|
||||
case kDudeCultistTNT:
|
||||
if (nDist < 0x2c00 && nDist > 0x1400 && klabs(nDeltaAngle) < 85
|
||||
if (nDist < 0x2c00 && nDist > 0x1400 && abs(nDeltaAngle) < 85
|
||||
&& (pTarget->flags&2) && IsPlayerSprite(pTarget))
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
|
@ -530,7 +530,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x1400 && klabs(nDeltaAngle) < 85
|
||||
else if (nDist < 0x1400 && abs(nDeltaAngle) < 85
|
||||
&& (pTarget->flags&2) && IsPlayerSprite(pTarget))
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
|
@ -576,7 +576,7 @@ static void cultThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x3200 && klabs(nDeltaAngle) < 28)
|
||||
else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
|
|
@ -161,7 +161,7 @@ void BlastSSeqCallback(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt.at8)
|
||||
if (abs(nDeltaAngle) <= tt.at8)
|
||||
{
|
||||
int tz = pSprite2->z-pSprite->z;
|
||||
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
|
||||
|
@ -247,7 +247,7 @@ static void gargThinkTarget(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
pDudeExtraE->xval2 = 0;
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
|
@ -289,7 +289,7 @@ static void gargThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &gargoyleFSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -400,13 +400,13 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
|
||||
switch (pSprite->type) {
|
||||
case kDudeGargoyleFlesh:
|
||||
if (nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -431,7 +431,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -461,11 +461,11 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
|
||||
aiNewState(actor, &gargoyleSwoop);
|
||||
}
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && klabs(nDeltaAngle) < 85)
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && abs(nDeltaAngle) < 85)
|
||||
aiPlay3DSound(pSprite, 1400, AI_SFX_PRIORITY_1, -1);
|
||||
break;
|
||||
case kDudeGargoyleStone:
|
||||
if (nDist < 0x1800 && nDist > 0xc00 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -490,7 +490,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -518,7 +518,7 @@ static void gargThinkChase(DBloodActor* actor)
|
|||
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
|
||||
aiNewState(actor, &gargoyleSwoop);
|
||||
}
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && klabs(nDeltaAngle) < 85)
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && abs(nDeltaAngle) < 85)
|
||||
aiPlay3DSound(pSprite, 1450, AI_SFX_PRIORITY_1, -1);
|
||||
break;
|
||||
}
|
||||
|
@ -568,7 +568,7 @@ static void gargMoveForward(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang+256)&2047;
|
||||
|
@ -605,7 +605,7 @@ static void gargMoveSlow(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -649,7 +649,7 @@ static void gargMoveSwoop(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -692,7 +692,7 @@ static void gargMoveFly(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -719,7 +719,7 @@ static void gargMoveFly(DBloodActor* actor)
|
|||
actor->zvel() = -t1;
|
||||
break;
|
||||
}
|
||||
klabs(actor->zvel());
|
||||
abs(actor->zvel());
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -144,7 +144,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt.at8)
|
||||
if (abs(nDeltaAngle) <= tt.at8)
|
||||
{
|
||||
int tz = pSprite2->z-pSprite->z;
|
||||
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
|
||||
|
@ -223,7 +223,7 @@ static void ghostThinkTarget(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
pDudeExtraE->xval2 = 0;
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
|
@ -264,7 +264,7 @@ static void ghostThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &ghostSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -377,13 +377,13 @@ static void ghostThinkChase(DBloodActor* actor)
|
|||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
int floorZ = getflorzofslope(pSprite->sectnum, pSprite->x, pSprite->y);
|
||||
switch (pSprite->type) {
|
||||
case kDudePhantasm:
|
||||
if (nDist < 0x2000 && nDist > 0x1000 && klabs(nDeltaAngle) < 85) {
|
||||
if (nDist < 0x2000 && nDist > 0x1000 && abs(nDeltaAngle) < 85) {
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
{
|
||||
|
@ -402,7 +402,7 @@ static void ghostThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -427,7 +427,7 @@ static void ghostThinkChase(DBloodActor* actor)
|
|||
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
|
||||
aiNewState(actor, &ghostSwoop);
|
||||
}
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && klabs(nDeltaAngle) < 85)
|
||||
else if ((height2-height < 0x2000 || floorZ-bottom < 0x2000) && abs(nDeltaAngle) < 85)
|
||||
aiPlay3DSound(pSprite, 1600, AI_SFX_PRIORITY_1, -1);
|
||||
break;
|
||||
}
|
||||
|
@ -459,7 +459,7 @@ static void ghostMoveForward(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang+256)&2047;
|
||||
|
@ -496,7 +496,7 @@ static void ghostMoveSlow(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -537,7 +537,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -577,7 +577,7 @@ static void ghostMoveFly(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = pDudeInfo->frontSpeed<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
|
|
@ -100,7 +100,7 @@ static void gillThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
{
|
||||
if (pXSector && pXSector->Underwater)
|
||||
aiNewState(actor, &gillBeastSwimSearch);
|
||||
|
@ -171,11 +171,11 @@ static void gillThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
|
||||
if (nDist < 921 && klabs(nDeltaAngle) < 28)
|
||||
if (nDist < 921 && abs(nDeltaAngle) < 28)
|
||||
{
|
||||
XSECTOR *pXSector;
|
||||
int nXSector = sector[pSprite->sectnum].extra;
|
||||
|
@ -246,7 +246,7 @@ static void gillThinkSwimGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &gillBeastSwimSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -287,10 +287,10 @@ static void gillThinkSwimChase(DBloodActor* actor)
|
|||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &gillBeastSwimBite);
|
||||
else
|
||||
{
|
||||
|
@ -318,7 +318,7 @@ static void sub_6CB00(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang+256)&2047;
|
||||
|
@ -354,7 +354,7 @@ static void sub_6CD74(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
@ -390,7 +390,7 @@ static void sub_6D03C(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
||||
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
||||
int nAccel = (pDudeInfo->frontSpeed-(((4-gGameOptions.nDifficulty)<<27)/120)/120)<<2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang+512)&2047;
|
||||
return;
|
||||
|
|
|
@ -79,7 +79,7 @@ static void handThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &handSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -118,10 +118,10 @@ static void handThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x233 && klabs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0)
|
||||
if (nDist < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0)
|
||||
aiNewState(actor, &handJump);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -102,7 +102,7 @@ static void houndThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &houndSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -149,12 +149,12 @@ static void houndThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &houndBurn);
|
||||
else if(nDist < 0x266 && klabs(nDeltaAngle) < 85)
|
||||
else if(nDist < 0x266 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &houndBite);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -62,7 +62,7 @@ static void innocThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &innocentSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -101,10 +101,10 @@ static void innocThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x666 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x666 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &innocentIdle);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -166,7 +166,7 @@ static void aiPodMove(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery) {
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery) {
|
||||
switch (pSprite->type) {
|
||||
case kDudePodGreen:
|
||||
case kDudePodFire:
|
||||
|
@ -235,10 +235,10 @@ static void aiPodChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (klabs(nDeltaAngle) < 85 && pTarget->type != kDudePodGreen && pTarget->type != kDudePodFire) {
|
||||
if (abs(nDeltaAngle) < 85 && pTarget->type != kDudePodGreen && pTarget->type != kDudePodFire) {
|
||||
switch (pSprite->type) {
|
||||
case kDudePodGreen:
|
||||
case kDudePodFire:
|
||||
|
|
|
@ -76,7 +76,7 @@ static void ratThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &ratSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -115,10 +115,10 @@ static void ratThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x399 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &ratBite);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -160,11 +160,11 @@ void sub_71370(int, DBloodActor* actor)
|
|||
spritetype *pSpawn = NULL;
|
||||
if (IsPlayerSprite(pTarget) && pDudeExtraE->xval2 < 10) {
|
||||
|
||||
if (nDist < 0x1a00 && nDist > 0x1400 && klabs(pSprite->ang-nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 0x1a00 && nDist > 0x1400 && abs(pSprite->ang-nAngle) < pDudeInfo->periphery)
|
||||
pSpawn = actSpawnDude(pSprite, kDudeSpiderRed, pSprite->clipdist, 0);
|
||||
else if (nDist < 0x1400 && nDist > 0xc00 && klabs(pSprite->ang-nAngle) < pDudeInfo->periphery)
|
||||
else if (nDist < 0x1400 && nDist > 0xc00 && abs(pSprite->ang-nAngle) < pDudeInfo->periphery)
|
||||
pSpawn = actSpawnDude(pSprite, kDudeSpiderBrown, pSprite->clipdist, 0);
|
||||
else if (nDist < 0xc00 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
else if (nDist < 0xc00 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
pSpawn = actSpawnDude(pSprite, kDudeSpiderBrown, pSprite->clipdist, 0);
|
||||
|
||||
if (pSpawn) {
|
||||
|
@ -195,7 +195,7 @@ static void spidThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &spidSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -232,23 +232,23 @@ static void spidThinkChase(DBloodActor* actor)
|
|||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum)) {
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery) {
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery) {
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
|
||||
switch (pSprite->type) {
|
||||
case kDudeSpiderRed:
|
||||
if (nDist < 0x399 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &spidBite);
|
||||
break;
|
||||
case kDudeSpiderBrown:
|
||||
case kDudeSpiderBlack:
|
||||
if (nDist < 0x733 && nDist > 0x399 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &spidJump);
|
||||
else if (nDist < 0x399 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &spidBite);
|
||||
break;
|
||||
case kDudeSpiderMother:
|
||||
if (nDist < 0x733 && nDist > 0x399 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x733 && nDist > 0x399 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &spidJump);
|
||||
else if (Chance(0x8000))
|
||||
aiNewState(actor, &spid13A92C);
|
||||
|
|
|
@ -119,7 +119,7 @@ void sub_71BD4(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt.at8)
|
||||
if (abs(nDeltaAngle) <= tt.at8)
|
||||
{
|
||||
int tz = pSprite2->z-pSprite->z;
|
||||
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
|
||||
|
@ -198,7 +198,7 @@ void sub_720AC(int, DBloodActor* actor)
|
|||
{
|
||||
int nAngle = getangle(x2-x, y2-y);
|
||||
int nDeltaAngle = ((nAngle-pSprite->ang+1024)&2047)-1024;
|
||||
if (klabs(nDeltaAngle) <= tt.at8)
|
||||
if (abs(nDeltaAngle) <= tt.at8)
|
||||
{
|
||||
int tz = pSprite2->z-pSprite->z;
|
||||
if (cansee(x, y, z, pSprite->sectnum, x2, y2, z2, pSprite2->sectnum))
|
||||
|
@ -265,7 +265,7 @@ static void sub_725A4(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
pDudeExtraE->xval1 = 0;
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
|
@ -299,7 +299,7 @@ static void sub_72850(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &tchernobogSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -346,14 +346,14 @@ static void sub_72934(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x1f00 && nDist > 0xd00 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x1f00 && nDist > 0xd00 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &tcherno13AA0C);
|
||||
else if (nDist < 0xd00 && nDist > 0xb00 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0xd00 && nDist > 0xb00 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &tcherno13A9D4);
|
||||
else if (nDist < 0xb00 && nDist > 0x500 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0xb00 && nDist > 0x500 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &tcherno13A9F0);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -401,7 +401,7 @@ static void unicultThinkGoto(DBloodActor* actor)
|
|||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
|
||||
// if reached target, change to search mode
|
||||
if (approxDist(dx, dy) < 5120 && klabs(pSprite->ang - nAngle) < getDudeInfo(pSprite->type)->periphery) {
|
||||
if (approxDist(dx, dy) < 5120 && abs(pSprite->ang - nAngle) < getDudeInfo(pSprite->type)->periphery) {
|
||||
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
|
||||
else aiGenDudeNewState(pSprite, &genDudeSearchL);
|
||||
}
|
||||
|
@ -489,7 +489,7 @@ static void unicultThinkChase(DBloodActor* actor)
|
|||
}
|
||||
|
||||
// is the target visible?
|
||||
if (dist < pDudeInfo->seeDist && klabs(losAngle) <= pDudeInfo->periphery) {
|
||||
if (dist < pDudeInfo->seeDist && abs(losAngle) <= pDudeInfo->periphery) {
|
||||
|
||||
if ((gFrameClock & 64) == 0 && Chance(0x3000) && !spriteIsUnderwater(pSprite, false))
|
||||
playGenDudeSound(pSprite, kGenDudeSndChasing);
|
||||
|
@ -499,7 +499,7 @@ static void unicultThinkChase(DBloodActor* actor)
|
|||
short curWeapon = gGenDudeExtra[pSprite->index].curWeapon; short weaponType = gGenDudeExtra[pSprite->index].weaponType;
|
||||
spritetype* pLeech = leechIsDropped(pSprite); const VECTORDATA* meleeVector = &gVectorData[22];
|
||||
if (weaponType == kGenDudeWeaponThrow) {
|
||||
if (klabs(losAngle) < kAng15) {
|
||||
if (abs(losAngle) < kAng15) {
|
||||
if (!gThingInfoExtra[curWeapon - kThingBase].allowThrow) {
|
||||
if (spriteIsUnderwater(pSprite)) aiGenDudeNewState(pSprite, &genDudeChaseW);
|
||||
else aiGenDudeNewState(pSprite, &genDudeChaseL);
|
||||
|
@ -659,7 +659,7 @@ static void unicultThinkChase(DBloodActor* actor)
|
|||
int state = checkAttackState(&bloodActors[pXSprite->reference]);
|
||||
int kAngle = (dudeIsMelee(pXSprite) || dist <= kGenDudeMaxMeleeDist) ? pDudeInfo->periphery : kGenDudeKlabsAng;
|
||||
|
||||
if (dist < vdist && klabs(losAngle) < kAngle) {
|
||||
if (dist < vdist && abs(losAngle) < kAngle) {
|
||||
if (pExtra->canWalk) {
|
||||
int objDist = -1; int targetDist = -1; int hit = -1;
|
||||
if (weaponType == kGenDudeWeaponHitscan)
|
||||
|
@ -992,7 +992,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
|
|||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nAccel = pDudeInfo->frontSpeed << 2;
|
||||
if (klabs(nAng) > 341)
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (pXSprite->target == -1)
|
||||
pSprite->ang = (pSprite->ang + 256) & 2047;
|
||||
|
@ -1018,7 +1018,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
|
|||
pSprite->ang = ((pSprite->ang + ClipRange(dang, -maxTurn, maxTurn)) & 2047);
|
||||
|
||||
// don't move forward if trying to turn around
|
||||
if (klabs(dang) > kAng60)
|
||||
if (abs(dang) > kAng60)
|
||||
return;
|
||||
|
||||
int sin = Sin(pSprite->ang);
|
||||
|
|
|
@ -104,7 +104,7 @@ static void zombaThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 921 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 921 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &zombieASearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -147,10 +147,10 @@ static void zombaThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &zombieAHack);
|
||||
return;
|
||||
}
|
||||
|
@ -195,12 +195,12 @@ static void zombaThinkPonder(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x400)
|
||||
{
|
||||
if (klabs(nDeltaAngle) < 85)
|
||||
if (abs(nDeltaAngle) < 85)
|
||||
{
|
||||
sfxPlay3DSound(pSprite, 1101, 1, 0);
|
||||
aiNewState(actor, &zombieAHack);
|
||||
|
@ -238,7 +238,7 @@ static void myThinkTarget(DBloodActor* actor)
|
|||
if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z-((pDudeInfo->eyeHeight*pSprite->yrepeat)<<2), pSprite->sectnum))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
|
||||
if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pPlayer->nSprite);
|
||||
aiActivateDude(&bloodActors[pXSprite->reference]);
|
||||
|
|
|
@ -105,7 +105,7 @@ static void zombfThinkGoto(DBloodActor* actor)
|
|||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(pSprite, pXSprite, nAngle);
|
||||
if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &zombieFSearch);
|
||||
aiThinkTarget(actor);
|
||||
}
|
||||
|
@ -144,10 +144,10 @@ static void zombfThinkChase(DBloodActor* actor)
|
|||
int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
|
||||
{
|
||||
if (klabs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
if (abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(pXSprite, pXSprite->target);
|
||||
if (nDist < 0x1400 && nDist > 0xe00 && klabs(nDeltaAngle) < 85)
|
||||
if (nDist < 0x1400 && nDist > 0xe00 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -166,7 +166,7 @@ static void zombfThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x1400 && nDist > 0x600 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x1400 && nDist > 0x600 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
@ -185,7 +185,7 @@ static void zombfThinkChase(DBloodActor* actor)
|
|||
break;
|
||||
}
|
||||
}
|
||||
else if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
|
||||
else if (nDist < 0x400 && abs(nDeltaAngle) < 85)
|
||||
{
|
||||
int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
|
||||
switch (hit)
|
||||
|
|
|
@ -316,7 +316,7 @@ void EnemyBubble(int nSprite) // 11
|
|||
spritetype *pSprite = &sprite[nSprite];
|
||||
int top, bottom;
|
||||
GetSpriteExtents(pSprite, &top, &bottom);
|
||||
for (int i = 0; i < (klabs(zvel[nSprite])>>18); i++)
|
||||
for (int i = 0; i < (abs(zvel[nSprite])>>18); i++)
|
||||
{
|
||||
int nDist = (pSprite->xrepeat*(tileWidth(pSprite->picnum)/2))>>2;
|
||||
int nAngle = Random(2048);
|
||||
|
@ -430,7 +430,7 @@ void fxBouncingSleeve(int nSprite) // 16
|
|||
else if (zv > 0) {
|
||||
actFloorBounceVector((int*)& xvel[nSprite], (int*)& yvel[nSprite], &zv, pSprite->sectnum, 0x9000);
|
||||
zvel[nSprite] = zv;
|
||||
if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x20000) {
|
||||
if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x20000) {
|
||||
sleeveStopBouncing(pSprite);
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -644,8 +644,8 @@ inline int dmulscale30r(int a, int b, int c, int d)
|
|||
|
||||
inline int approxDist(int dx, int dy)
|
||||
{
|
||||
dx = klabs(dx);
|
||||
dy = klabs(dy);
|
||||
dx = abs(dx);
|
||||
dy = abs(dy);
|
||||
if (dx > dy)
|
||||
dy = (3*dy)>>3;
|
||||
else
|
||||
|
|
|
@ -142,13 +142,13 @@ bool FindSector(int nX, int nY, int *nSector)
|
|||
bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist)
|
||||
{
|
||||
assert(pSprite != NULL);
|
||||
int oX = klabs(nX-pSprite->x)>>4;
|
||||
int oX = abs(nX-pSprite->x)>>4;
|
||||
if (oX >= nDist) return 0;
|
||||
|
||||
int oY = klabs(nY-pSprite->y)>>4;
|
||||
int oY = abs(nY-pSprite->y)>>4;
|
||||
if (oY >= nDist) return 0;
|
||||
|
||||
int oZ = klabs(nZ-pSprite->z)>>8;
|
||||
int oZ = abs(nZ-pSprite->z)>>8;
|
||||
if (oZ >= nDist) return 0;
|
||||
|
||||
if (approxDist(oX, oY) >= nDist) return 0;
|
||||
|
@ -166,13 +166,13 @@ bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, in
|
|||
|
||||
bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist)
|
||||
{
|
||||
int oX = klabs(nX2-nX1)>>4;
|
||||
int oX = abs(nX2-nX1)>>4;
|
||||
if (oX >= nDist)
|
||||
return 0;
|
||||
int oY = klabs(nY2-nY1)>>4;
|
||||
int oY = abs(nY2-nY1)>>4;
|
||||
if (oY >= nDist)
|
||||
return 0;
|
||||
int oZ = klabs(nZ2-nZ1)>>4;
|
||||
int oZ = abs(nZ2-nZ1)>>4;
|
||||
if (oZ >= nDist)
|
||||
return 0;
|
||||
if (approxDist(oX, oY) >= nDist) return 0;
|
||||
|
@ -810,8 +810,8 @@ int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, cha
|
|||
if (TestBitString(sectbits, nNextSector))
|
||||
continue;
|
||||
SetBitString(sectbits, nNextSector);
|
||||
int dx = klabs(wall[pWall->point2].x - x)>>4;
|
||||
int dy = klabs(wall[pWall->point2].y - y)>>4;
|
||||
int dx = abs(wall[pWall->point2].x - x)>>4;
|
||||
int dy = abs(wall[pWall->point2].y - y)>>4;
|
||||
if (dx < nDist && dy < nDist)
|
||||
{
|
||||
if (approxDist(dx, dy) < nDist)
|
||||
|
|
|
@ -334,12 +334,12 @@ void GibFX(spritetype *pSprite, GIBFX *pGFX, CGibPosition *pPos, CGibVelocity *p
|
|||
}
|
||||
else if (dz2 > dz1 && dz1 < 0x4000)
|
||||
{
|
||||
zvel[pFX->index] = -(int)Random((klabs(pGFX->at11)<<18)/120);
|
||||
zvel[pFX->index] = -(int)Random((abs(pGFX->at11)<<18)/120);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((pGFX->at11<<18)/120 < 0)
|
||||
zvel[pFX->index] = -(int)Random((klabs(pGFX->at11)<<18)/120);
|
||||
zvel[pFX->index] = -(int)Random((abs(pGFX->at11)<<18)/120);
|
||||
else
|
||||
zvel[pFX->index] = Random2((pGFX->at11<<18)/120);
|
||||
}
|
||||
|
|
|
@ -1157,7 +1157,7 @@ void debrisMove(int listIndex) {
|
|||
|
||||
if ((floorHit & 0xe000) == 0xc000) {
|
||||
if ((sprite[floorHit & 0x1fff].cstat & 0x30) == 0x20)
|
||||
if (klabs(bottom - floorZ) < 1024) floorZ -= 1024;
|
||||
if (abs(bottom - floorZ) < 1024) floorZ -= 1024;
|
||||
}
|
||||
|
||||
if (bottom >= floorZ) {
|
||||
|
@ -1171,7 +1171,7 @@ void debrisMove(int listIndex) {
|
|||
actFloorBounceVector((int*)&xvel[nSprite], (int*)&yvel[nSprite], (int*)&v20, pSprite->sectnum, tmpFraction);
|
||||
zvel[nSprite] = v20;
|
||||
|
||||
if (velFloor[pSprite->sectnum] == 0 && klabs(zvel[nSprite]) < 0x10000) {
|
||||
if (velFloor[pSprite->sectnum] == 0 && abs(zvel[nSprite]) < 0x10000) {
|
||||
zvel[nSprite] = 0;
|
||||
pXDebris->physAttr &= ~kPhysFalling;
|
||||
}
|
||||
|
@ -2985,7 +2985,7 @@ bool condCheckDude(XSPRITE* pXCond, int cmpOp, bool PUSH) {
|
|||
var = cansee(pSpr->x, pSpr->y, pSpr->z, pSpr->sectnum, pTrgt->x, pTrgt->y, pTrgt->z - eyeAboveZ, pTrgt->sectnum);
|
||||
if (cond == 4 && var > 0) {
|
||||
var = ((1024 + getangle(dx, dy) - pSpr->ang) & 2047) - 1024;
|
||||
var = (klabs(var) < ((arg1 <= 0) ? pInfo->periphery : ClipHigh(arg1, 2048)));
|
||||
var = (abs(var) < ((arg1 <= 0) ? pInfo->periphery : ClipHigh(arg1, 2048)));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -3494,7 +3494,7 @@ bool aiFightDudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* p
|
|||
int losAngle = ((1024 + nAngle - pDude->ang) & 2047) - 1024;
|
||||
|
||||
// is the target visible?
|
||||
if (klabs(losAngle) < 2048) // 360 deg periphery here*/
|
||||
if (abs(losAngle) < 2048) // 360 deg periphery here*/
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -1175,10 +1175,10 @@ void CheckPickUp(PLAYER *pPlayer)
|
|||
nNextSprite = nextspritestat[nSprite];
|
||||
if (pItem->flags&32)
|
||||
continue;
|
||||
int dx = klabs(x-pItem->x)>>4;
|
||||
int dx = abs(x-pItem->x)>>4;
|
||||
if (dx > 48)
|
||||
continue;
|
||||
int dy = klabs(y-pItem->y)>>4;
|
||||
int dy = abs(y-pItem->y)>>4;
|
||||
if (dy > 48)
|
||||
continue;
|
||||
int top, bottom;
|
||||
|
|
|
@ -257,7 +257,7 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
|
|||
else
|
||||
{
|
||||
predict.at28 = q16horiz(interpolate(predict.at28.asq16(), 0, 0x4000));
|
||||
if (klabs(predict.at28.asq16()) < 4)
|
||||
if (abs(predict.at28.asq16()) < 4)
|
||||
predict.at28 = q16horiz(0);
|
||||
}
|
||||
predict.at2c = -predict.at24.asq16() >> 9;
|
||||
|
@ -513,7 +513,7 @@ static void fakeMoveDude(spritetype *pSprite)
|
|||
{
|
||||
actFloorBounceVector(&predict.at5c, &predict.at60, &var44, predict.at68, 0);
|
||||
predict.at64 = var44;
|
||||
if (klabs(predict.at64) < 0x10000)
|
||||
if (abs(predict.at64) < 0x10000)
|
||||
{
|
||||
predict.at64 = velFloor[predict.at68];
|
||||
predict.at73 &= ~4;
|
||||
|
|
|
@ -80,7 +80,7 @@ int GetWaveValue(int a, int b, int c)
|
|||
case 1:
|
||||
return (b>>10)*c;
|
||||
case 2:
|
||||
return (klabs(128-(b>>3))*c)>>7;
|
||||
return (abs(128-(b>>3))*c)>>7;
|
||||
case 3:
|
||||
return ((b>>3)*c)>>8;
|
||||
case 4:
|
||||
|
|
|
@ -34,7 +34,7 @@ int OctantTable[8] = { 5, 6, 2, 1, 4, 7, 3, 0 };
|
|||
|
||||
int GetOctant(int x, int y)
|
||||
{
|
||||
int vc = klabs(x)-klabs(y);
|
||||
int vc = abs(x)-abs(y);
|
||||
return OctantTable[7-(x<0)-(y<0)*2-(vc<0)*4];
|
||||
}
|
||||
|
||||
|
|
|
@ -219,13 +219,13 @@ void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsec
|
|||
hY = hitdata.pos.y;
|
||||
int dX = hX-*pX;
|
||||
int dY = hY-*pY;
|
||||
if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY))
|
||||
if (abs(vX)+abs(vY) > abs(dX)+abs(dY))
|
||||
{
|
||||
*vsectnum = nHSector;
|
||||
dX -= ksgn(vX)<<6;
|
||||
dY -= ksgn(vY)<<6;
|
||||
int nDist;
|
||||
if (klabs(vX) > klabs(vY))
|
||||
if (abs(vX) > abs(vY))
|
||||
{
|
||||
nDist = ClipHigh(DivScale(dX,vX, 16), othercameradist);
|
||||
}
|
||||
|
@ -266,13 +266,13 @@ void CalcPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum,
|
|||
hY = hitdata.pos.y;
|
||||
int dX = hX-*pX;
|
||||
int dY = hY-*pY;
|
||||
if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY))
|
||||
if (abs(vX)+abs(vY) > abs(dX)+abs(dY))
|
||||
{
|
||||
*vsectnum = nHSector;
|
||||
dX -= ksgn(vX)<<6;
|
||||
dY -= ksgn(vY)<<6;
|
||||
int nDist;
|
||||
if (klabs(vX) > klabs(vY))
|
||||
if (abs(vX) > abs(vY))
|
||||
{
|
||||
nDist = ClipHigh(DivScale(dX,vX, 16), cameradist);
|
||||
}
|
||||
|
|
|
@ -388,7 +388,7 @@ void UpdateAimVector(PLAYER * pPlayer)
|
|||
if (lz-zRange>bottom || lz+zRange<top)
|
||||
continue;
|
||||
int angle = getangle(x2-x,y2-y);
|
||||
if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->angleRange)
|
||||
if (abs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->angleRange)
|
||||
continue;
|
||||
if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,x2,y2,z2,pSprite->sectnum))
|
||||
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
|
||||
|
@ -440,7 +440,7 @@ void UpdateAimVector(PLAYER * pPlayer)
|
|||
if (lz-zRange>bottom || lz+zRange<top)
|
||||
continue;
|
||||
int angle = getangle(dx,dy);
|
||||
if (klabs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->thingAngle)
|
||||
if (abs(((angle-pPSprite->ang+1024)&2047)-1024) > pWeaponTrack->thingAngle)
|
||||
continue;
|
||||
if (pPlayer->aimTargetsCount < 16 && cansee(x,y,z,pPSprite->sectnum,pSprite->x,pSprite->y,pSprite->z,pSprite->sectnum))
|
||||
pPlayer->aimTargets[pPlayer->aimTargetsCount++] = nSprite;
|
||||
|
@ -957,7 +957,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
|
|||
pPlayer->weaponQav = 42;
|
||||
break;
|
||||
case 10:
|
||||
if (pXSprite->height < 256 && klabs(pPlayer->swayHeight) > 768)
|
||||
if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 768)
|
||||
pPlayer->weaponQav = 102;
|
||||
else
|
||||
pPlayer->weaponQav = 101;
|
||||
|
|
|
@ -17,8 +17,6 @@ static inline int32_t scale(int32_t eax, int32_t edx, int32_t ecx)
|
|||
return int64_t(eax) * edx / ecx;
|
||||
}
|
||||
|
||||
|
||||
#define klabs(x) abs(x)
|
||||
static inline constexpr int ksgn(int32_t a) { return (a > 0) - (a < 0); }
|
||||
|
||||
inline int sgn(int32_t a) { return (a > 0) - (a < 0); }
|
||||
|
|
|
@ -261,9 +261,9 @@ static int cliptestsector(int const dasect, int const nextsect, int32_t const fl
|
|||
if ((sec->floorstat|sec->ceilingstat) & 2)
|
||||
getcorrectzsofslope(dasect, pos.x, pos.y, &dacz, &daz);
|
||||
|
||||
int32_t const sec2height = klabs(daz2-dacz2);
|
||||
int32_t const sec2height = abs(daz2-dacz2);
|
||||
|
||||
return ((klabs(daz-dacz) > sec2height && // clip if the current sector is taller and the next is too small
|
||||
return ((abs(daz-dacz) > sec2height && // clip if the current sector is taller and the next is too small
|
||||
sec2height < (ceildist+(CLIPCURBHEIGHT<<1))) ||
|
||||
|
||||
((sec2->floorstat&1) == 0 && // parallaxed floor curbs don't clip
|
||||
|
@ -352,7 +352,7 @@ static inline void keepaway(int32_t *x, int32_t *y, int32_t w)
|
|||
const int32_t x1 = clipit[w].x1, dx = clipit[w].x2-x1;
|
||||
const int32_t y1 = clipit[w].y1, dy = clipit[w].y2-y1;
|
||||
const int32_t ox = ksgn(-dy), oy = ksgn(dx);
|
||||
char first = (klabs(dx) <= klabs(dy));
|
||||
char first = (abs(dx) <= abs(dy));
|
||||
|
||||
do
|
||||
{
|
||||
|
@ -752,7 +752,7 @@ int32_t clipmove(vec3_t * const pos, int16_t * const sectnum, int32_t xvect, int
|
|||
// I don't know if this one actually overflows or not, but I highly doubt it hurts to check
|
||||
int32_t const templl2
|
||||
= (int32_t)clamp(compat_maybe_truncate_to_int32((int64_t)(goal.x - vec.x) * clipr.x + (int64_t)(goal.y - vec.y) * clipr.y), INT32_MIN, INT32_MAX);
|
||||
int32_t const i = (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829 || (klabs(templl2)>>11) < templl) ?
|
||||
int32_t const i = (enginecompatibility_mode == ENGINECOMPATIBILITY_19950829 || (abs(templl2)>>11) < templl) ?
|
||||
DivScaleL(templl2, templl, 20) : 0;
|
||||
|
||||
goal = { MulScale(clipr.x, i, 20)+vec.x, MulScale(clipr.y, i, 20)+vec.y };
|
||||
|
@ -1105,7 +1105,7 @@ void getzrange(const vec3_t *pos, int16_t sectnum,
|
|||
case CSTAT_SPRITE_ALIGNMENT_FACING:
|
||||
{
|
||||
int32_t k = walldist+(sprite[j].clipdist<<2)+1;
|
||||
if ((klabs(v1.x-pos->x) <= k) && (klabs(v1.y-pos->y) <= k))
|
||||
if ((abs(v1.x-pos->x) <= k) && (abs(v1.y-pos->y) <= k))
|
||||
{
|
||||
daz = sprite[j].z + spriteheightofs(j, &k, 1);
|
||||
daz2 = daz - k;
|
||||
|
@ -1204,8 +1204,8 @@ int32_t try_facespr_intersect(uspriteptr_t const spr, vec3_t const in,
|
|||
|
||||
newpos.vec2 = { in.x + scale(vx, topt, bot), in.y + scale(vy, topt, bot) };
|
||||
|
||||
if (klabs(newpos.x - in.x) + klabs(newpos.y - in.y) + strictly_smaller_than_p >
|
||||
klabs(intp->x - in.x) + klabs(intp->y - in.y))
|
||||
if (abs(newpos.x - in.x) + abs(newpos.y - in.y) + strictly_smaller_than_p >
|
||||
abs(intp->x - in.x) + abs(intp->y - in.y))
|
||||
return 0;
|
||||
|
||||
*intp = newpos;
|
||||
|
@ -1248,7 +1248,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, usectorptr_t sec, hitdata_t *
|
|||
if (j != 0)
|
||||
{
|
||||
i = ((z - sv->z)<<8)+DMulScale(dax,sv->y-wal->y,-day,sv->x-wal->x, 15);
|
||||
if (((i^j) >= 0) && ((klabs(i)>>1) < klabs(j)))
|
||||
if (((i^j) >= 0) && ((abs(i)>>1) < abs(j)))
|
||||
{
|
||||
i = DivScale(i,j, 30);
|
||||
x1 = sv->x + MulScale(vx,i, 30);
|
||||
|
@ -1260,7 +1260,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, usectorptr_t sec, hitdata_t *
|
|||
else if ((how*vz > 0) && (how*sv->z <= how*z))
|
||||
{
|
||||
z1 = z; i = z1-sv->z;
|
||||
if ((klabs(i)>>1) < vz*how)
|
||||
if ((abs(i)>>1) < vz*how)
|
||||
{
|
||||
i = DivScale(i,vz, 30);
|
||||
x1 = sv->x + MulScale(vx,i, 30);
|
||||
|
@ -1268,7 +1268,7 @@ static int32_t hitscan_trysector(const vec3_t *sv, usectorptr_t sec, hitdata_t *
|
|||
}
|
||||
}
|
||||
|
||||
if ((x1 != INT32_MAX) && (klabs(x1-sv->x)+klabs(y1-sv->y) < klabs((hit->pos.x)-sv->x)+klabs((hit->pos.y)-sv->y)))
|
||||
if ((x1 != INT32_MAX) && (abs(x1-sv->x)+abs(y1-sv->y) < abs((hit->pos.x)-sv->x)+abs((hit->pos.y)-sv->y)))
|
||||
{
|
||||
if (tmp==NULL)
|
||||
{
|
||||
|
@ -1361,7 +1361,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
|
|||
{
|
||||
if (vz != 0)
|
||||
if ((intz <= sec->ceilingz) || (intz >= sec->floorz))
|
||||
if (klabs(intx-sv->x)+klabs(inty-sv->y) < klabs(hit->pos.x-sv->x)+klabs(hit->pos.y-sv->y))
|
||||
if (abs(intx-sv->x)+abs(inty-sv->y) < abs(hit->pos.x-sv->x)+abs(hit->pos.y-sv->y))
|
||||
{
|
||||
//x1,y1,z1 are temp variables
|
||||
if (vz > 0) z1 = sec->floorz; else z1 = sec->ceilingz;
|
||||
|
@ -1374,7 +1374,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
|
|||
}
|
||||
}
|
||||
}
|
||||
else if (klabs(intx-sv->x)+klabs(inty-sv->y) >= klabs((hit->pos.x)-sv->x)+klabs((hit->pos.y)-sv->y))
|
||||
else if (abs(intx-sv->x)+abs(inty-sv->y) >= abs((hit->pos.x)-sv->x)+abs((hit->pos.y)-sv->y))
|
||||
continue;
|
||||
|
||||
if (!curspr)
|
||||
|
@ -1383,14 +1383,14 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
|
|||
{
|
||||
if ((nextsector < 0) || (wal->cstat&dawalclipmask))
|
||||
{
|
||||
if ((klabs(intx-sv->x)+klabs(inty-sv->y) < klabs(hit->pos.x-sv->x)+klabs(hit->pos.y-sv->y)))
|
||||
if ((abs(intx-sv->x)+abs(inty-sv->y) < abs(hit->pos.x-sv->x)+abs(hit->pos.y-sv->y)))
|
||||
hit_set(hit, dasector, z, -1, intx, inty, intz);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (intz <= sector[nextsector].ceilingz || intz >= sector[nextsector].floorz)
|
||||
{
|
||||
if ((klabs(intx-sv->x)+klabs(inty-sv->y) < klabs(hit->pos.x-sv->x)+klabs(hit->pos.y-sv->y)))
|
||||
if ((abs(intx-sv->x)+abs(inty-sv->y) < abs(hit->pos.x-sv->x)+abs(hit->pos.y-sv->y)))
|
||||
hit_set(hit, dasector, z, -1, intx, inty, intz);
|
||||
continue;
|
||||
}
|
||||
|
@ -1463,7 +1463,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
|
|||
ucoefup16 = rintersect(sv->x,sv->y,sv->z,vx,vy,vz,x1,y1,x2,y2,&intx,&inty,&intz);
|
||||
if (ucoefup16 == -1) continue;
|
||||
|
||||
if (klabs(intx-sv->x)+klabs(inty-sv->y) > klabs((hit->pos.x)-sv->x)+klabs((hit->pos.y)-sv->y))
|
||||
if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hit->pos.x)-sv->x)+abs((hit->pos.y)-sv->y))
|
||||
continue;
|
||||
|
||||
daz = spr->z + spriteheightofs(z, &k, 1);
|
||||
|
@ -1517,7 +1517,7 @@ int32_t hitscan(const vec3_t *sv, int16_t sectnum, int32_t vx, int32_t vy, int32
|
|||
inty = sv->y+scale(intz-sv->z,vy,vz);
|
||||
}
|
||||
|
||||
if (klabs(intx-sv->x)+klabs(inty-sv->y) > klabs((hit->pos.x)-sv->x)+klabs((hit->pos.y)-sv->y))
|
||||
if (abs(intx-sv->x)+abs(inty-sv->y) > abs((hit->pos.x)-sv->x)+abs((hit->pos.y)-sv->y))
|
||||
continue;
|
||||
|
||||
get_floorspr_points((uspriteptr_t)spr, intx, inty, &x1, &x2, &x3, &x4,
|
||||
|
|
|
@ -365,12 +365,12 @@ static inline void initksqrt(void)
|
|||
root = (root+num/root)>>1;
|
||||
} while((temp-root+1) > 2);
|
||||
temp = root*root-num;
|
||||
while (klabs(int32_t(temp-2*root+1)) < klabs(temp))
|
||||
while (abs(int32_t(temp-2*root+1)) < abs(temp))
|
||||
{
|
||||
temp += 1-int(2*root);
|
||||
root--;
|
||||
}
|
||||
while (klabs(int32_t(temp+2*root+1)) < klabs(temp))
|
||||
while (abs(int32_t(temp+2*root+1)) < abs(temp))
|
||||
{
|
||||
temp += 2*root+1;
|
||||
root++;
|
||||
|
@ -677,13 +677,13 @@ int32_t lintersect(const int32_t originX, const int32_t originY, const int32_t o
|
|||
// If the point is outside of the bounds of the line segment, we know we don't have an intersection.
|
||||
// t is < 0 if (originDiffCrossLineVec^rayCrossLineVec) & signBit)
|
||||
// u is < 0 if (originDiffCrossRay^rayCrossLineVec) & signBit
|
||||
// t is > 1 if klabs(originDiffCrossLineVec) > klabs(rayCrossLineVec)
|
||||
// u is > 1 if klabs(originDiffCrossRay) > klabs(rayCrossLineVec)
|
||||
// t is > 1 if abs(originDiffCrossLineVec) > abs(rayCrossLineVec)
|
||||
// u is > 1 if abs(originDiffCrossRay) > abs(rayCrossLineVec)
|
||||
// where int32_t u = tabledivide64(((int64_t) originDiffCrossRay) << 24L, rayCrossLineVec);
|
||||
if (((originDiffCrossLineVec^rayCrossLineVec) & signBit) ||
|
||||
((originDiffCrossRay^rayCrossLineVec) & signBit) ||
|
||||
klabs(originDiffCrossLineVec) > klabs(rayCrossLineVec) ||
|
||||
klabs(originDiffCrossRay) > klabs(rayCrossLineVec))
|
||||
abs(originDiffCrossLineVec) > abs(rayCrossLineVec) ||
|
||||
abs(originDiffCrossRay) > abs(rayCrossLineVec))
|
||||
{
|
||||
// line segments do not overlap
|
||||
return 0;
|
||||
|
@ -1127,8 +1127,8 @@ static inline int comparetsprites(int const k, int const l)
|
|||
tspriteptr[k]->owner != tspriteptr[l]->owner)
|
||||
return tspriteptr[k]->owner - tspriteptr[l]->owner;
|
||||
|
||||
if (klabs(spritesxyz[k].z-globalposz) != klabs(spritesxyz[l].z-globalposz))
|
||||
return klabs(spritesxyz[k].z-globalposz)-klabs(spritesxyz[l].z-globalposz);
|
||||
if (abs(spritesxyz[k].z-globalposz) != abs(spritesxyz[l].z-globalposz))
|
||||
return abs(spritesxyz[k].z-globalposz)-abs(spritesxyz[l].z-globalposz);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1179,7 +1179,7 @@ static void sortsprites(int const start, int const end)
|
|||
|
||||
if (!(s->cstat&128))
|
||||
spritesxyz[k].z -= (yspan>>1);
|
||||
if (klabs(spritesxyz[k].z-globalposz) < (yspan>>1))
|
||||
if (abs(spritesxyz[k].z-globalposz) < (yspan>>1))
|
||||
spritesxyz[k].z = globalposz;
|
||||
}
|
||||
}
|
||||
|
@ -2084,7 +2084,7 @@ int32_t getangle(int32_t xvect, int32_t yvect)
|
|||
rv = 256 + ((xvect < 0) << 10);
|
||||
else if (xvect == -yvect)
|
||||
rv = 768 + ((xvect > 0) << 10);
|
||||
else if (klabs(xvect) > klabs(yvect))
|
||||
else if (abs(xvect) > abs(yvect))
|
||||
rv = ((radarang[640 + scale(160, yvect, xvect)] >> 6) + ((xvect < 0) << 10)) & 2047;
|
||||
else rv = ((radarang[640 - scale(160, xvect, yvect)] >> 6) + 512 + ((yvect < 0) << 10)) & 2047;
|
||||
|
||||
|
@ -2105,7 +2105,7 @@ fixed_t gethiq16angle(int32_t xvect, int32_t yvect)
|
|||
rv = IntToFixed(256 + ((xvect < 0) << 10));
|
||||
else if (xvect == -yvect)
|
||||
rv = IntToFixed(768 + ((xvect > 0) << 10));
|
||||
else if (klabs(xvect) > klabs(yvect))
|
||||
else if (abs(xvect) > abs(yvect))
|
||||
rv = ((qradarang[5120 + scale(1280, yvect, xvect)] >> 6) + IntToFixed(((xvect < 0) << 10))) & 0x7FFFFFF;
|
||||
else rv = ((qradarang[5120 - scale(1280, xvect, yvect)] >> 6) + IntToFixed(512 + ((yvect < 0) << 10))) & 0x7FFFFFF;
|
||||
|
||||
|
@ -2561,13 +2561,13 @@ int32_t getwalldist(vec2_t const in, int const wallnum)
|
|||
{
|
||||
vec2_t closest;
|
||||
getclosestpointonwall_internal(in, wallnum, &closest);
|
||||
return klabs(closest.x - in.x) + klabs(closest.y - in.y);
|
||||
return abs(closest.x - in.x) + abs(closest.y - in.y);
|
||||
}
|
||||
|
||||
int32_t getwalldist(vec2_t const in, int const wallnum, vec2_t * const out)
|
||||
{
|
||||
getclosestpointonwall_internal(in, wallnum, out);
|
||||
return klabs(out->x - in.x) + klabs(out->y - in.y);
|
||||
return abs(out->x - in.x) + abs(out->y - in.y);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -64,7 +64,7 @@ extern uint16_t sqrtable[4096], shlookup[4096+256],sqrtable_old[2048];
|
|||
inline int32_t ksqrtasm_old(int32_t n)
|
||||
{
|
||||
uint32_t shift = 0;
|
||||
n = klabs((int32_t)n);
|
||||
n = abs((int32_t)n);
|
||||
while (n >= 2048)
|
||||
{
|
||||
n >>= 2;
|
||||
|
|
|
@ -2093,7 +2093,7 @@ static void polymost_drawalls(int32_t const bunch)
|
|||
if (maskingOneWay)
|
||||
{
|
||||
vec2_t n, pos = { globalposx, globalposy };
|
||||
if (!polymost_getclosestpointonwall(&pos, wallnum, &n) && klabs(pos.x - n.x) + klabs(pos.y - n.y) <= 128)
|
||||
if (!polymost_getclosestpointonwall(&pos, wallnum, &n) && abs(pos.x - n.x) + abs(pos.y - n.y) <= 128)
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2903,7 +2903,7 @@ static inline int32_t polymost_findwall(tspritetype const * const tspr, vec2_t c
|
|||
if ((wall[i].nextsector == -1 || ((sector[wall[i].nextsector].ceilingz > (tspr->z - ((tsiz->y * tspr->yrepeat) << 2))) ||
|
||||
sector[wall[i].nextsector].floorz < tspr->z)) && !polymost_getclosestpointonwall((const vec2_t *) tspr, i, &n))
|
||||
{
|
||||
int const dst = klabs(tspr->x - n.x) + klabs(tspr->y - n.y);
|
||||
int const dst = abs(tspr->x - n.x) + abs(tspr->y - n.y);
|
||||
|
||||
if (dst <= dist)
|
||||
{
|
||||
|
|
|
@ -467,7 +467,7 @@ void FuncFish(int a, int nDamage, int nRun)
|
|||
PlotCourseToSprite(nSprite, nTarget);
|
||||
int nHeight = GetSpriteHeight(nSprite) >> 1;
|
||||
|
||||
int z = klabs(sprite[nTarget].z - sprite[nSprite].z);
|
||||
int z = abs(sprite[nTarget].z - sprite[nSprite].z);
|
||||
|
||||
if (z <= nHeight)
|
||||
{
|
||||
|
|
|
@ -310,8 +310,8 @@ int CheckCloseRange(short nPlayer, int *x, int *y, int *z, short *nSector)
|
|||
|
||||
int ecx = bsin(150, -3);
|
||||
|
||||
uint32_t xDiff = klabs(hitX - *x);
|
||||
uint32_t yDiff = klabs(hitY - *y);
|
||||
uint32_t xDiff = abs(hitX - *x);
|
||||
uint32_t yDiff = abs(hitY - *y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
|
|
@ -244,15 +244,15 @@ void TintPalette(int r, int g, int b)
|
|||
int nVal;
|
||||
|
||||
// loc_17F49
|
||||
if (klabs(r) > klabs(g)) {
|
||||
nVal = klabs(r);
|
||||
if (abs(r) > abs(g)) {
|
||||
nVal = abs(r);
|
||||
}
|
||||
else {
|
||||
nVal = klabs(g);
|
||||
nVal = abs(g);
|
||||
}
|
||||
|
||||
if (nVal < klabs(b)) {
|
||||
nVal = klabs(b);
|
||||
if (nVal < abs(b)) {
|
||||
nVal = abs(b);
|
||||
}
|
||||
|
||||
nPalDiff += nVal;
|
||||
|
|
|
@ -460,8 +460,8 @@ void FuncLion(int a, int nDamage, int nRun)
|
|||
|
||||
if (hitwall > -1)
|
||||
{
|
||||
int theX = klabs(hitx - x);
|
||||
int theY = klabs(hity - y);
|
||||
int theX = abs(hitx - x);
|
||||
int theY = abs(hity - y);
|
||||
|
||||
if ((theX + theY) < nCheckDist)
|
||||
{
|
||||
|
|
|
@ -705,8 +705,8 @@ int PlotCourseToSprite(int nSprite1, int nSprite2)
|
|||
|
||||
sprite[nSprite1].ang = GetMyAngle(x, y);
|
||||
|
||||
uint32_t x2 = klabs(x);
|
||||
uint32_t y2 = klabs(y);
|
||||
uint32_t x2 = abs(x);
|
||||
uint32_t y2 = abs(y);
|
||||
|
||||
uint32_t diff = x2 * x2 + y2 * y2;
|
||||
|
||||
|
@ -751,11 +751,11 @@ int FindPlayer(int nSprite, int nDistance)
|
|||
|
||||
if ((sprite[nPlayerSprite].cstat & 0x101) && (!(sprite[nPlayerSprite].cstat & 0x8000)))
|
||||
{
|
||||
int v9 = klabs(sprite[nPlayerSprite].x - x);
|
||||
int v9 = abs(sprite[nPlayerSprite].x - x);
|
||||
|
||||
if (v9 < nDistance)
|
||||
{
|
||||
int v10 = klabs(sprite[nPlayerSprite].y - y);
|
||||
int v10 = abs(sprite[nPlayerSprite].y - y);
|
||||
|
||||
if (v10 < nDistance && cansee(sprite[nPlayerSprite].x, sprite[nPlayerSprite].y, sprite[nPlayerSprite].z - 7680, sprite[nPlayerSprite].sectnum, x, y, z, nSector))
|
||||
{
|
||||
|
@ -867,8 +867,8 @@ void CreatePushBlock(int nSector)
|
|||
|
||||
for (i = 0; i < nWalls; i++)
|
||||
{
|
||||
uint32_t xDiff = klabs(xAvg - wall[startwall + i].x);
|
||||
uint32_t yDiff = klabs(yAvg - wall[startwall + i].y);
|
||||
uint32_t xDiff = abs(xAvg - wall[startwall + i].x);
|
||||
uint32_t yDiff = abs(yAvg - wall[startwall + i].y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
@ -1143,8 +1143,8 @@ void SetQuake(short nSprite, int nVal)
|
|||
{
|
||||
int nPlayerSprite = PlayerList[i].nSprite;
|
||||
|
||||
uint32_t xDiff = klabs((int32_t)((sprite[nPlayerSprite].x - x) >> 8));
|
||||
uint32_t yDiff = klabs((int32_t)((sprite[nPlayerSprite].y - y) >> 8));
|
||||
uint32_t xDiff = abs((int32_t)((sprite[nPlayerSprite].x - x) >> 8));
|
||||
uint32_t yDiff = abs((int32_t)((sprite[nPlayerSprite].y - y) >> 8));
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
@ -1205,8 +1205,8 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
|
||||
int nMyAngle = GetMyAngle(sprite[nSprite2].x - sprite[nSprite].x, sprite[nSprite2].y - sprite[nSprite].y);
|
||||
|
||||
uint32_t xDiff = klabs(sprite[nSprite2].x - sprite[nSprite].x);
|
||||
uint32_t yDiff = klabs(sprite[nSprite2].y - sprite[nSprite].y);
|
||||
uint32_t xDiff = abs(sprite[nSprite2].x - sprite[nSprite].x);
|
||||
uint32_t yDiff = abs(sprite[nSprite2].y - sprite[nSprite].y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
@ -1221,11 +1221,11 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
int var_18 = GetMyAngle(nSqrt, ((sprite[nSprite2].z - nHeight) - sprite[nSprite].z) >> 8);
|
||||
|
||||
int nAngDelta = AngleDelta(sprite[nSprite].ang, nMyAngle, 1024);
|
||||
int nAngDelta2 = klabs(nAngDelta);
|
||||
int nAngDelta2 = abs(nAngDelta);
|
||||
|
||||
if (nAngDelta2 > 63)
|
||||
{
|
||||
nAngDelta2 = klabs(nAngDelta >> 6);
|
||||
nAngDelta2 = abs(nAngDelta >> 6);
|
||||
|
||||
ebx /= nAngDelta2;
|
||||
|
||||
|
@ -1234,7 +1234,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
}
|
||||
}
|
||||
|
||||
int nAngDeltaC = klabs(nAngDelta);
|
||||
int nAngDeltaC = abs(nAngDelta);
|
||||
|
||||
if (nAngDeltaC > push1)
|
||||
{
|
||||
|
@ -1252,7 +1252,7 @@ int AngleChase(int nSprite, int nSprite2, int ebx, int ecx, int push1)
|
|||
|
||||
sprite[nSprite].ang = nAngle;
|
||||
|
||||
int eax = klabs(bcos(sprite[nSprite].zvel));
|
||||
int eax = abs(bcos(sprite[nSprite].zvel));
|
||||
|
||||
int x = ((bcos(nAngle) * ebx) >> 14) * eax;
|
||||
int y = ((bsin(nAngle) * ebx) >> 14) * eax;
|
||||
|
|
|
@ -155,8 +155,8 @@ void CheckMummyRevive(short nMummy)
|
|||
continue;
|
||||
}
|
||||
|
||||
int x = klabs(sprite[nSprite2].x - sprite[nSprite].x) >> 8;
|
||||
int y = klabs(sprite[nSprite2].y - sprite[nSprite].y) >> 8;
|
||||
int x = abs(sprite[nSprite2].x - sprite[nSprite].x) >> 8;
|
||||
int y = abs(sprite[nSprite2].y - sprite[nSprite].y) >> 8;
|
||||
|
||||
if (x <= 20 && y <= 20)
|
||||
{
|
||||
|
|
|
@ -168,8 +168,8 @@ void feebtag(int x, int y, int z, int nSector, short *nSprite, int nVal2, int nV
|
|||
|
||||
if (nStat >= 900 && !(sprite[i].cstat & 0x8000))
|
||||
{
|
||||
uint32_t xDiff = klabs(sprite[i].x - x);
|
||||
uint32_t yDiff = klabs(sprite[i].y - y);
|
||||
uint32_t xDiff = abs(sprite[i].x - x);
|
||||
uint32_t yDiff = abs(sprite[i].y - y);
|
||||
int zDiff = sprite[i].z - z;
|
||||
|
||||
if (zDiff < 5120 && zDiff > -25600)
|
||||
|
|
|
@ -293,8 +293,8 @@ int QueenAngleChase(short nSprite, short nSprite2, int val1, int val2)
|
|||
|
||||
int edx = ((pSprite2->z - nTileY) - pSprite->z) >> 8;
|
||||
|
||||
uint32_t xDiff = klabs(pSprite2->x - pSprite->x);
|
||||
uint32_t yDiff = klabs(pSprite2->y - pSprite->y);
|
||||
uint32_t xDiff = abs(pSprite2->x - pSprite->x);
|
||||
uint32_t yDiff = abs(pSprite2->y - pSprite->y);
|
||||
|
||||
uint32_t sqrtVal = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
@ -310,14 +310,14 @@ int QueenAngleChase(short nSprite, short nSprite2, int val1, int val2)
|
|||
|
||||
int nAngDelta = AngleDelta(pSprite->ang, nMyAngle, 1024);
|
||||
|
||||
if (klabs(nAngDelta) > 127)
|
||||
if (abs(nAngDelta) > 127)
|
||||
{
|
||||
val1 /= klabs(nAngDelta>>7);
|
||||
val1 /= abs(nAngDelta>>7);
|
||||
if (val1 < 256)
|
||||
val1 = 256;
|
||||
}
|
||||
|
||||
if (klabs(nAngDelta) > val2)
|
||||
if (abs(nAngDelta) > val2)
|
||||
{
|
||||
if (nAngDelta < 0)
|
||||
nAngDelta = -val2;
|
||||
|
@ -333,13 +333,13 @@ int QueenAngleChase(short nSprite, short nSprite2, int val1, int val2)
|
|||
pSprite->ang = nAngle;
|
||||
|
||||
int da = pSprite->zvel;
|
||||
int x = klabs(bcos(da));
|
||||
int x = abs(bcos(da));
|
||||
|
||||
int v26 = x * ((val1 * bcos(nAngle)) >> 14);
|
||||
int v27 = x * ((val1 * bsin(nAngle)) >> 14);
|
||||
|
||||
uint32_t xDiff = klabs((int32_t)(v26 >> 8));
|
||||
uint32_t yDiff = klabs((int32_t)(v27 >> 8));
|
||||
uint32_t xDiff = abs((int32_t)(v26 >> 8));
|
||||
uint32_t yDiff = abs((int32_t)(v27 >> 8));
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
|
|
@ -271,8 +271,8 @@ void FuncRat(int a, int nDamage, int nRun)
|
|||
return;
|
||||
}
|
||||
|
||||
int xVal = klabs(sprite[nSprite].x - sprite[nTarget].x);
|
||||
int yVal = klabs(sprite[nSprite].y - sprite[nTarget].y);
|
||||
int xVal = abs(sprite[nSprite].x - sprite[nTarget].x);
|
||||
int yVal = abs(sprite[nSprite].y - sprite[nTarget].y);
|
||||
|
||||
if (xVal > 50 || yVal > 50)
|
||||
{
|
||||
|
@ -324,8 +324,8 @@ void FuncRat(int a, int nDamage, int nRun)
|
|||
|
||||
MoveCreature(nSprite);
|
||||
|
||||
int xVal = klabs(sprite[nSprite].x - sprite[nTarget].x);
|
||||
int yVal = klabs(sprite[nSprite].y - sprite[nTarget].y);
|
||||
int xVal = abs(sprite[nSprite].x - sprite[nTarget].x);
|
||||
int yVal = abs(sprite[nSprite].y - sprite[nTarget].y);
|
||||
|
||||
if (xVal >= 50 || yVal >= 50)
|
||||
{
|
||||
|
|
|
@ -1554,22 +1554,22 @@ int runlist_CheckRadialDamage(short nSprite)
|
|||
int y = (sprite[nSprite].y - sprite[nRadialSpr].y) >> 8;
|
||||
int z = (sprite[nSprite].z - sprite[nRadialSpr].z) >> 12;
|
||||
|
||||
if (klabs(x) > nDamageRadius) {
|
||||
if (abs(x) > nDamageRadius) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (klabs(y) > nDamageRadius) {
|
||||
if (abs(y) > nDamageRadius) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (klabs(z) > nDamageRadius) {
|
||||
if (abs(z) > nDamageRadius) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
int edi = 0;
|
||||
|
||||
uint32_t xDiff = klabs(x);
|
||||
uint32_t yDiff = klabs(y);
|
||||
uint32_t xDiff = abs(x);
|
||||
uint32_t yDiff = abs(y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
|
|
@ -142,8 +142,8 @@ int BuildSnake(short nPlayer, short zVal)
|
|||
hitsect = hitData.sect;
|
||||
hitsprite = hitData.sprite;
|
||||
|
||||
uint32_t xDiff = klabs(hitx - x);
|
||||
uint32_t yDiff = klabs(hity - y);
|
||||
uint32_t xDiff = abs(hitx - x);
|
||||
uint32_t yDiff = abs(hity - y);
|
||||
|
||||
uint32_t sqrtNum = xDiff * xDiff + yDiff * yDiff;
|
||||
|
||||
|
|
|
@ -141,12 +141,12 @@ static void analyzesprites(double const smoothratio)
|
|||
int edx = ((vcos * yval) + (xval * vsin)) >> 14;
|
||||
|
||||
|
||||
int ebx = klabs(((vcos * xval) - (yval * vsin)) >> 14);
|
||||
int ebx = abs(((vcos * xval) - (yval * vsin)) >> 14);
|
||||
|
||||
if (!ebx)
|
||||
continue;
|
||||
|
||||
edx = (klabs(edx) * 32) / ebx;
|
||||
edx = (abs(edx) * 32) / ebx;
|
||||
if (ebx < 1000 && ebx < var_2C && edx < 10)
|
||||
{
|
||||
besttarget = nSprite;
|
||||
|
@ -156,7 +156,7 @@ static void analyzesprites(double const smoothratio)
|
|||
else if (ebx < 30000)
|
||||
{
|
||||
int t = var_38 - edx;
|
||||
if (t > 3 || (ebx < var_2C && klabs(t) < 5))
|
||||
if (t > 3 || (ebx < var_2C && abs(t) < 5))
|
||||
{
|
||||
var_38 = edx;
|
||||
var_2C = ebx;
|
||||
|
|
|
@ -571,7 +571,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
|
|||
else
|
||||
i = TILE_APLAYERTOP;
|
||||
|
||||
j = klabs(pp.truefz - pp.posz) >> 8;
|
||||
j = abs(pp.truefz - pp.posz) >> 8;
|
||||
j = MulScale(czoom * (pspr->yrepeat + j), yxaspect, 16);
|
||||
|
||||
if (j < 22000) j = 22000;
|
||||
|
|
|
@ -143,7 +143,7 @@ void fakedomovethings(void)
|
|||
|
||||
j = getflorzofslope(psect,myx,myy);
|
||||
|
||||
if(clz.type == kHitSector && psectlotag == 1 && klabs(myz-j) > gs.playerheight+(16<<8) )
|
||||
if(clz.type == kHitSector && psectlotag == 1 && abs(myz-j) > gs.playerheight+(16<<8) )
|
||||
psectlotag = 0;
|
||||
|
||||
if( p->aim_mode == 0 && myonground && psectlotag != 2 && (sector[psect].floorstat&2) )
|
||||
|
@ -157,7 +157,7 @@ void fakedomovethings(void)
|
|||
k = getflorzofslope(psect,x,y);
|
||||
if (psect == tempsect)
|
||||
myhorizoff += MulScale(j-k,160, 16);
|
||||
else if (klabs(getflorzofslope(tempsect,x,y)-k) <= (4<<8))
|
||||
else if (abs(getflorzofslope(tempsect,x,y)-k) <= (4<<8))
|
||||
myhorizoff += MulScale(j-k,160, 16);
|
||||
}
|
||||
}
|
||||
|
@ -180,7 +180,7 @@ void fakedomovethings(void)
|
|||
psectlotag = 0;
|
||||
spritebridge = 1;
|
||||
}
|
||||
if(badguy(chz.actor) && chz.actor->s.xrepeat > 24 && klabs(p->GetActor()->s.z- chz.actor->s.z) < (84<<8) )
|
||||
if(badguy(chz.actor) && chz.actor->s.xrepeat > 24 && abs(p->GetActor()->s.z- chz.actor->s.z) < (84<<8) )
|
||||
{
|
||||
j = getangle(chz.actor->s.x-myx, chz.actor->s.y-myy);
|
||||
myxvel -= bcos(j, 4);
|
||||
|
@ -194,7 +194,7 @@ void fakedomovethings(void)
|
|||
{
|
||||
if(p->on_warping_sector == 0)
|
||||
{
|
||||
if( klabs(myz-fz) > (gs.playerheight>>1))
|
||||
if( abs(myz-fz) > (gs.playerheight>>1))
|
||||
myz += 348;
|
||||
}
|
||||
clipmove(&myx,&myy,&myz,&mycursectnum,0,0,164L,(4L<<8),(4L<<8),CLIPMASK0);
|
||||
|
@ -320,7 +320,7 @@ void fakedomovethings(void)
|
|||
//Smooth on the ground
|
||||
|
||||
k = ((fz-(i<<8))-myz)>>1;
|
||||
if( klabs(k) < 256 ) k = 0;
|
||||
if( abs(k) < 256 ) k = 0;
|
||||
myz += k; // ((fz-(i<<8))-myz)>>1;
|
||||
myzvel -= 768; // 412;
|
||||
if(myzvel < 0) myzvel = 0;
|
||||
|
|
|
@ -977,7 +977,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
|
|||
hy = hitinfo.pos.y - (*ny);
|
||||
|
||||
// If something is in the way, make pp->camera_dist lower if necessary
|
||||
if (klabs(vx) + klabs(vy) > klabs(hx) + klabs(hy))
|
||||
if (abs(vx) + abs(vy) > abs(hx) + abs(hy))
|
||||
{
|
||||
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
||||
{
|
||||
|
@ -987,7 +987,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
|
|||
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
||||
|
||||
i = vx * bsin(daang) + vy * -bcos(daang);
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= MulScale(vx, i, 28);
|
||||
else
|
||||
hy -= MulScale(vy, i, 28);
|
||||
|
@ -996,7 +996,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
|
|||
{
|
||||
*vsect = hitinfo.sect;
|
||||
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= (vx >> 5);
|
||||
else
|
||||
hy -= (vy >> 5);
|
||||
|
@ -1022,7 +1022,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
|
|||
daang = NORM_ANGLE(sp->ang-512);
|
||||
|
||||
i = vx * bsin(daang) + vy * -bcos(daang);
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= MulScale(vx, i, 28);
|
||||
else
|
||||
hy -= MulScale(vy, i, 28);
|
||||
|
@ -1030,7 +1030,7 @@ BackView(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q16hor
|
|||
|
||||
}
|
||||
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
i = IntToFixed(hx) / vx;
|
||||
else
|
||||
i = IntToFixed(hy) / vy;
|
||||
|
@ -1099,7 +1099,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
|
|||
hy = hitinfo.pos.y - (*ny);
|
||||
|
||||
// If something is in the way, make pp->circle_camera_dist lower if necessary
|
||||
if (klabs(vx) + klabs(vy) > klabs(hx) + klabs(hy))
|
||||
if (abs(vx) + abs(vy) > abs(hx) + abs(hy))
|
||||
{
|
||||
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
||||
{
|
||||
|
@ -1109,7 +1109,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
|
|||
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
||||
|
||||
i = vx * bsin(daang) + vy * -bcos(daang);
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= MulScale(vx, i, 28);
|
||||
else
|
||||
hy -= MulScale(vy, i, 28);
|
||||
|
@ -1118,7 +1118,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
|
|||
{
|
||||
*vsect = hitinfo.sect;
|
||||
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
hx -= (vx >> 5);
|
||||
else
|
||||
hy -= (vy >> 5);
|
||||
|
@ -1140,7 +1140,7 @@ CircleCamera(int *nx, int *ny, int *nz, short *vsect, binangle *nang, fixed_t q1
|
|||
}
|
||||
}
|
||||
|
||||
if (klabs(vx) > klabs(vy))
|
||||
if (abs(vx) > abs(vy))
|
||||
i = IntToFixed(hx) / vx;
|
||||
else
|
||||
i = IntToFixed(hy) / vy;
|
||||
|
|
|
@ -495,8 +495,8 @@ JS_ProcessEchoSpot()
|
|||
|
||||
tp = &sprite[i];
|
||||
|
||||
j = klabs(tp->x - pp->posx);
|
||||
j += klabs(tp->y - pp->posy);
|
||||
j = abs(tp->x - pp->posx);
|
||||
j += abs(tp->y - pp->posy);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
|
||||
|
@ -569,8 +569,8 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
|
||||
if (bIsWallMirror)
|
||||
{
|
||||
j = klabs(wall[mirror[cnt].mirrorwall].x - tx);
|
||||
j += klabs(wall[mirror[cnt].mirrorwall].y - ty);
|
||||
j = abs(wall[mirror[cnt].mirrorwall].x - tx);
|
||||
j += abs(wall[mirror[cnt].mirrorwall].y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -580,8 +580,8 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
|
||||
tp = &sprite[mirror[cnt].camsprite];
|
||||
|
||||
j = klabs(tp->x - tx);
|
||||
j += klabs(tp->y - ty);
|
||||
j = abs(tp->x - tx);
|
||||
j += abs(tp->y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -607,8 +607,8 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
midy = (wall[w].y + wall[wall[w].point2].y) / 2;
|
||||
|
||||
// Finish finding offsets
|
||||
tdx = klabs(midx - tx);
|
||||
tdy = klabs(midy - ty);
|
||||
tdx = abs(midx - tx);
|
||||
tdy = abs(midy - ty);
|
||||
|
||||
if (midx >= tx)
|
||||
dx = sp->x - tdx;
|
||||
|
@ -620,7 +620,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
else
|
||||
dy = sp->y + tdy;
|
||||
|
||||
tdz = klabs(tz - sp->z);
|
||||
tdz = abs(tz - sp->z);
|
||||
if (tz >= sp->z)
|
||||
dz = sp->z + tdz;
|
||||
else
|
||||
|
@ -657,7 +657,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) + oscilation_delta));
|
||||
|
||||
// TAG6 = Turn radius
|
||||
if (klabs(getincangle(sp->ang, SP_TAG5(sp))) >= SP_TAG6(sp))
|
||||
if (abs(getincangle(sp->ang, SP_TAG5(sp))) >= SP_TAG6(sp))
|
||||
{
|
||||
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) - oscilation_delta));
|
||||
RESET_BOOL3(sp); // Reverse turn
|
||||
|
@ -670,7 +670,7 @@ void JS_DrawCameras(PLAYERp pp, int tx, int ty, int tz)
|
|||
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) - oscilation_delta));
|
||||
|
||||
// TAG6 = Turn radius
|
||||
if (klabs(getincangle(sp->ang, SP_TAG5(sp))) >= SP_TAG6(sp))
|
||||
if (abs(getincangle(sp->ang, SP_TAG5(sp))) >= SP_TAG6(sp))
|
||||
{
|
||||
SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) + oscilation_delta));
|
||||
SET_BOOL3(sp); // Reverse turn
|
||||
|
@ -768,8 +768,8 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
if (bIsWallMirror)
|
||||
{
|
||||
j = klabs(wall[mirror[cnt].mirrorwall].x - tx);
|
||||
j += klabs(wall[mirror[cnt].mirrorwall].y - ty);
|
||||
j = abs(wall[mirror[cnt].mirrorwall].x - tx);
|
||||
j += abs(wall[mirror[cnt].mirrorwall].y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -779,8 +779,8 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
|
||||
tp = &sprite[mirror[cnt].camsprite];
|
||||
|
||||
j = klabs(tp->x - tx);
|
||||
j += klabs(tp->y - ty);
|
||||
j = abs(tp->x - tx);
|
||||
j += abs(tp->y - ty);
|
||||
if (j < dist)
|
||||
dist = j;
|
||||
}
|
||||
|
@ -807,8 +807,8 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
midy = (wall[w].y + wall[wall[w].point2].y) / 2;
|
||||
|
||||
// Finish finding offsets
|
||||
tdx = klabs(midx - tx);
|
||||
tdy = klabs(midy - ty);
|
||||
tdx = abs(midx - tx);
|
||||
tdy = abs(midy - ty);
|
||||
|
||||
if (midx >= tx)
|
||||
dx = sp->x - tdx;
|
||||
|
@ -820,7 +820,7 @@ void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed
|
|||
else
|
||||
dy = sp->y + tdy;
|
||||
|
||||
tdz = klabs(tz - sp->z);
|
||||
tdz = abs(tz - sp->z);
|
||||
if (tz >= sp->z)
|
||||
dz = sp->z + tdz;
|
||||
else
|
||||
|
|
|
@ -3070,7 +3070,7 @@ void initlava(void)
|
|||
|
||||
for (z = 0; z < LAVASIZ; z++)
|
||||
{
|
||||
lavainc[z] = klabs((((z ^ 17) >> 4) & 7) - 4) + 12;
|
||||
lavainc[z] = abs((((z ^ 17) >> 4) & 7) - 4) + 12;
|
||||
}
|
||||
|
||||
lavanumdrops = 0;
|
||||
|
|
|
@ -8899,7 +8899,7 @@ bool SlopeBounce(short SpriteNum, bool *hit_wall)
|
|||
l = (dax*dax) + (day*day) + (daz*daz);
|
||||
|
||||
// make sure divscale doesn't overflow
|
||||
if ((klabs(k)>>14) < l)
|
||||
if ((abs(k)>>14) < l)
|
||||
{
|
||||
k = DivScale(k, l, 17);
|
||||
u->xchange -= MulScale(dax, k, 16);
|
||||
|
|
Loading…
Reference in a new issue