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- formatting
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2f5be23171
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1 changed files with 63 additions and 27 deletions
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@ -7704,6 +7704,12 @@ bool aiPatrolMarkerReached(DBloodActor* actor)
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int findNextMarker(XSPRITE* pXMark, bool back) {
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XSPRITE* pXNext = NULL; int i;
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@ -7722,6 +7728,12 @@ int findNextMarker(XSPRITE* pXMark, bool back) {
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool markerIsNode(XSPRITE* pXMark, bool back) {
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XSPRITE* pXNext = NULL; int i; int cnt = 0;
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@ -7736,11 +7748,15 @@ bool markerIsNode(XSPRITE* pXMark, bool back) {
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if (++cnt > 1)
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolSetMarker(spritetype* pSprite, XSPRITE* pXSprite) {
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@ -7768,7 +7784,6 @@ void aiPatrolSetMarker(spritetype* pSprite, XSPRITE* pXSprite) {
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closest = dist;
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path = pNext->index;
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}
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}
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// set next marker
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@ -7839,12 +7854,17 @@ void aiPatrolSetMarker(spritetype* pSprite, XSPRITE* pXSprite) {
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolStop(spritetype* pSprite, int target, bool alarm)
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{
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auto actor = &bloodActors[pSprite->index];
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if (xspriRangeIsFine(pSprite->extra))
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{
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XSPRITE* pXSprite = &xsprite[pSprite->extra];
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pXSprite->data3 = 0; // reset spot progress
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pXSprite->unused1 &= ~kDudeFlagCrouch; // reset the crouch status
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@ -7870,22 +7890,25 @@ void aiPatrolStop(spritetype* pSprite, int target, bool alarm)
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else aiPatrolAlarmLite(pSprite, &xsprite[sprite[target].extra]);
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//}
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} else {
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}
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else
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{
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aiInitSprite(actor);
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aiSetTarget_(pXSprite, pXSprite->targetX, pXSprite->targetY, pXSprite->targetZ);
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}
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pXSprite->dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again
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}
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return;
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}
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void aiPatrolRandGoalAng(DBloodActor* actor) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolRandGoalAng(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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@ -7902,8 +7925,14 @@ void aiPatrolRandGoalAng(DBloodActor* actor) {
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pXSprite->goalAng = (pSprite->ang + goal) & 2047;
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}
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void aiPatrolTurn(DBloodActor* actor) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolTurn(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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@ -7913,8 +7942,14 @@ void aiPatrolTurn(DBloodActor* actor) {
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolMove(DBloodActor* actor) {
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void aiPatrolMove(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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@ -7923,7 +7958,8 @@ void aiPatrolMove(DBloodActor* actor) {
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int dudeIdx = pSprite->type - kDudeBase;
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switch (pSprite->type) {
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switch (pSprite->type)
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{
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case kDudeCultistShotgunProne: dudeIdx = kDudeCultistShotgun - kDudeBase; break;
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case kDudeCultistTommyProne: dudeIdx = kDudeCultistTommy - kDudeBase; break;
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}
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@ -7939,18 +7975,16 @@ void aiPatrolMove(DBloodActor* actor) {
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int vel = (pXSprite->unused1 & kDudeFlagCrouch) ? kMaxPatrolCrouchVelocity : kMaxPatrolVelocity;
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int goalAng = 341;
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if (pExtra->flying || spriteIsUnderwater(actor)) {
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if (pExtra->flying || spriteIsUnderwater(actor))
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{
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goalAng >>= 1;
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zvel[pSprite->index] = dz;
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if (pSprite->flags & kPhysGravity)
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pSprite->flags &= ~kPhysGravity;
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} else if (!pExtra->flying) {
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}
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else if (!pExtra->flying)
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{
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pSprite->flags |= kPhysGravity | kPhysFalling;
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}
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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@ -7967,18 +8001,15 @@ void aiPatrolMove(DBloodActor* actor) {
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if (gSpriteHit[pSprite->extra].hit.type == kHitSprite)
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{
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auto hitactor = gSpriteHit[pSprite->extra].hit.actor;
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hitactor->x().dodgeDir = -1;
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pXSprite->dodgeDir = 1;
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aiMoveDodge(hitactor);
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} else {
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}
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else
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{
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int frontSpeed = aiPatrolGetVelocity(pDudeInfo->frontSpeed, pXTarget->busyTime);
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xvel[pSprite->index] += MulScale(frontSpeed, Cos(pSprite->ang), 30);
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yvel[pSprite->index] += MulScale(frontSpeed, Sin(pSprite->ang), 30);
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}
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vel = MulScale(vel, approxDist(dx, dy) << 6, 16);
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@ -7987,6 +8018,11 @@ void aiPatrolMove(DBloodActor* actor) {
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return;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void aiPatrolAlarmLite(spritetype* pSprite, XSPRITE* pXTarget) {
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