mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- remaining floatification on aiThinkTarget
This commit is contained in:
parent
298d029d55
commit
fafb4cfc29
1 changed files with 8 additions and 8 deletions
|
@ -60,15 +60,15 @@ bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void aiPlay3DSound(DBloodActor* actor, int a2, AI_SFX_PRIORITY a3, int a4)
|
||||
void aiPlay3DSound(DBloodActor* actor, int soundid, AI_SFX_PRIORITY a3, int playchannel)
|
||||
{
|
||||
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
|
||||
if (a3 == AI_SFX_PRIORITY_0)
|
||||
sfxPlay3DSound(actor, a2, a4, 2);
|
||||
sfxPlay3DSound(actor, soundid, playchannel, 2);
|
||||
else if (a3 > pDudeExtra->prio || pDudeExtra->time <= PlayClock)
|
||||
{
|
||||
sfxKill3DSound(actor, -1, -1);
|
||||
sfxPlay3DSound(actor, a2, a4, 0);
|
||||
sfxPlay3DSound(actor, soundid, playchannel, 0);
|
||||
pDudeExtra->prio = a3;
|
||||
pDudeExtra->time = PlayClock + 120;
|
||||
}
|
||||
|
@ -1502,21 +1502,21 @@ void aiThinkTarget(DBloodActor* actor)
|
|||
auto dvec = ppos - actor->spr.pos.XY();
|
||||
auto pSector = pPlayer->actor->sector();
|
||||
|
||||
int nDist = approxDist(dvec);
|
||||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||||
double nDist = dvec.Length();
|
||||
if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->Heardist())
|
||||
continue;
|
||||
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
|
||||
if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
|
||||
continue;
|
||||
|
||||
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
DAngle nDeltaAngle = absangle(actor->spr.angle, VecToAngle(dvec));
|
||||
if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
|
||||
{
|
||||
aiSetTarget(actor, pPlayer->actor);
|
||||
aiActivateDude(actor);
|
||||
return;
|
||||
}
|
||||
else if (nDist < pDudeInfo->hearDist)
|
||||
else if (nDist < pDudeInfo->Heardist())
|
||||
{
|
||||
aiSetTarget(actor, ppos);
|
||||
aiActivateDude(actor);
|
||||
|
|
Loading…
Reference in a new issue