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Hopefully finally fixed Lion AI. Should now attempt to go underground when shot
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parent
eb456e0dda
commit
fe24913d63
1 changed files with 20 additions and 14 deletions
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@ -142,9 +142,9 @@ void FuncLion(int a, int nDamage, int nRun)
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if (LionList[nLion].nHealth <= 0)
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{
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// R.I.P.
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sprite[nSprite].zvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].zvel = 0;
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LionList[nLion].nHealth = 0;
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sprite[nSprite].cstat &= 0xFEFE;
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@ -168,7 +168,7 @@ void FuncLion(int a, int nDamage, int nRun)
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}
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else
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{
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if (a >= 0)
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if ((a & 0xFFFF) >= 0)
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{
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short nTarget = a & 0xFFFF;
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@ -181,8 +181,8 @@ void FuncLion(int a, int nDamage, int nRun)
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if (RandomSize(8) <= (LionList[nLion].nHealth >> 2))
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{
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LionList[nLion].nAction = 4;
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sprite[nSprite].yvel = 0;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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else if (RandomSize(1))
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{
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@ -192,12 +192,17 @@ void FuncLion(int a, int nDamage, int nRun)
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sprite[nSprite].ang = (sprite[nSprite].ang - (RandomSize(1) << 8)) + (RandomSize(1) << 8);
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}
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else
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{
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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LionList[nLion].nAction = 8;
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sprite[nSprite].cstat &= 0xFEFE;
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}
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LionList[nLion]._b = 0;
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return;
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}
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}
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return;
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}
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}
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return;
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@ -314,7 +319,14 @@ void FuncLion(int a, int nDamage, int nRun)
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{
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if ((nVal & 0x3FFF) == nTarget)
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{
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if (sprite[nSprite].cstat != 0x8000)
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if (sprite[nSprite].cstat & 0x8000)
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{
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LionList[nLion].nAction = 9;
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sprite[nSprite].cstat &= 0x7FFF;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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else
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{
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int nAng = getangle(sprite[nTarget].x - sprite[nSprite].x, sprite[nTarget].y - sprite[nSprite].y);
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@ -323,13 +335,6 @@ void FuncLion(int a, int nDamage, int nRun)
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LionList[nLion].nAction = 3;
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}
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}
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else
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{
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LionList[nLion].nAction = 9;
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sprite[nSprite].cstat &= 0x7FFF;
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sprite[nSprite].xvel = 0;
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sprite[nSprite].yvel = 0;
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}
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LionList[nLion]._b = 0;
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break;
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@ -481,6 +486,7 @@ void FuncLion(int a, int nDamage, int nRun)
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sprite[nSprite].ang = (sprite[nSprite].ang + 256) & kAngleMask;
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sprite[nSprite].xvel = Sin(sprite[nSprite].ang + 512) >> 1;
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sprite[nSprite].yvel = Sin(sprite[nSprite].ang) >> 1;
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break;
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}
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}
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