mirror of
https://github.com/DrBeef/Raze.git
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439 lines
15 KiB
C++
439 lines
15 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void batThinkTarget(DBloodActor*);
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static void batThinkSearch(DBloodActor*);
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static void batThinkGoto(DBloodActor*);
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static void batThinkPonder(DBloodActor*);
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static void batMoveDodgeUp(DBloodActor*);
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static void batMoveDodgeDown(DBloodActor*);
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static void batThinkChase(DBloodActor*);
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static void batMoveForward(DBloodActor*);
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static void batMoveSwoop(DBloodActor*);
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static void batMoveFly(DBloodActor*);
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static void batMoveToCeil(DBloodActor*);
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AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL };
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AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL };
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AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle };
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AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL };
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AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle };
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AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder };
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AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase };
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AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle };
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AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase };
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AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase };
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AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase };
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AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL };
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AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
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AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase };
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AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
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AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
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void batBiteSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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int dx = bcos(pSprite->ang);
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int dy = bsin(pSprite->ang);
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
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int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2;
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int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2;
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actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
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}
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static void batThinkTarget(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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pDudeExtraE->thinkTime = 0;
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pXSprite->goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
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aiNewState(actor, &batTurn);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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auto pSector = pPlayer->pSprite->sector();
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, pSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector()))
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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 && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void batThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->goalAng);
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batThinkTarget(actor);
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}
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static void batThinkGoto(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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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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static void batThinkPonder(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
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int height2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
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{
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aiSetTarget(actor, actor->GetTarget());
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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 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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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 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batDodgeDown);
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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 && 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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else
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aiNewState(actor, &batDodgeUp);
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return;
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}
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}
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aiNewState(actor, &batGoto);
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actor->SetTarget(nullptr);
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}
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static void batMoveDodgeUp(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = -0x52aaa;
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}
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static void batMoveDodgeDown(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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 (pXSprite->dodgeDir == 0)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = 0x44444;
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}
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static void batThinkChase(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &batGoto);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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int dx = pTarget->x - pSprite->x;
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int dy = pTarget->y - pSprite->y;
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &batSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
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// Should be dudeInfo[pTarget->type-kDudeBase]
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int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
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{
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
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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 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &batSwoop);
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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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}
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else
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{
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aiNewState(actor, &batFly);
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return;
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}
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}
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actor->SetTarget(nullptr);
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aiNewState(actor, &batHide);
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}
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static void batMoveForward(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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pSprite->ang = (pSprite->ang + 256) & 2047;
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int nDist = approxDist(dx, dy);
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if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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if (actor->GetTarget() == nullptr)
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t1 += nAccel;
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else
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t1 += nAccel >> 1;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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}
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static void batMoveSwoop(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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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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int nAccel = pDudeInfo->frontSpeed << 2;
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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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}
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int dx = pXSprite->targetX - pSprite->x;
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int dy = pXSprite->targetY - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x200)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel >> 1;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = 0x44444;
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}
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static void batMoveFly(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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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
|
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > 341)
|
|
{
|
|
pSprite->ang = (pSprite->ang + 512) & 2047;
|
|
return;
|
|
}
|
|
int dx = pXSprite->targetX - pSprite->x;
|
|
int dy = pXSprite->targetY - pSprite->y;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x4000) && nDist <= 0x200)
|
|
return;
|
|
int nCos = Cos(pSprite->ang);
|
|
int nSin = Sin(pSprite->ang);
|
|
int vx = actor->xvel;
|
|
int vy = actor->yvel;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
t1 += nAccel >> 1;
|
|
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
actor->zvel = -0x2d555;
|
|
}
|
|
|
|
void batMoveToCeil(DBloodActor* actor)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
auto pSprite = &actor->s();
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
int z = pSprite->z;
|
|
if (z - pXSprite->targetZ < 0x1000)
|
|
{
|
|
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
|
pDudeExtraE->thinkTime = 0;
|
|
pSprite->flags = 0;
|
|
aiNewState(actor, &batIdle);
|
|
}
|
|
else
|
|
aiSetTarget(actor, x, y, pSprite->sector()->ceilingz);
|
|
}
|
|
|
|
END_BLD_NS
|