mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-16 09:21:12 +00:00
63bc36e3c4
Manually copied from NBlood because the underlying code has changed too much already.
445 lines
17 KiB
C++
445 lines
17 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 "compat.h"
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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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XSPRITE* pXSprite = &actor->x();
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spritetype *pSprite = &actor->s();
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spritetype *pTarget = &sprite[pXSprite->target];
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(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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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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actFireVector(pSprite, 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_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
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if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
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pDudeExtraE->xval2++;
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else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
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{
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pDudeExtraE->xval2 = 0;
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pXSprite->goalAng += 256;
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POINT3D *pTarget = &baseSprite[pSprite->index];
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aiSetTarget(pXSprite, 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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int nSector = pPlayer->pSprite->sectnum;
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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, 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 && 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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}
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else if (nDist < pDudeInfo->hearDist)
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{
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aiSetTarget(pXSprite, x, y, z);
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aiActivateDude(&bloodActors[pXSprite->reference]);
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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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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, 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(pSprite, pXSprite, 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 pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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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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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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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(pSprite, pXSprite, 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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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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aiSetTarget(pXSprite, pXSprite->target);
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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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pXSprite->target = -1;
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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 pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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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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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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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(pSprite, pXSprite, 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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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 && 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 && 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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pXSprite->target = -1;
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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 (pXSprite->target == -1)
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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 (pXSprite->target == -1)
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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();
|
|
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() = 0x44444;
|
|
}
|
|
|
|
static void batMoveFly(DBloodActor* actor)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
auto pSprite = &actor->s();
|
|
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;
|
|
int nSector = pSprite->sectnum;
|
|
if (z - pXSprite->targetZ < 0x1000)
|
|
{
|
|
DUDEEXTRA_at6_u1 *pDudeExtraE = &gDudeExtra[pSprite->extra].at6.u1;
|
|
pDudeExtraE->xval3 = 0;
|
|
pSprite->flags = 0;
|
|
aiNewState(actor, &batIdle);
|
|
}
|
|
else
|
|
aiSetTarget(pXSprite, x, y, sector[nSector].ceilingz);
|
|
}
|
|
|
|
END_BLD_NS
|