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- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
This commit is contained in:
parent
1f34372abc
commit
1e2ce9a622
25 changed files with 1293 additions and 1286 deletions
2414
src/actor.h
2414
src/actor.h
File diff suppressed because it is too large
Load diff
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@ -37,7 +37,7 @@ bool DBot::Reachable (AActor *rtarget)
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sector_t *last_s = player->mo->Sector;
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fixed_t last_z = last_s->floorplane.ZatPoint (player->mo->x, player->mo->y);
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fixed_t estimated_dist = P_AproxDistance (player->mo->x - rtarget->x, player->mo->y - rtarget->y);
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fixed_t estimated_dist = player->mo->AproxDistance(rtarget);
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bool reachable = true;
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FPathTraverse it(player->mo->x+player->mo->velx, player->mo->y+player->mo->vely, rtarget->x, rtarget->y, PT_ADDLINES|PT_ADDTHINGS);
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@ -165,10 +165,8 @@ void DBot::Dofire (ticcmd_t *cmd)
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//MAKEME: Decrease the rocket suicides even more.
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no_fire = true;
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//angle = R_PointToAngle2(player->mo->x, player->mo->y, player->enemy->x, player->enemy->y);
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//Distance to enemy.
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dist = P_AproxDistance ((player->mo->x + player->mo->velx) - (enemy->x + enemy->velx),
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(player->mo->y + player->mo->vely) - (enemy->y + enemy->vely));
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dist = player->mo->AproxDistance(enemy, player->mo->velx - enemy->velx, player->mo->vely - enemy->vely);
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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@ -219,7 +217,7 @@ void DBot::Dofire (ticcmd_t *cmd)
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}
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// prediction aiming
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shootmissile:
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dist = P_AproxDistance (player->mo->x - enemy->x, player->mo->y - enemy->y);
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->x + enemy->velx*m*2, enemy->y + enemy->vely*m*2, enemy->z, 1);
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angle = R_PointToAngle2 (player->mo->x, player->mo->y, bglobal.body1->x, bglobal.body1->y);
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@ -331,8 +329,7 @@ AActor *DBot::Choose_Mate ()
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{
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if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
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{
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test = P_AproxDistance (client->mo->x - player->mo->x,
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client->mo->y - player->mo->y);
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test = client->mo->AproxDistance(player->mo);
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if (test < closest_dist)
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{
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@ -402,8 +399,7 @@ AActor *DBot::Find_enemy ()
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if (Check_LOS (client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
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//if(P_CheckSight(player->mo, players[count].mo))
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{
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temp = P_AproxDistance (client->mo->x - player->mo->x,
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client->mo->y - player->mo->y);
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temp = client->mo->AproxDistance(player->mo);
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//Too dark?
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if (temp > DARK_DIST &&
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@ -505,7 +501,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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actor = bglobal.body2;
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dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
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dist = actor->AproxDistance (enemy);
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if (dist < SAFE_SELF_MISDIST)
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return 0;
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//Predict.
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@ -347,7 +347,7 @@ void DBot::Pitch (AActor *target)
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double diff;
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diff = target->z - player->mo->z;
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aim = atan (diff / (double)P_AproxDistance (player->mo->x - target->x, player->mo->y - target->y));
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aim = atan(diff / (double)player->mo->AproxDistance(target));
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player->mo->pitch = -(int)(aim * ANGLE_180/M_PI);
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}
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@ -81,7 +81,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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int r;
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stuck = false;
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dist = dest ? P_AproxDistance(player->mo->x-dest->x, player->mo->y-dest->y) : 0;
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dist = dest ? player->mo->AproxDistance(dest) : 0;
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if (missile &&
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((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2)))
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@ -96,14 +96,14 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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player->mo->pitch += 80;
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//HOW TO MOVE:
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if (missile && (P_AproxDistance(player->mo->x-missile->x, player->mo->y-missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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{
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Pitch (missile);
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angle = R_PointToAngle2(player->mo->x, player->mo->y, missile->x, missile->y);
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
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cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
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if ((P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000)
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if ((player->mo->AproxDistance(oldx, oldy)<50000)
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&& t_strafe<=0)
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{
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t_strafe = 5;
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@ -156,7 +156,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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t_fight = AFTERTICS;
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if (t_strafe <= 0 &&
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(P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000
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(player->mo->AproxDistance(oldx, oldy)<50000
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|| ((pr_botmove()%30)==10))
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)
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{
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@ -168,7 +168,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
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if (player->ReadyWeapon == NULL ||
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P_AproxDistance(player->mo->x-enemy->x, player->mo->y-enemy->y) >
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player->mo->AproxDistance(enemy) >
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player->ReadyWeapon->MoveCombatDist)
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{
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// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
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@ -208,7 +208,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y);
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matedist = P_AproxDistance(player->mo->x - mate->x, player->mo->y - mate->y);
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matedist = player->mo->AproxDistance(mate);
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if (matedist > (FRIEND_DIST*2))
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cmd->ucmd.forwardmove = FORWARDRUN;
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else if (matedist > FRIEND_DIST)
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@ -36,7 +36,7 @@ void A_SkullAttack(AActor *self, fixed_t speed)
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an = self->angle >> ANGLETOFINESHIFT;
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self->velx = FixedMul (speed, finecosine[an]);
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self->vely = FixedMul (speed, finesine[an]);
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dist = P_AproxDistance (dest->x - self->x, dest->y - self->y);
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dist = self->AproxDistance (dest);
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dist = dist / speed;
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if (dist < 1)
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@ -102,10 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
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if (!(self->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER)))
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{
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// change slope
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dist = P_AproxDistance (dest->x - self->x,
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dest->y - self->y);
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dist = dist / self->Speed;
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dist = self->AproxDistance (dest) / self->Speed;
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if (dist < 1)
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dist = 1;
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@ -1479,8 +1479,7 @@ static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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if (!playeringame[i] || !players[i].mo || players[i].health <= 0)
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continue;
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distance = P_AproxDistance (players[i].mo->x - spot->x,
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players[i].mo->y - spot->y);
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distance = players[i].mo->AproxDistance (spot->x, spot->y);
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if (distance < closest)
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closest = distance;
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@ -91,8 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
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P_TraceBleed (newdam > 0 ? newdam : damage, target, self);
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return;
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}
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dist = P_AproxDistance (self->x-target->x, self->y-target->y)
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> 8*64*FRACUNIT;
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dist = self->AproxDistance (target) > 8*64*FRACUNIT;
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randAttack = pr_atk ();
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if (randAttack < atkResolve1[dist])
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{ // Ice ball
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@ -141,7 +141,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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{ // Must be monster, player, missile, touchy or vulnerable
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continue;
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}
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dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
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dist = self->AproxDistance (mo);
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if (dist > radius)
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{ // Out of range
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continue;
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@ -264,12 +264,11 @@ static void CHolyTailFollow (AActor *actor, fixed_t dist)
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{
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an = R_PointToAngle2(actor->x, actor->y, child->x,
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child->y)>>ANGLETOFINESHIFT;
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oldDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y);
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oldDistance = child->AproxDistance (actor);
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if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]),
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actor->y+FixedMul(dist, finesine[an]), true))
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{
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newDistance = P_AproxDistance (child->x-actor->x,
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child->y-actor->y)-FRACUNIT;
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newDistance = child->AproxDistance (actor)-FRACUNIT;
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if (oldDistance < FRACUNIT)
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{
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if (child->z < actor->z)
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@ -425,7 +424,7 @@ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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deltaZ = -15*FRACUNIT;
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}
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}
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = actor->AproxDistance (target);
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dist = dist / actor->Speed;
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if (dist < 1)
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{
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@ -59,22 +59,16 @@ static void DragonSeek (AActor *actor, angle_t thresh, angle_t turnMax)
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->velx = FixedMul (actor->Speed, finecosine[angle]);
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actor->vely = FixedMul (actor->Speed, finesine[angle]);
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dist = actor->AproxDistance (target) / actor->Speed;
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if (actor->z+actor->height < target->z ||
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target->z+target->height < actor->z)
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{
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dist = P_AproxDistance(target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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actor->velz = (target->z - actor->z)/dist;
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}
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else
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{
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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}
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if (target->flags&MF_SHOOTABLE && pr_dragonseek() < 64)
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{ // attack the destination mobj if it's attackable
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AActor *oldTarget;
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@ -158,7 +158,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
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{
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self->special2 = 0;
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self->velx = self->vely = 0;
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dist = P_AproxDistance (self->x - target->x, self->y - target->y);
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dist = self->AproxDistance (target);
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if (dist < FIREDEMON_ATTACK_RANGE)
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{
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if (pr_firedemonchase() < 30)
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@ -37,7 +37,7 @@ bool AArtiHealingRadius::Use (bool pickup)
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if (playeringame[i] &&
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players[i].mo != NULL &&
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players[i].mo->health > 0 &&
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P_AproxDistance (players[i].mo->x - Owner->x, players[i].mo->y - Owner->y) <= HEAL_RADIUS_DIST)
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players[i].mo->AproxDistance (Owner) <= HEAL_RADIUS_DIST)
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{
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// Q: Is it worth it to make this selectable as a player property?
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// A: Probably not - but it sure doesn't hurt.
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@ -665,8 +665,7 @@ void A_SorcOffense2(AActor *actor)
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if (mo)
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{
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mo->special2 = 35*5/2; // 5 seconds
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dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y);
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dist = dist/mo->Speed;
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dist = mo->AproxDistance(dest) / mo->Speed;
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if(dist < 1) dist = 1;
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mo->velz = (dest->z - mo->z) / dist;
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}
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@ -388,8 +388,7 @@ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
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deltaZ = -15*FRACUNIT;
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}
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}
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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dist = actor->AproxDistance (target) / actor->Speed;
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if (dist < 1)
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{
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dist = 1;
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@ -495,8 +494,7 @@ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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an >>= ANGLETOFINESHIFT;
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th->velx = FixedMul (th->Speed, finecosine[an]);
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th->vely = FixedMul (th->Speed, finesine[an]);
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dist = P_AproxDistance (dest->x - x, dest->y - y);
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dist = dist/th->Speed;
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dist = dest->AproxDistance (x, y, source) / th->Speed;
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if (dist < 1)
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{
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dist = 1;
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@ -185,7 +185,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
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{
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S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM);
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}
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dist = P_AproxDistance (self->x-target->x, self->y-target->y);
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dist = self->AproxDistance (target);
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if (target->z+target->height > self->z
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&& target->z+target->height < self->z+self->height
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&& dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT)
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@ -489,7 +489,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
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mo = player->mo;
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if (mo == master) continue;
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if (mo->health <= 0) continue;
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dist = P_AproxDistance(self->x - mo->x, self->y - mo->y);
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dist = self->AproxDistance(mo);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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self->target = mo;
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break;
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@ -514,7 +514,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
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if (!(mo->flags3 & MF3_ISMONSTER)) continue;
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if (mo->health <= 0) continue;
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if (!(mo->flags & MF_SHOOTABLE)) continue;
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dist = P_AproxDistance (self->x - mo->x, self->y - mo->y);
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dist = self->AproxDistance(mo);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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if ((mo == master) || (mo == self)) continue;
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if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue;
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@ -129,7 +129,7 @@ void DEarthquake::Tick ()
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AActor *victim = players[i].mo;
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fixed_t dist;
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dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
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dist = m_Spot->AproxDistance (victim, true);
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// Check if in damage radius
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if (dist < m_DamageRadius && victim->z <= victim->floorz)
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{
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@ -242,8 +242,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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{
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if (quake->m_Spot != NULL)
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{
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fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
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victim->y - quake->m_Spot->y);
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fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
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if (dist < quake->m_TremorRadius)
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{
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++count;
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@ -158,7 +158,7 @@ struct FSpotList
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while (true)
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{
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distance = P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y);
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distance = Spots[i]->AproxDistance(x, y);
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if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break;
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@ -11,9 +11,9 @@
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static bool CrusaderCheckRange (AActor *self)
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{
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if (P_CheckSight (self, self->target) && self->reactiontime == 0)
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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return self->AproxDistance (self->target) < 264*FRACUNIT;
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}
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return false;
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}
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@ -20,7 +20,7 @@ bool InquisitorCheckDistance (AActor *self)
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{
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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return self->AproxDistance (self->target) < 264*FRACUNIT;
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}
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return false;
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}
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@ -85,7 +85,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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speed = self->Speed * 2/3;
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self->velx += FixedMul (speed, finecosine[an]);
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self->vely += FixedMul (speed, finesine[an]);
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dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y);
|
||||
dist = self->AproxDistance (self->target);
|
||||
dist /= speed;
|
||||
if (dist < 1)
|
||||
{
|
||||
|
|
|
@ -138,7 +138,7 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
|
|||
for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
|
||||
{
|
||||
if (actor != soundtarget && (!splash || !(actor->flags4 & MF4_NOSPLASHALERT)) &&
|
||||
(!maxdist || (P_AproxDistance(actor->x - emitter->x, actor->y - emitter->y) <= maxdist)))
|
||||
(!maxdist || (actor->AproxDistance(emitter) <= maxdist)))
|
||||
{
|
||||
actor->LastHeard = soundtarget;
|
||||
}
|
||||
|
@ -231,7 +231,7 @@ bool AActor::CheckMeleeRange ()
|
|||
if (!pl)
|
||||
return false;
|
||||
|
||||
dist = P_AproxDistance (pl->x - x, pl->y - y);
|
||||
dist = AproxDistance (pl);
|
||||
|
||||
if (dist >= meleerange + pl->radius)
|
||||
return false;
|
||||
|
@ -275,7 +275,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
|
|||
return false;
|
||||
}
|
||||
mo = actor->target;
|
||||
dist = P_AproxDistance (mo->x-actor->x, mo->y-actor->y);
|
||||
dist = mo->AproxDistance (actor);
|
||||
if (dist >= MELEERANGE*2 || dist < MELEERANGE-20*FRACUNIT + mo->radius)
|
||||
{
|
||||
return false;
|
||||
|
@ -348,8 +348,7 @@ bool P_CheckMissileRange (AActor *actor)
|
|||
|
||||
// OPTIMIZE: get this from a global checksight
|
||||
// [RH] What?
|
||||
dist = P_AproxDistance (actor->x-actor->target->x,
|
||||
actor->y-actor->target->y) - 64*FRACUNIT;
|
||||
dist = actor->AproxDistance (actor->target) - 64*FRACUNIT;
|
||||
|
||||
if (actor->MeleeState == NULL)
|
||||
dist -= 128*FRACUNIT; // no melee attack, so fire more
|
||||
|
@ -394,7 +393,7 @@ bool P_HitFriend(AActor * self)
|
|||
if (self->flags&MF_FRIENDLY && self->target != NULL)
|
||||
{
|
||||
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
|
||||
fixed_t dist = P_AproxDistance (self->x - self->target->x, self->y - self->target->y);
|
||||
fixed_t dist = self->AproxDistance (self->target);
|
||||
P_AimLineAttack (self, angle, dist, &linetarget, 0, true);
|
||||
if (linetarget != NULL && linetarget != self->target)
|
||||
{
|
||||
|
@ -450,7 +449,7 @@ bool P_Move (AActor *actor)
|
|||
|
||||
if ((actor->flags6 & MF6_JUMPDOWN) && target &&
|
||||
!(target->IsFriend(actor)) &&
|
||||
P_AproxDistance(actor->x - target->x, actor->y - target->y) < FRACUNIT*144 &&
|
||||
actor->AproxDistance(target) < FRACUNIT*144 &&
|
||||
pr_dropoff() < 235)
|
||||
{
|
||||
dropoff = 2;
|
||||
|
@ -933,7 +932,7 @@ void P_NewChaseDir(AActor * actor)
|
|||
if (actor->flags3 & MF3_AVOIDMELEE)
|
||||
{
|
||||
bool ismeleeattacker = false;
|
||||
fixed_t dist = P_AproxDistance(actor->x-target->x, actor->y-target->y);
|
||||
fixed_t dist = actor->AproxDistance(target);
|
||||
if (target->player == NULL)
|
||||
{
|
||||
ismeleeattacker = (target->MissileState == NULL && dist < (target->meleerange + target->radius)*2);
|
||||
|
@ -1151,7 +1150,7 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
|
|||
fov = allaround ? 0 : ANGLE_180;
|
||||
}
|
||||
|
||||
fixed_t dist = P_AproxDistance (other->x - lookee->x, other->y - lookee->y);
|
||||
fixed_t dist = lookee->AproxDistance (other);
|
||||
|
||||
if (maxdist && dist > maxdist)
|
||||
return false; // [KS] too far
|
||||
|
@ -1202,8 +1201,7 @@ bool P_LookForMonsters (AActor *actor)
|
|||
{ // Not a valid monster
|
||||
continue;
|
||||
}
|
||||
if (P_AproxDistance (actor->x-mo->x, actor->y-mo->y)
|
||||
> MONS_LOOK_RANGE)
|
||||
if (mo->AproxDistance (actor) > MONS_LOOK_RANGE)
|
||||
{ // Out of range
|
||||
continue;
|
||||
}
|
||||
|
@ -1703,10 +1701,8 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
|
|||
if ((player->mo->flags & MF_SHADOW && !(i_compatflags & COMPATF_INVISIBILITY)) ||
|
||||
player->mo->flags3 & MF3_GHOST)
|
||||
{
|
||||
if ((P_AproxDistance (player->mo->x - actor->x,
|
||||
player->mo->y - actor->y) > 2*MELEERANGE)
|
||||
&& P_AproxDistance (player->mo->velx, player->mo->vely)
|
||||
< 5*FRACUNIT)
|
||||
if ((player->mo->AproxDistance (actor) > 2*MELEERANGE)
|
||||
&& P_AproxDistance (player->mo->velx, player->mo->vely) < 5*FRACUNIT)
|
||||
{ // Player is sneaking - can't detect
|
||||
continue;
|
||||
}
|
||||
|
@ -1903,8 +1899,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
|
|||
}
|
||||
else
|
||||
{
|
||||
dist = P_AproxDistance (targ->x - self->x,
|
||||
targ->y - self->y);
|
||||
dist = self->AproxDistance (targ);
|
||||
|
||||
// [KS] If the target is too far away, don't respond to the sound.
|
||||
if (maxheardist && dist > maxheardist)
|
||||
|
@ -1975,8 +1970,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
|
|||
{
|
||||
if (self->flags & MF_AMBUSH)
|
||||
{
|
||||
dist = P_AproxDistance (self->target->x - self->x,
|
||||
self->target->y - self->y);
|
||||
dist = self->AproxDistance (self->target);
|
||||
if (P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING) &&
|
||||
(!minseedist || dist > minseedist) &&
|
||||
(!maxseedist || dist < maxseedist))
|
||||
|
@ -2390,7 +2384,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
|
|||
actor->FastChaseStrafeCount = 0;
|
||||
actor->velx = 0;
|
||||
actor->vely = 0;
|
||||
fixed_t dist = P_AproxDistance (actor->x - actor->target->x, actor->y - actor->target->y);
|
||||
fixed_t dist = actor->AproxDistance (actor->target);
|
||||
if (dist < CLASS_BOSS_STRAFE_RANGE)
|
||||
{
|
||||
if (pr_chase() < 100)
|
||||
|
|
|
@ -1075,8 +1075,8 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
|||
abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius))
|
||||
|
||||
{
|
||||
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
|
||||
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
|
||||
fixed_t newdist = thing->AproxDistance(tm.x, tm.y, tm.thing);
|
||||
fixed_t olddist = thing->AproxDistance(tm.thing);
|
||||
|
||||
if (newdist > olddist)
|
||||
{
|
||||
|
@ -1754,7 +1754,7 @@ void P_FakeZMovement(AActor *mo)
|
|||
{ // float down towards target if too close
|
||||
if (!(mo->flags & MF_SKULLFLY) && !(mo->flags & MF_INFLOAT))
|
||||
{
|
||||
fixed_t dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
|
||||
fixed_t dist = mo->AproxDistance(mo->target);
|
||||
fixed_t delta = (mo->target->z + (mo->height >> 1)) - mo->z;
|
||||
if (delta < 0 && dist < -(delta * 3))
|
||||
mo->z -= mo->FloatSpeed;
|
||||
|
|
|
@ -1669,8 +1669,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
|
|||
if (actor->z + actor->height < target->z ||
|
||||
target->z + target->height < actor->z)
|
||||
{ // Need to seek vertically
|
||||
dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
|
||||
dist = dist / speed;
|
||||
dist = actor->AproxDistance (target) / speed;
|
||||
if (dist < 1)
|
||||
{
|
||||
dist = 1;
|
||||
|
@ -2380,7 +2379,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
|
|||
{ // float down towards target if too close
|
||||
if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
|
||||
{
|
||||
dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
|
||||
dist = mo->AproxDistance (mo->target);
|
||||
delta = (mo->target->z + (mo->height>>1)) - mo->z;
|
||||
if (delta < 0 && dist < -(delta*3))
|
||||
mo->z -= mo->FloatSpeed;
|
||||
|
@ -3392,7 +3391,7 @@ void AActor::Tick ()
|
|||
if (health > 0
|
||||
&& !players[i].Bot->enemy
|
||||
&& player ? !IsTeammate (players[i].mo) : true
|
||||
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
|
||||
&& AproxDistance (players[i].mo) < MAX_MONSTER_TARGET_DIST
|
||||
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
|
||||
{ //Probably a monster, so go kill it.
|
||||
players[i].Bot->enemy = this;
|
||||
|
@ -5788,7 +5787,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
|
|||
th->velx = FixedMul (th->Speed, finecosine[an]);
|
||||
th->vely = FixedMul (th->Speed, finesine[an]);
|
||||
|
||||
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
||||
dist = source->AproxDistance (dest);
|
||||
if (th->Speed) dist = dist / th->Speed;
|
||||
|
||||
if (dist < 1)
|
||||
|
@ -5849,7 +5848,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
|
|||
{
|
||||
an += pr_spawnmissile.Random2() << 20;
|
||||
}
|
||||
dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
|
||||
dist = source->AproxDistance (dest);
|
||||
speed = GetDefaultSpeed (type);
|
||||
dist /= speed;
|
||||
velz = dist != 0 ? (dest->z - source->z)/dist : speed;
|
||||
|
|
|
@ -2225,7 +2225,7 @@ void DPusher::Tick ()
|
|||
{
|
||||
int sx = m_X;
|
||||
int sy = m_Y;
|
||||
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
|
||||
int dist = thing->AproxDistance (sx, sy);
|
||||
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
|
||||
|
||||
// If speed <= 0, you're outside the effective radius. You also have
|
||||
|
|
|
@ -670,7 +670,7 @@ void DoJumpIfCloser(AActor *target, DECLARE_PARAMINFO)
|
|||
// No target - no jump
|
||||
if (!target)
|
||||
return;
|
||||
if (P_AproxDistance(self->x-target->x, self->y-target->y) < dist &&
|
||||
if (self->AproxDistance(target) < dist &&
|
||||
(noz ||
|
||||
((self->z > target->z && self->z - (target->z + target->height) < dist) ||
|
||||
(self->z <= target->z && target->z - (self->z + self->height) < dist))))
|
||||
|
@ -3342,8 +3342,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
|
||||
if (target)
|
||||
{
|
||||
FVector2 xyvec(target->x - x1, target->y - y1);
|
||||
fixed_t distance = P_AproxDistance((fixed_t)xyvec.Length(), target->z - z1);
|
||||
fixed_t xydist = self->Distance2D(target);
|
||||
fixed_t distance = P_AproxDistance(xydist, target->z - z1);
|
||||
|
||||
if (range && !(flags & CLOFF_CHECKPARTIAL))
|
||||
{
|
||||
|
@ -3372,11 +3372,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
|
|||
}
|
||||
else if (flags & CLOFF_AIM_VERT_NOOFFSET)
|
||||
{
|
||||
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + offsetheight + target->height / 2);
|
||||
pitch += R_PointToAngle2 (0,0, xydist, target->z - z1 + offsetheight + target->height / 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
pitch += R_PointToAngle2 (0,0, (fixed_t)xyvec.Length(), target->z - z1 + target->height / 2);
|
||||
pitch += R_PointToAngle2 (0,0, xydist, target->z - z1 + target->height / 2);
|
||||
}
|
||||
}
|
||||
else if (flags & CLOFF_ALLOWNULL)
|
||||
|
@ -3546,8 +3546,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
// [FDARI] If actors share team, don't jump
|
||||
if ((flags & JLOSF_ALLYNOJUMP) && self->IsFriend(target)) return;
|
||||
|
||||
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
|
||||
distance = P_AproxDistance(distance, target->z - self->z);
|
||||
fixed_t distance = self->AproxDistance3D(target);
|
||||
|
||||
if (dist_max && (distance > dist_max)) return;
|
||||
|
||||
|
@ -3635,8 +3634,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
|
|||
|
||||
if ((flags & JLOSF_DEADNOJUMP) && (target->health <= 0)) return;
|
||||
|
||||
fixed_t distance = P_AproxDistance(target->x - self->x, target->y - self->y);
|
||||
distance = P_AproxDistance(distance, target->z - self->z);
|
||||
fixed_t distance = self->AproxDistance3D(target);
|
||||
|
||||
if (dist_max && (distance > dist_max)) return;
|
||||
|
||||
|
@ -5950,7 +5948,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
|
|||
continue;
|
||||
|
||||
//Make sure it's in range and respect the desire for Z or not.
|
||||
if (P_AproxDistance(ref->x - mo->x, ref->y - mo->y) < distance &&
|
||||
if (ref->AproxDistance(mo) < distance &&
|
||||
((flags & CPXF_NOZ) ||
|
||||
((ref->z > mo->z && ref->z - (mo->z + mo->height) < distance) ||
|
||||
(ref->z <= mo->z && mo->z - (ref->z + ref->height) < distance))))
|
||||
|
|
Loading…
Reference in a new issue