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Added A_Wander Flags.
- WF_NORANDOMTURN and WF_DONTANGLE do the same as their CHF_ counterparts for A_Wander.
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4 changed files with 42 additions and 13 deletions
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@ -1799,7 +1799,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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}
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else
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{
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CALL_ACTION(A_Wander, self);
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A_Wander(self);
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}
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}
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else
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@ -1957,7 +1957,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
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}
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else
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{
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CALL_ACTION(A_Wander, self);
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A_Wander(self);
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}
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}
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}
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@ -2054,7 +2054,27 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearLastHeard)
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// A_Wander
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Wander)
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enum WFFlags
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{
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WF_NORANDOMTURN = 1,
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WF_DONTANGLE = 2,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Wander)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(flags, 0);
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A_Wander(self, flags);
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}
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// [MC] I had to move this out from within A_Wander in order to allow flags to
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// pass into it. That meant replacing the CALL_ACTION(A_Wander) functions with
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// just straight up defining A_Wander in order to compile. Looking around though,
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// actors from the games themselves just do a straight A_Chase call itself so
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// I saw no harm in it.
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void A_Wander(AActor *self, int flags)
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{
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// [RH] Strife probably clears this flag somewhere, but I couldn't find where.
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// This seems as good a place as any.
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@ -2073,28 +2093,30 @@ DEFINE_ACTION_FUNCTION(AActor, A_Wander)
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}
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// turn towards movement direction if not there yet
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if (self->movedir < DI_NODIR)
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if (!(flags & WF_DONTANGLE) && (self->movedir < DI_NODIR))
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{
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self->angle &= (angle_t)(7<<29);
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self->angle &= (angle_t)(7 << 29);
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int delta = self->angle - (self->movedir << 29);
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if (delta > 0)
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{
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self->angle -= ANG90/2;
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self->angle -= ANG90 / 2;
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}
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else if (delta < 0)
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{
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self->angle += ANG90/2;
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self->angle += ANG90 / 2;
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}
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}
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if (--self->movecount < 0 || !P_Move (self))
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if (self->movecount >= 0)
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self->movecount--;
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if ((!(flags & WF_NORANDOMTURN) && self->movecount < 0) || !P_Move(self))
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{
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P_RandomChaseDir (self);
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P_RandomChaseDir(self);
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self->movecount += 5;
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}
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}
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//==========================================================================
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//
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// A_Look2
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@ -2309,7 +2331,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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//CALL_ACTION(A_Look, actor);
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if (actor->target == NULL)
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{
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if (!dontmove) CALL_ACTION(A_Wander, actor);
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if (!dontmove) A_Wander(actor);
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actor->flags &= ~MF_INCHASE;
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return;
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}
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@ -61,7 +61,6 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdis
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void A_Unblock(AActor *self, bool drop);
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DECLARE_ACTION(A_Look)
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DECLARE_ACTION(A_Wander)
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DECLARE_ACTION(A_BossDeath)
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DECLARE_ACTION(A_Pain)
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DECLARE_ACTION(A_MonsterRail)
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@ -72,6 +71,7 @@ DECLARE_ACTION(A_FreezeDeathChunks)
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DECLARE_ACTION(A_BossDeath)
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void A_Chase(AActor *self);
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void A_Wander(AActor *self, int flags = 0);
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void A_FaceTarget(AActor *actor, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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void A_Face(AActor *self, AActor *other, angle_t max_turn = 0, angle_t max_pitch = ANGLE_270, angle_t ang_offset = 0, angle_t pitch_offset = 0, int flags = 0);
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@ -176,7 +176,7 @@ ACTOR Actor native //: Thinker
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action native A_SkullPop(class<Actor> skulltype = "BloodySkull");
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action native A_CheckPlayerDone();
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action native A_Wander();
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action native A_Wander(int flags = 0);
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action native A_Look2();
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action native A_TossGib();
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action native A_SentinelBob();
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@ -513,6 +513,13 @@ enum
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CBF_SETONPTR = 1 << 4, //Sets the pointer change on the actor doing the checking instead of self.
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};
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// Wander Flags
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enum
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{
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WF_NORANDOMTURN = 1,
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WF_DONTANGLE = 2,
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};
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// This is only here to provide one global variable for testing.
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native int testglobalvar;
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