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- added DavidPH's A_FaceTarget patch but modified it so that if a turn angle is set the MF_SHADOW flag is ignored.
SVN r2316 (trunk)
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parent
68fa08ca52
commit
942108f7ea
3 changed files with 45 additions and 9 deletions
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@ -2671,7 +2671,7 @@ void A_Chase(AActor *self)
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// A_FaceTarget
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//
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//=============================================================================
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void A_FaceTarget (AActor *self)
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void A_FaceTarget (AActor *self, angle_t max_turn)
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{
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if (!self->target)
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return;
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@ -2683,18 +2683,54 @@ void A_FaceTarget (AActor *self)
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}
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self->flags &= ~MF_AMBUSH;
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self->angle = R_PointToAngle2 (self->x, self->y,
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self->target->x, self->target->y);
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if (self->target->flags & MF_SHADOW)
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angle_t target_angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
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// It also means that there is no need to check for going past the target.
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if (max_turn && (max_turn < abs(self->angle - target_angle)))
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{
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if (self->angle > target_angle)
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{
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if (self->angle - target_angle < ANGLE_180)
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{
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self->angle -= max_turn;
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}
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else
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{
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self->angle += max_turn;
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}
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}
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else
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{
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if (target_angle - self->angle < ANGLE_180)
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{
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self->angle += max_turn;
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}
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else
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{
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self->angle -= max_turn;
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}
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}
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}
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else
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{
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self->angle = target_angle;
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}
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// This will never work well if the turn angle is limited.
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if (max_turn == 0 && (self->angle == target_angle) && self->target->flags & MF_SHADOW)
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{
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self->angle += pr_facetarget.Random2() << 21;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FaceTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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A_FaceTarget(self);
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ACTION_PARAM_START(1);
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ACTION_PARAM_ANGLE(max_turn, 0);
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A_FaceTarget(self, max_turn);
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}
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//===========================================================================
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@ -69,7 +69,7 @@ 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_FaceTarget (AActor *actor);
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void A_FaceTarget (AActor *actor, angle_t max_turn = 0);
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bool A_RaiseMobj (AActor *, fixed_t speed);
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bool A_SinkMobj (AActor *, fixed_t speed);
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@ -61,7 +61,7 @@ ACTOR Actor native //: Thinker
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action native A_XScream();
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action native A_Look();
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action native A_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_FaceTarget();
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action native A_FaceTarget(float max_turn = 0);
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action native A_PosAttack();
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action native A_Scream();
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action native A_SPosAttack();
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