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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter. SVN r2254 (trunk)
This commit is contained in:
parent
7f96531dc0
commit
1436f0a4fa
9 changed files with 64 additions and 41 deletions
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@ -788,8 +788,8 @@ CCMD(info)
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AActor *linetarget;
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if (CheckCheatmode () || players[consoleplayer].mo == NULL) return;
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE, &linetarget, 0,
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false, false, true);
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P_AimLineAttack(players[consoleplayer].mo,players[consoleplayer].mo->angle,MISSILERANGE,
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&linetarget, 0, ALF_CHECKNONSHOOTABLE|ALF_FORCENOSMART);
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if (linetarget)
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{
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Printf("Target=%s, Health=%d, Spawnhealth=%d\n",
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@ -923,3 +923,16 @@ CCMD(nextsecret)
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Printf("no next secret map!\n");
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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CCMD(currentpos)
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{
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AActor *mo = players[consoleplayer].mo;
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Printf("Current player position: (%1.3f,%1.3f,%1.3f), angle: %1.3f, floorheight: %1.3f, sector:%d, lightlevel: %d\n",
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FIXED2FLOAT(mo->x), FIXED2FLOAT(mo->y), FIXED2FLOAT(mo->z), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
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}
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@ -67,7 +67,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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for (i = 0; i < 3; i++)
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{
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angle = pmo->angle+i*(ANG45/16);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
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slope = P_AimLineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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@ -91,7 +91,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
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break;
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}
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angle = pmo->angle-i*(ANG45/16);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, false, true);
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slope = P_AimLineAttack (player->mo, angle, fixed_t(1.5*MELEERANGE), &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, fixed_t(1.5*MELEERANGE), slope, damage, NAME_Melee, PClass::FindClass ("CStaffPuff"));
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@ -46,7 +46,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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for (i = 0; i < 16; i++)
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{
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angle = pmo->angle + i*(ANG45/32);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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@ -59,7 +59,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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goto hammerdone;
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}
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angle = pmo->angle-i*(ANG45/32);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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if(linetarget)
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{
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P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true);
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@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
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}
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// didn't find any targets in meleerange, so set to throw out a hammer
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angle = pmo->angle;
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, false, true);
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slope = P_AimLineAttack (pmo, angle, HAMMER_RANGE, &linetarget, 0, ALF_CHECK3D);
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if (P_LineAttack (pmo, angle, HAMMER_RANGE, slope, damage, NAME_Melee, PClass::FindClass ("HammerPuff"), true) != NULL)
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{
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pmo->special1 = false;
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@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
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for (i = 0; i < 16; i++)
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{
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angle = self->angle+i*(ANG45/16);
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slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, false, true);
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slope = P_AimLineAttack (self, angle, MELEERANGE, &linetarget, 0, ALF_CHECK3D);
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if (linetarget)
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{
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P_DamageMobj (linetarget, self, self, damage, NAME_Ice);
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@ -9,7 +9,7 @@
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#include "thingdef/thingdef.h"
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*/
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bool Sys_1ed64 (AActor *self)
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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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{
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@ -23,7 +23,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
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if (self->target == NULL)
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return;
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if (Sys_1ed64 (self))
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if (CrusaderCheckRange (self))
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{
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A_FaceTarget (self);
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self->angle -= ANGLE_180/16;
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@ -2726,7 +2726,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
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self->target->x,
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self->target->y);
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self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, false, false, false, self->target);
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self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, self->target);
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if (linetarget == NULL)
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{
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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@ -407,7 +407,16 @@ void P_FindFloorCeiling (AActor *actor, bool onlymidtex = false);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, bool forcenosmart=false, bool check3d = false, bool checknonshootable = false, AActor *target=NULL);
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget = NULL, fixed_t vrange=0, int flags = 0, AActor *target=NULL);
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enum
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{
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ALF_FORCENOSMART = 1,
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ALF_CHECK3D = 2,
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ALF_CHECKNONSHOOTABLE = 4,
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ALF_CHECKCONVERSATION = 8,
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};
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, const PClass *pufftype, bool ismelee = false);
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AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance, int pitch, int damage, FName damageType, FName pufftype, bool ismelee = false);
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void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
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@ -2807,8 +2807,7 @@ struct aim_t
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AActor * linetarget;
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AActor * thing_friend, * thing_other;
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angle_t pitch_friend, pitch_other;
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bool notsmart;
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bool check3d;
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int flags;
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#ifdef _3DFLOORS
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sector_t * lastsector;
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secplane_t * lastfloorplane;
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@ -2819,7 +2818,7 @@ struct aim_t
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bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
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#endif
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void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool checknonshootable = false, AActor *target=NULL);
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void AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target=NULL);
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};
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@ -2936,7 +2935,7 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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//
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//============================================================================
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void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool checknonshootable, AActor *target)
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void aim_t::AimTraverse (fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target)
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{
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FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES|PT_ADDTHINGS);
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intercept_t *in;
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if (target != NULL && th != target)
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continue; // only care about target, and you're not it
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if (!checknonshootable) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags
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// If we want to start a conversation anything that has one should be
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// found, regardless of other settings.
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if (!(flags & ALF_CHECKCONVERSATION) || th->Conversation == NULL)
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{
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if (!(th->flags&MF_SHOOTABLE))
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continue; // corpse or something
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// check for physical attacks on a ghost
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if ((th->flags3 & MF3_GHOST) &&
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shootthing->player && // [RH] Be sure shootthing is a player
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shootthing->player->ReadyWeapon &&
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(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
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if (!(flags & ALF_CHECKNONSHOOTABLE)) // For info CCMD, ignore stuff about GHOST and SHOOTABLE flags
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{
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continue;
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if (!(th->flags&MF_SHOOTABLE))
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continue; // corpse or something
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// check for physical attacks on a ghost
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if ((th->flags3 & MF3_GHOST) &&
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shootthing->player && // [RH] Be sure shootthing is a player
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shootthing->player->ReadyWeapon &&
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(shootthing->player->ReadyWeapon->flags2 & MF2_THRUGHOST))
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{
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continue;
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}
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}
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}
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dist = FixedMul (attackrange, in->frac);
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thingpitch = thingtoppitch/2 + thingbottompitch/2;
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if (check3d)
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if (flags & ALF_CHECK3D)
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{
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// We need to do a 3D distance check here because this is nearly always used in
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// combination with P_LineAttack. P_LineAttack uses 3D distance but FPathTraverse
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}
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}
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if (sv_smartaim && !notsmart)
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if (sv_smartaim != 0 && !(flags & ALF_FORCENOSMART))
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{
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// try to be a little smarter about what to aim at!
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// In particular avoid autoaiming at friends amd barrels.
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aimpitch = thingpitch;
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return;
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}
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if (checknonshootable)
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{
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linetarget = th;
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aimpitch = thingpitch;
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}
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}
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}
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//
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//============================================================================
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange, bool forcenosmart, bool check3d, bool checknonshootable, AActor *target)
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fixed_t P_AimLineAttack (AActor *t1, angle_t angle, fixed_t distance, AActor **pLineTarget, fixed_t vrange,
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int flags, AActor *target)
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{
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fixed_t x2;
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fixed_t y2;
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aim_t aim;
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angle >>= ANGLETOFINESHIFT;
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aim.flags = flags;
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aim.shootthing = t1;
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aim.check3d = check3d;
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x2 = t1->x + (distance>>FRACBITS)*finecosine[angle];
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y2 = t1->y + (distance>>FRACBITS)*finesine[angle];
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}
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aim.toppitch = t1->pitch - vrange;
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aim.bottompitch = t1->pitch + vrange;
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aim.notsmart = forcenosmart;
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aim.attackrange = distance;
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aim.linetarget = NULL;
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}
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#endif
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aim.AimTraverse (t1->x, t1->y, x2, y2, checknonshootable, target);
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aim.AimTraverse (t1->x, t1->y, x2, y2, target);
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if (!aim.linetarget)
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{
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}
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}
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if (pLineTarget)
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{
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*pLineTarget = aim.linetarget;
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}
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return aim.linetarget ? aim.aimpitch : t1->pitch;
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}
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{
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AActor *linetarget;
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P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1*35, true);
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P_AimLineAttack(player, player->angle, TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
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if (linetarget == NULL)
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{
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P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, true);
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P_AimLineAttack(player, player->angle + (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
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if (linetarget == NULL)
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{
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P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, true);
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P_AimLineAttack(player, player->angle - (ANGLE_90 >> 4), TALKRANGE, &linetarget, ANGLE_1*35, ALF_FORCENOSMART|ALF_CHECKCONVERSATION);
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if (linetarget == NULL)
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{
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return false;
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@ -1206,7 +1206,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
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self->target->x,
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self->target->y);
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}
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self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, false, false, false, aim ? self->target : NULL);
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self->pitch = P_AimLineAttack (self, self->angle, MISSILERANGE, &linetarget, ANGLE_1*60, 0, aim ? self->target : NULL);
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if (linetarget == NULL && aim)
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{
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// We probably won't hit the target, but aim at it anyway so we don't look stupid.
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