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- merged SuggestMissileAttack back into P_CheckMissileRange.
This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
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2 changed files with 14 additions and 24 deletions
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@ -687,9 +687,6 @@ public:
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FDropItem *GetDropItems() const;
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// Return true if the monster should use a missile attack, false for melee
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bool SuggestMissileAttack (double dist);
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// Adjusts the angle for deflection/reflection of incoming missiles
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// Returns true if the missile should be allowed to explode anyway
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bool AdjustReflectionAngle (AActor *thing, DAngle &angle);
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@ -312,6 +312,7 @@ DEFINE_ACTION_FUNCTION(AActor, CheckMeleeRange)
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// P_CheckMissileRange
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//
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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{
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double dist;
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@ -360,34 +361,26 @@ bool P_CheckMissileRange (AActor *actor)
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if (actor->MeleeState == NULL)
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dist -= 128; // no melee attack, so fire more
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return actor->SuggestMissileAttack (dist);
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if (actor->maxtargetrange > 0 && dist > actor->maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (actor->MeleeState != nullptr && dist < actor->meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (actor->flags4 & MF4_MISSILEMORE) dist *= 0.5;
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if (actor->flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
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int mmc = int(actor->MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= min(int(dist), mmc);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckMissileRange)
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckMissileRange, P_CheckMissileRange)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_CheckMissileRange(self));
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}
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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// various Doom monsters by custom monsters
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if (maxtargetrange > 0 && dist > maxtargetrange)
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return false; // The Arch Vile's special behavior turned into a property
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist *= 0.5;
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if (flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
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int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (int(dist), mmc);
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}
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//=============================================================================
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//
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// P_HitFriend()
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