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- added A_FaceTracer/A_FaceMaster submission.
SVN r3161 (trunk)
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parent
4eaa7b1aaf
commit
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2 changed files with 45 additions and 10 deletions
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@ -2705,11 +2705,13 @@ void A_Chase(AActor *self)
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//=============================================================================
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//=============================================================================
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//
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//
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// A_FaceTarget
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// A_FaceTarget
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// A_FaceMaster
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// A_FaceTracer
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//
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//
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//=============================================================================
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//=============================================================================
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void A_FaceTarget (AActor *self, angle_t max_turn)
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void A_Face (AActor *self, AActor *other, angle_t max_turn)
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{
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{
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if (!self->target)
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if (!other)
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return;
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return;
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// [RH] Andy Baker's stealth monsters
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// [RH] Andy Baker's stealth monsters
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@ -2720,15 +2722,15 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
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self->flags &= ~MF_AMBUSH;
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self->flags &= ~MF_AMBUSH;
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angle_t target_angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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angle_t other_angle = R_PointToAngle2 (self->x, self->y, other->x, other->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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// 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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// It also means that there is no need to check for going past the other.
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if (max_turn && (max_turn < (angle_t)abs(self->angle - target_angle)))
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if (max_turn && (max_turn < (angle_t)abs(self->angle - other_angle)))
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{
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{
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if (self->angle > target_angle)
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if (self->angle > other_angle)
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{
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{
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if (self->angle - target_angle < ANGLE_180)
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if (self->angle - other_angle < ANGLE_180)
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{
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{
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self->angle -= max_turn;
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self->angle -= max_turn;
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}
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}
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@ -2739,7 +2741,7 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
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}
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}
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else
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else
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{
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{
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if (target_angle - self->angle < ANGLE_180)
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if (other_angle - self->angle < ANGLE_180)
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{
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{
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self->angle += max_turn;
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self->angle += max_turn;
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}
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}
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@ -2751,16 +2753,31 @@ void A_FaceTarget (AActor *self, angle_t max_turn)
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}
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}
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else
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else
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{
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{
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self->angle = target_angle;
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self->angle = other_angle;
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}
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}
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// This will never work well if the turn angle is limited.
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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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if (max_turn == 0 && (self->angle == other_angle) && other->flags & MF_SHADOW)
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{
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{
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self->angle += pr_facetarget.Random2() << 21;
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self->angle += pr_facetarget.Random2() << 21;
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}
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}
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}
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}
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void A_FaceTarget (AActor *self, angle_t max_turn)
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{
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A_Face(self, self->target, max_turn);
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}
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void A_FaceMaster (AActor *self, angle_t max_turn)
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{
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A_Face(self, self->master, max_turn);
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}
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void A_FaceTracer (AActor *self, angle_t max_turn)
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{
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A_Face(self, self->tracer, max_turn);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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{
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_START(1);
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@ -2769,6 +2786,22 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
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A_FaceTarget(self, max_turn);
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A_FaceTarget(self, max_turn);
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_ANGLE(max_turn, 0);
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A_FaceMaster(self, max_turn);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
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{
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ACTION_PARAM_START(1);
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ACTION_PARAM_ANGLE(max_turn, 0);
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A_FaceTracer(self, max_turn);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// [RH] A_MonsterRail
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// [RH] A_MonsterRail
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@ -66,6 +66,8 @@ ACTOR Actor native //: Thinker
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action native A_Look();
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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_Chase(state melee = "*", state missile = "none", int flags = 0);
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action native A_FaceTarget(float max_turn = 0);
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action native A_FaceTarget(float max_turn = 0);
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action native A_FaceTracer(float max_turn = 0);
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action native A_FaceMaster(float max_turn = 0);
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action native A_PosAttack();
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action native A_PosAttack();
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action native A_Scream();
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action native A_Scream();
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action native A_SPosAttack();
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action native A_SPosAttack();
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