diff --git a/source/blood/src/ai.cpp b/source/blood/src/ai.cpp index f97515e41..e2ee1764c 100644 --- a/source/blood/src/ai.cpp +++ b/source/blood/src/ai.cpp @@ -121,7 +121,7 @@ void aiNewState(spritetype *pSprite, XSPRITE *pXSprite, AISTATE *pAIState) pAIState->enterFunc(pSprite, pXSprite); } -bool isUmmune(spritetype* pSprite, int dmgType, int minScale) { +bool isImmune(spritetype* pSprite, int dmgType, int minScale) { if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) { if (pSprite->type >= kThingBase && pSprite->type < kThingMax) @@ -212,7 +212,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange) // It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like // in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as // i don't think it will broke something in game. - if (!VanillaMode() && Crusher && isUmmune(pSprite, pXSector->damageType, 16)) return true; + if (!VanillaMode() && Crusher && isImmune(pSprite, pXSector->damageType, 16)) return true; fallthrough__; case kDudeZombieButcher: case kDudeSpiderBrown: @@ -232,7 +232,7 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange) #ifdef NOONE_EXTENSIONS case kDudeModernCustom: case kDudeModernCustomBurning: - if ((Crusher && !nnExtIsUmmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false; + if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false; return true; fallthrough__; #endif diff --git a/source/blood/src/aiunicult.cpp b/source/blood/src/aiunicult.cpp index 319b85580..2027381e1 100644 --- a/source/blood/src/aiunicult.cpp +++ b/source/blood/src/aiunicult.cpp @@ -767,7 +767,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) { VectorScan(pSprite, 0, 0, Cos(pSprite->ang) >> 16, Sin(pSprite->ang) >> 16, gDudeSlope[pSprite->extra], dist, 1); if (pXSprite->target == gHitInfo.hitsprite) break; - bool immune = nnExtIsUmmune(pHSprite, gVectorData[curWeapon].dmgType); + bool immune = nnExtIsImmune(pHSprite, gVectorData[curWeapon].dmgType); if (!(pXHSprite != NULL && (!immune || (immune && pHSprite->statnum == kStatThing && pXHSprite->Vector)) && !pXHSprite->locked)) { if ((approxDist(gHitInfo.hitx - pSprite->x, gHitInfo.hity - pSprite->y) <= 1500 && !blck) @@ -853,7 +853,7 @@ static void thinkChase( spritetype* pSprite, XSPRITE* pXSprite ) { else if (hit == 3 && (failed = (pHSprite->statnum != kStatThing || pXHSprite == NULL || pXHSprite->locked)) == false) { // check also for damage resistance (all possible damages missile can use) for (int i = 0; i < kDmgMax; i++) { - if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsUmmune(pHSprite, i)) == false) + if (gMissileInfoExtra[curWeapon - kMissileBase].dmgType[i] && (failed = nnExtIsImmune(pHSprite, i)) == false) break; } } diff --git a/source/blood/src/nnexts.cpp b/source/blood/src/nnexts.cpp index 84e85d2ca..d6db55432 100644 --- a/source/blood/src/nnexts.cpp +++ b/source/blood/src/nnexts.cpp @@ -108,7 +108,7 @@ THINGINFO_EXTRA gThingInfoExtra[] = { // for actor.cpp //------------------------------------------------------------------------- -bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale) { +bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale) { if (dmgType >= kDmgFall && dmgType < kDmgMax && pSprite->extra >= 0 && xsprite[pSprite->extra].locked != 1) { if (pSprite->type >= kThingBase && pSprite->type < kThingMax) diff --git a/source/blood/src/nnexts.h b/source/blood/src/nnexts.h index ef7197b6f..6bf3672d2 100644 --- a/source/blood/src/nnexts.h +++ b/source/blood/src/nnexts.h @@ -162,7 +162,7 @@ extern short gPhysSpritesCount; bool nnExtEraseModernStuff(spritetype* pSprite, XSPRITE* pXSprite); void nnExtInitModernStuff(bool bSaveLoad); void nnExtProcessSuperSprites(void); -bool nnExtIsUmmune(spritetype* pSprite, int dmgType, int minScale = 16); +bool nnExtIsImmune(spritetype* pSprite, int dmgType, int minScale = 16); int nnExtRandom(int a, int b); // ------------------------------------------------------------------------- // spritetype* randomDropPickupObject(spritetype* pSprite, short prevItem);