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Fixes an issue with enemies waking up when using security cameras
git-svn-id: https://svn.eduke32.com/eduke32@5932 1a8010ca-5511-0410-912e-c29ae57300e0
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d9f3d4410c
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1 changed files with 14 additions and 14 deletions
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@ -886,26 +886,26 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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while (spriteNum >= 0)
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{
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int const nextSprite = nextspritestat[spriteNum];
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int32_t playerDist;
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spritetype *const pSprite = &sprite[spriteNum];
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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int const nextSprite = nextspritestat[spriteNum];
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int32_t playerDist;
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spritetype *const pSprite = &sprite[spriteNum];
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int const playerNum = A_FindPlayer(pSprite, &playerDist);
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DukePlayer_t *const pPlayer = g_player[playerNum].ps;
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if (sprite[g_player[playerNum].ps->i].extra > 0)
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if (sprite[pPlayer->i].extra > 0)
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{
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if (playerDist < 30000)
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{
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actor[spriteNum].timetosleep++;
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if (actor[spriteNum].timetosleep >= (playerDist>>8))
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{
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if (A_CheckEnemySprite(pSprite))
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if (pPlayer->newowner == -1 && A_CheckEnemySprite(pSprite))
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{
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vec3_t const p = { g_player[playerNum].ps->pos.x + 64 - (krand() & 127),
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g_player[playerNum].ps->pos.y + 64 - (krand() & 127),
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g_player[playerNum].ps->pos.z - (krand() % ZOFFSET5)
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};
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vec3_t const p = { pPlayer->pos.x + 64 - (krand() & 127),
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pPlayer->pos.y + 64 - (krand() & 127),
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pPlayer->pos.z - (krand() % ZOFFSET5) };
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int16_t pSectnum = g_player[playerNum].ps->cursectnum;
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int16_t pSectnum = pPlayer->cursectnum;
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updatesector(p.x, p.y, &pSectnum);
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@ -932,8 +932,8 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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j = cansee(s.x, s.y, s.z, sectNum, p.x, p.y, p.z, pSectnum);
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}
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else
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j = cansee(pSprite->x, pSprite->y, pSprite->z - ((krand() & 31) << 8), pSprite->sectnum, g_player[playerNum].ps->pos.x,
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g_player[playerNum].ps->pos.y, g_player[playerNum].ps->pos.z - ((krand() & 31) << 8), g_player[playerNum].ps->cursectnum);
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j = cansee(pSprite->x, pSprite->y, pSprite->z - ((krand() & 31) << 8), pSprite->sectnum, pPlayer->opos.x,
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pPlayer->opos.y, pPlayer->opos.z - ((krand() & 31) << 8), pPlayer->cursectnum);
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if (j)
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{
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@ -953,7 +953,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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case NUKEBARRELDENTED__STATIC:
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case NUKEBARRELLEAKED__STATIC:
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case TRIPBOMB__STATIC:
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pSprite->shade = (sector[pSprite->sectnum].ceilingstat & 1 && A_CheckSpriteFlags(spriteNum, SFLAG_NOSHADE) == 0)
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pSprite->shade = ((sector[pSprite->sectnum].ceilingstat & 1) && A_CheckSpriteFlags(spriteNum, SFLAG_NOSHADE) == 0)
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? sector[pSprite->sectnum].ceilingshade
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: sector[pSprite->sectnum].floorshade;
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actor[spriteNum].timetosleep = 0;
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