Refactored DUDEEXTRA struct and correctly init state

# Conflicts:
#	source/games/blood/src/aiboneel.cpp
#	source/games/blood/src/aicerber.cpp
#	source/games/blood/src/aigarg.cpp
#	source/games/blood/src/aighost.cpp
#	source/games/blood/src/aitchern.cpp
This commit is contained in:
carnivoroussociety 2021-10-07 06:20:57 +10:00 committed by Christoph Oelckers
parent 8168c6f85c
commit 8dbd0f10d3
13 changed files with 157 additions and 196 deletions

View file

@ -3553,17 +3553,17 @@ void actKillDude(DBloodActor* killerActor, DBloodActor* actor, DAMAGE_TYPE damag
break;
case kDudeSpiderBrown:
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderRed:
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;
case kDudeSpiderBlack:
if (Owner) Owner->dudeExtra.at6.u1.xval2--;
if (Owner) Owner->dudeExtra.stats.birthCounter--;
genericDeath(actor, nSeq, 1803, dudeInfo[nType].seqStartID + nSeq);
break;

View file

@ -387,10 +387,9 @@ void aiActivateDude(DBloodActor* actor)
{
case kDudePhantasm:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &ghostSearch);
else
@ -406,9 +405,8 @@ void aiActivateDude(DBloodActor* actor)
case kDudeCultistTNT:
case kDudeCultistBeast:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
@ -451,9 +449,8 @@ void aiActivateDude(DBloodActor* actor)
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom:
{
DUDEEXTRA_at6_u1* pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
@ -474,8 +471,8 @@ void aiActivateDude(DBloodActor* actor)
#endif
case kDudeCultistTommyProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1; pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->type = kDudeCultistTommy;
if (actor->GetTarget() == nullptr)
{
@ -511,9 +508,8 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeCultistShotgunProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->type = kDudeCultistShotgun;
if (actor->GetTarget() == nullptr)
{
@ -555,10 +551,9 @@ void aiActivateDude(DBloodActor* actor)
break;
case kDudeBat:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (!pSprite->flags)
pSprite->flags = 9;
if (actor->GetTarget() == nullptr)
@ -573,10 +568,9 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeBoneEel:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &eelSearch);
else
@ -591,13 +585,12 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeGillBeast:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
XSECTOR *pXSector = NULL;
if (sector[pSprite->sectnum].extra > 0)
pXSector = &xsector[sector[pSprite->sectnum].extra];
pDudeExtraE->xval1 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
{
if (pXSector && pXSector->Underwater)
@ -620,9 +613,8 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeZombieAxeNormal:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieASearch);
else
@ -650,25 +642,22 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeZombieAxeBuried:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (pXSprite->aiState == &zombieEIdle) aiNewState(actor, &zombieEUp);
break;
}
case kDudeZombieAxeLaying:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (pXSprite->aiState == &zombieSIdle) aiNewState(actor, &zombie13AC2C);
break;
}
case kDudeZombieButcher:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &zombieFSearch);
else
@ -694,10 +683,9 @@ void aiActivateDude(DBloodActor* actor)
aiNewState(actor, &zombieFBurnChase);
break;
case kDudeGargoyleFlesh: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &gargoyleFSearch);
else
@ -712,10 +700,9 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeGargoyleStone:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 1;
if (actor->GetTarget() == nullptr)
aiNewState(actor, &gargoyleFSearch);
else
@ -833,9 +820,8 @@ void aiActivateDude(DBloodActor* actor)
break;
case kDudeSpiderMother:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 1;
pSprite->flags |= 2;
pSprite->cstat &= ~8;
if (actor->GetTarget() == nullptr)
@ -849,9 +835,8 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeTinyCaleb:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
@ -882,9 +867,8 @@ void aiActivateDude(DBloodActor* actor)
}
case kDudeBeast:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 1;
pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 1;
if (actor->GetTarget() == nullptr)
{
switch (pXSprite->medium)
@ -1128,7 +1112,12 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
if (nDmgType == kDamageTesla)
{
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
pDudeExtra->recoil = 1;
pDudeExtra->teslaHit = 1;
}
else if (!VanillaMode()) // reset tesla hit state if received different type of damage
{
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
pDudeExtra->teslaHit = 0;
}
const bool fixRandomCultist = !cl_bloodvanillaenemies && (pSprite->inittype >= kDudeBase) && (pSprite->inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
switch (pSprite->type)
@ -1261,7 +1250,7 @@ void RecoilDude(DBloodActor* actor)
#ifdef NOONE_EXTENSIONS
case kDudeModernCustom: {
GENDUDEEXTRA* pExtra = genDudeExtra(pSprite); int rChance = getRecoilChance(pSprite);
if (pExtra->canElectrocute && pDudeExtra->recoil && !spriteIsUnderwater(pSprite, false)) {
if (pExtra->canElectrocute && pDudeExtra->teslaHit && !spriteIsUnderwater(pSprite, false)) {
if (Chance(rChance << 3) || (dudeIsMelee(pXSprite) && Chance(rChance << 4))) aiGenDudeNewState(pSprite, &genDudeRecoilTesla);
else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(pSprite, &genDudeRecoilL);
@ -1302,7 +1291,7 @@ void RecoilDude(DBloodActor* actor)
}
pDudeExtra->recoil = 0;
pDudeExtra->teslaHit = 0;
break;
}
#endif
@ -1315,11 +1304,11 @@ void RecoilDude(DBloodActor* actor)
else aiPlay3DSound(pSprite, 1013+Random(2), AI_SFX_PRIORITY_2, -1);
if (!v4 && pXSprite->medium == kMediumNormal) {
if (pDudeExtra->recoil) aiNewState(actor, &cultistTeslaRecoil);
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else aiNewState(actor, &cultistRecoil);
} else if (v4 && pXSprite->medium == kMediumNormal) {
if (pDudeExtra->recoil) aiNewState(actor, &cultistTeslaRecoil);
if (pDudeExtra->teslaHit) aiNewState(actor, &cultistTeslaRecoil);
else if (gGameOptions.nDifficulty > 0) aiNewState(actor, &cultistProneRecoil);
else aiNewState(actor, &cultistRecoil);
}
@ -1327,7 +1316,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &cultistSwimRecoil);
else
{
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &cultistTeslaRecoil);
else
aiNewState(actor, &cultistRecoil);
@ -1343,7 +1332,7 @@ void RecoilDude(DBloodActor* actor)
#endif
case kDudeZombieButcher:
aiPlay3DSound(pSprite, 1202, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &zombieFTeslaRecoil);
else
aiNewState(actor, &zombieFRecoil);
@ -1351,7 +1340,7 @@ void RecoilDude(DBloodActor* actor)
case kDudeZombieAxeNormal:
case kDudeZombieAxeBuried:
aiPlay3DSound(pSprite, 1106, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil && pXSprite->data3 > pDudeInfo->startHealth/3)
if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &zombieATeslaRecoil);
else if (pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &zombieARecoil2);
@ -1373,7 +1362,7 @@ void RecoilDude(DBloodActor* actor)
break;
case kDudeCerberusTwoHead:
aiPlay3DSound(pSprite, 2302+Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil && pXSprite->data3 > pDudeInfo->startHealth/3)
if (pDudeExtra->teslaHit && pXSprite->data3 > pDudeInfo->startHealth/3)
aiNewState(actor, &cerberusTeslaRecoil);
else
aiNewState(actor, &cerberusRecoil);
@ -1384,7 +1373,7 @@ void RecoilDude(DBloodActor* actor)
break;
case kDudeHellHound:
aiPlay3DSound(pSprite, 1302, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &houndTeslaRecoil);
else
aiNewState(actor, &houndRecoil);
@ -1422,7 +1411,7 @@ void RecoilDude(DBloodActor* actor)
}
case kDudePhantasm:
aiPlay3DSound(pSprite, 1602, AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &ghostTeslaRecoil);
else
aiNewState(actor, &ghostRecoil);
@ -1439,7 +1428,7 @@ void RecoilDude(DBloodActor* actor)
break;
case kDudeInnocent:
aiPlay3DSound(pSprite, 7007+Random(2), AI_SFX_PRIORITY_2, -1);
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &innocentTeslaRecoil);
else
aiNewState(actor, &innocentRecoil);
@ -1447,7 +1436,7 @@ void RecoilDude(DBloodActor* actor)
case kDudeTinyCaleb:
if (pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &tinycalebTeslaRecoil);
else
aiNewState(actor, &tinycalebRecoil);
@ -1456,7 +1445,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &tinycalebSwimRecoil);
else
{
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &tinycalebTeslaRecoil);
else
aiNewState(actor, &tinycalebRecoil);
@ -1466,7 +1455,7 @@ void RecoilDude(DBloodActor* actor)
aiPlay3DSound(pSprite, 9004+Random(2), AI_SFX_PRIORITY_2, -1);
if (pXSprite->medium == kMediumNormal)
{
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &beastTeslaRecoil);
else
aiNewState(actor, &beastRecoil);
@ -1475,7 +1464,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &beastSwimRecoil);
else
{
if (pDudeExtra->recoil)
if (pDudeExtra->teslaHit)
aiNewState(actor, &beastTeslaRecoil);
else
aiNewState(actor, &beastRecoil);
@ -1493,7 +1482,7 @@ void RecoilDude(DBloodActor* actor)
aiNewState(actor, &genRecoil);
break;
}
pDudeExtra->recoil = 0;
pDudeExtra->teslaHit = 0;
}
}
@ -1679,8 +1668,11 @@ void aiInitSprite(spritetype *pSprite)
if (nXSector > 0)
pXSector = &xsector[nXSector];
DUDEEXTRA *pDudeExtra = &actor->dudeExtra;
pDudeExtra->recoil = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtra->teslaHit = 0;
pDudeExtra->time = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
#ifdef NOONE_EXTENSIONS
int stateTimer = -1, targetMarker = -1;
@ -1706,64 +1698,48 @@ void aiInitSprite(spritetype *pSprite)
case kDudeCultistTNT:
case kDudeCultistBeast:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &cultistIdle);
break;
}
case kDudeCultistTommyProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &fanaticProneIdle);
break;
}
case kDudeCultistShotgunProne:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &cultistProneIdle);
break;
}
case kDudeZombieButcher: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieFIdle);
break;
}
case kDudeZombieAxeNormal: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieAIdle);
break;
}
case kDudeZombieAxeLaying:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieSIdle);
pSprite->flags &= ~1;
break;
}
case kDudeZombieAxeBuried: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &zombieEIdle);
break;
}
case kDudeGargoyleFlesh:
case kDudeGargoyleStone: {
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &gargoyleFIdle);
break;
}
@ -1772,12 +1748,19 @@ void aiInitSprite(spritetype *pSprite)
aiNewState(actor, &gargoyleStatueIdle);
break;
case kDudeCerberusTwoHead: {
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &cerberusIdle);
break;
}
case kDudeCerberusOneHead: {
if (!VanillaMode()) {
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &cerberus2Idle);
break;
}
aiNewState(actor, &genIdle);
break;
}
case kDudeHellHound:
aiNewState(actor, &houndIdle);
break;
@ -1786,10 +1769,8 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudePhantasm:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &ghostIdle);
break;
}
@ -1801,10 +1782,8 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudeBoneEel:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &eelIdle);
break;
}
@ -1813,10 +1792,8 @@ void aiInitSprite(spritetype *pSprite)
break;
case kDudeBat:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
pDudeExtraE->active = 0;
aiNewState(actor, &batIdle);
break;
}
@ -1824,27 +1801,22 @@ void aiInitSprite(spritetype *pSprite)
case kDudeSpiderRed:
case kDudeSpiderBlack:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &spidIdle);
break;
}
case kDudeSpiderMother:
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
pDudeExtraE->birthCounter = 0;
aiNewState(actor, &spidIdle);
break;
}
case kDudeTchernobog:
{
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
pDudeExtraE->xval2 = 0;
pDudeExtraE->xval1 = 0;
pDudeExtraE->active = 0;
pDudeExtraE->thinkTime = 0;
aiNewState(actor, &tchernobogIdle);
break;
}

View file

@ -51,31 +51,21 @@ enum AI_SFX_PRIORITY {
};
struct DUDEEXTRA_at6_u1
struct DUDEEXTRA_STATS
{
int xval1;
int xval2;
char xval3;
};
struct DUDEEXTRA_at6_u2
{
int xval1;
char xval2;
union {
int thinkTime;
int birthCounter;
};
char active;
};
struct DUDEEXTRA
{
int time;
int recoil;
char teslaHit;
int prio;
// Broken by design... :?
union
{
DUDEEXTRA_at6_u1 u1;
DUDEEXTRA_at6_u2 u2;
} at6;
//DUDEEXTRA_at6 at6;
DUDEEXTRA_STATS stats;
};
struct TARGETTRACK {

View file

@ -84,12 +84,12 @@ static void batThinkTarget(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z);
@ -433,8 +433,8 @@ void batMoveToCeil(DBloodActor* actor)
int nSector = pSprite->sectnum;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
pSprite->flags = 0;
aiNewState(actor, &batIdle);
}

View file

@ -96,12 +96,12 @@ static void eelThinkTarget(DBloodActor* actor)
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
aiSetTarget_(pXSprite, pTarget->x, pTarget->y, pTarget->z);
@ -129,13 +129,13 @@ static void eelThinkTarget(DBloodActor* actor)
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
}
@ -435,8 +435,8 @@ void eelMoveToCeil(DBloodActor* actor)
int nSector = pSprite->sectnum;
if (z - pXSprite->targetZ < 0x1000)
{
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = 0;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 0;
pSprite->flags = 0;
aiNewState(actor, &eelIdle);
}

View file

@ -255,10 +255,10 @@ static void cerberusThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
@ -290,13 +290,13 @@ static void cerberusThinkTarget(DBloodActor* actor)
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
}

View file

@ -216,10 +216,10 @@ static void gargThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
@ -248,13 +248,13 @@ static void gargThinkTarget(DBloodActor* actor)
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
}

View file

@ -193,10 +193,10 @@ static void ghostThinkTarget(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
if (pDudeExtraE->xval3 && pDudeExtraE->xval2 < 10)
pDudeExtraE->xval2++;
else if (pDudeExtraE->xval2 >= 10 && pDudeExtraE->xval3)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
@ -225,14 +225,14 @@ static void ghostThinkTarget(DBloodActor* actor)
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
return;
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval2 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
return;

View file

@ -146,14 +146,14 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype *pTarget = &actor->GetTarget()->s();
DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
int dx = pXSprite->targetX-pSprite->x;
int dy = pXSprite->targetY-pSprite->y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
DBloodActor* spawned = nullptr;
if (IsPlayerSprite(pTarget) && pDudeExtraE->xval2 < 10)
if (IsPlayerSprite(pTarget) && pDudeExtraE->birthCounter < 10)
{
if (nDist < 0x1a00 && nDist > 0x1400 && abs(pSprite->ang-nAngle) < pDudeInfo->periphery)
spawned = actSpawnDude(actor, kDudeSpiderRed, pSprite->clipdist, 0);
@ -164,7 +164,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
if (spawned)
{
pDudeExtraE->xval2++;
pDudeExtraE->birthCounter++;
spawned->SetOwner(spawned);
gKillMgr.AddNewKill(1);
}

View file

@ -227,10 +227,10 @@ static void sub_725A4(DBloodActor* actor)
return;
}
DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
if (pDudeExtraE->xval2 && pDudeExtraE->xval1 < 10)
pDudeExtraE->xval1++;
else if (pDudeExtraE->xval1 >= 10 && pDudeExtraE->xval2)
DUDEEXTRA_STATS *pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pXSprite->goalAng += 256;
POINT3D *pTarget = &baseSprite[pSprite->index];
@ -259,13 +259,13 @@ static void sub_725A4(DBloodActor* actor)
int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, pPlayer->nSprite);
aiActivateDude(&bloodActors[pXSprite->reference]);
}
else if (nDist < pDudeInfo->hearDist)
{
pDudeExtraE->xval1 = 0;
pDudeExtraE->thinkTime = 0;
aiSetTarget_(pXSprite, x, y, z);
aiActivateDude(&bloodActors[pXSprite->reference]);
}

View file

@ -2230,8 +2230,8 @@ void aiGenDudeInitSprite(spritetype* pSprite, XSPRITE* pXSprite)
auto actor = &bloodActors[pSprite->index];
switch (pSprite->type) {
case kDudeModernCustom: {
DUDEEXTRA_at6_u1* pDudeExtraE = &actor->dudeExtra.at6.u1;
pDudeExtraE->xval3 = pDudeExtraE->xval1 = 0;
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->active = 0;
aiGenDudeNewState(pSprite, &genDudeIdleL);
break;
}

View file

@ -438,11 +438,10 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, DUDEEXTRA& w, DUDE
if (arc.BeginObject(keyname))
{
arc("time", w.time, &empty)
("recoil", w.recoil, &empty)
("teslaHit", w.teslaHit, &empty2)
("prio", w.prio, &empty)
("x1", w.at6.u1.xval1, &empty)
("x2", w.at6.u1.xval2, &empty)
("x3", w.at6.u1.xval3, &empty2)
("thinkTime", w.stats.thinkTime, &empty)
("active", w.stats.active, &empty2)
.EndObject();
}
return arc;

View file

@ -3082,7 +3082,7 @@ void damageSprites(XSPRITE* pXSource, spritetype* pSprite) {
if (forceRecoil && !pPlayer) {
pXSprite->data3 = 32767;
actor->dudeExtra.recoil = (dmgType == kDmgElectric) ? 1 : 0;
actor->dudeExtra.teslaHit = (dmgType == kDmgElectric) ? 1 : 0;
if (pXSprite->aiState->stateType != kAiStateRecoil)
RecoilDude(&bloodActors[pXSprite->reference]);
}