mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 06:41:59 +00:00
- replaced most occurences of target_i in already refactored code.
This commit is contained in:
parent
7a6629ce6a
commit
90091965ba
4 changed files with 65 additions and 55 deletions
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@ -2396,7 +2396,8 @@ static void actInitThings()
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if (pSprite->flags & kPhysGravity) pSprite->flags |= kPhysFalling;
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act->xvel() = act->yvel() = act->zvel() = 0;
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switch (pSprite->type) {
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switch (pSprite->type)
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{
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case kThingArmedProxBomb:
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case kTrapMachinegun:
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#ifdef NOONE_EXTENSIONS
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@ -5347,7 +5348,7 @@ int MoveMissile(DBloodActor* actor)
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gHitInfo.hitsprite = -1;
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if (pSprite->type == kMissileFlameSpray) actAirDrag(actor, 0x1000);
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if (pXSprite->target_i != -1 && (actor->xvel() || actor->yvel() || actor->zvel()))
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if (actor->GetTarget() != nullptr && (actor->xvel() || actor->yvel() || actor->zvel()))
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{
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auto target = actor->GetTarget();
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spritetype* pTarget = &target->s();
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@ -5710,7 +5711,7 @@ static void actCheckProximity()
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continue;
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#endif
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if (pSprite->type == kThingDroppedLifeLeech) pXSprite->target_i = -1;
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if (pSprite->type == kThingDroppedLifeLeech) actor->SetTarget(nullptr);
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BloodStatIterator it1(kStatDude);
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while (auto dudeactor = it1.Next())
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{
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@ -5730,7 +5731,7 @@ static void actCheckProximity()
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if (pSprite->type == kModernThingEnemyLifeLeech) proxyDist = 512;
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#endif
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if (pSprite->type == kThingDroppedLifeLeech && pXSprite->target_i == -1)
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if (pSprite->type == kThingDroppedLifeLeech && actor->GetTarget() == nullptr)
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{
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auto Owner = actor->GetOwner();
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if (!Owner->IsPlayerActor()) continue;
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@ -5751,7 +5752,7 @@ static void actCheckProximity()
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{
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case kThingDroppedLifeLeech:
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if (!Chance(0x4000) && nextdude) continue;
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if (pSprite2->cstat & CLIPMASK0) pXSprite->target_i = pSprite2->index;
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if (pSprite2->cstat & CLIPMASK0) actor->SetTarget(dudeactor);
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else continue;
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break;
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@ -5762,7 +5763,7 @@ static void actCheckProximity()
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break;
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case kModernThingEnemyLifeLeech:
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if (pXSprite->target_i != pSprite2->index) continue;
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if (actor->GetTarget() != dudeactor) continue;
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break;
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#endif
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@ -6196,7 +6197,7 @@ static void actCheckDudes()
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{
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pXSprite->health = dudeInfo[28].startHealth << 4;
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pSprite->type = kDudeCerberusOneHead;
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if (pXSprite->target_i != -1) aiSetTarget(pXSprite, pXSprite->target_i);
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if (actor->GetTarget() != nullptr) aiSetTarget(actor, actor->GetTarget());
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aiActivateDude(actor);
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}
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}
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@ -132,7 +132,7 @@ static bool isImmune(DBloodActor* actor, int dmgType, int minScale)
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//
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//---------------------------------------------------------------------------
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bool CanMove(DBloodActor *actor, int a2, int nAngle, int nRange)
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bool CanMove(DBloodActor *actor, DBloodActor* target, int nAngle, int nRange)
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{
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auto pSprite = &actor->s();
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int top, bottom;
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@ -144,7 +144,7 @@ bool CanMove(DBloodActor *actor, int a2, int nAngle, int nRange)
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int nDist = approxDist(x-gHitInfo.hitx, y-gHitInfo.hity);
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if (nDist - (pSprite->clipdist << 2) < nRange)
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{
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if (gHitInfo.hitsprite < 0 || a2 != gHitInfo.hitsprite)
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if (gHitInfo.hitsprite < 0 || target == nullptr || target->s().index != gHitInfo.hitsprite)
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return false;
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return true;
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}
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@ -269,17 +269,17 @@ void aiChooseDirection(DBloodActor* actor, int a3)
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int v8 = 341;
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if (vc < 0)
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v8 = -341;
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if (CanMove(actor, pXSprite->target_i, pSprite->ang+vc, vsi))
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if (CanMove(actor, actor->GetTarget(), pSprite->ang+vc, vsi))
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pXSprite->goalAng = pSprite->ang+vc;
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else if (CanMove(actor, pXSprite->target_i, pSprite->ang+vc/2, vsi))
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang+vc/2, vsi))
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pXSprite->goalAng = pSprite->ang+vc/2;
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else if (CanMove(actor, pXSprite->target_i, pSprite->ang-vc/2, vsi))
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang-vc/2, vsi))
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pXSprite->goalAng = pSprite->ang-vc/2;
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else if (CanMove(actor, pXSprite->target_i, pSprite->ang+v8, vsi))
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang+v8, vsi))
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pXSprite->goalAng = pSprite->ang+v8;
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else if (CanMove(actor, pXSprite->target_i, pSprite->ang, vsi))
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang, vsi))
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pXSprite->goalAng = pSprite->ang;
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else if (CanMove(actor, pXSprite->target_i, pSprite->ang-v8, vsi))
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else if (CanMove(actor, actor->GetTarget(), pSprite->ang-v8, vsi))
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pXSprite->goalAng = pSprite->ang-v8;
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//else if (pSprite->flags&2)
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//pXSprite->goalAng = pSprite->ang+341;
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@ -289,10 +289,10 @@ void aiChooseDirection(DBloodActor* actor, int a3)
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pXSprite->dodgeDir = 1;
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else
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pXSprite->dodgeDir = -1;
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if (!CanMove(actor, pXSprite->target_i, pSprite->ang+pXSprite->dodgeDir*512, 512))
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if (!CanMove(actor, actor->GetTarget(), pSprite->ang+pXSprite->dodgeDir*512, 512))
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{
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pXSprite->dodgeDir = -pXSprite->dodgeDir;
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if (!CanMove(actor, pXSprite->target_i, pSprite->ang+pXSprite->dodgeDir*512, 512))
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if (!CanMove(actor, actor->GetTarget(), pSprite->ang+pXSprite->dodgeDir*512, 512))
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pXSprite->dodgeDir = 0;
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}
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}
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@ -392,7 +392,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval2 = 0;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &ghostSearch);
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else
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{
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@ -410,7 +410,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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{
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@ -455,10 +455,13 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u1* pDudeExtraE = &actor->dudeExtra.at6.u1;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1) {
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if (actor->GetTarget() == nullptr)
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{
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if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeSearchW);
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else aiGenDudeNewState(pSprite, &genDudeSearchL);
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} else {
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}
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else
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{
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if (Chance(0x4000)) playGenDudeSound(pSprite, kGenDudeSndTargetSpot);
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if (spriteIsUnderwater(pSprite, false)) aiGenDudeNewState(pSprite, &genDudeChaseW);
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else aiGenDudeNewState(pSprite, &genDudeChaseL);
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@ -466,7 +469,7 @@ void aiActivateDude(DBloodActor* actor)
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break;
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}
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case kDudeModernCustomBurning:
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if (pXSprite->target_i == -1) aiGenDudeNewState(pSprite, &genDudeBurnSearch);
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if (actor->GetTarget() == nullptr) aiGenDudeNewState(pSprite, &genDudeBurnSearch);
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else aiGenDudeNewState(pSprite, &genDudeBurnChase);
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break;
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#endif
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@ -475,7 +478,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u1 *pDudeExtraE = &actor->dudeExtra.at6.u1;
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pDudeExtraE->xval3 = 1; pDudeExtraE->xval1 = 0;
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pSprite->type = kDudeCultistTommy;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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{
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@ -513,7 +516,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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pSprite->type = kDudeCultistShotgun;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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{
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@ -546,7 +549,7 @@ void aiActivateDude(DBloodActor* actor)
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break;
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}
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case kDudeBurningCultist:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &cultistBurnSearch);
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else
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aiNewState(actor, &cultistBurnChase);
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@ -559,7 +562,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval1 = 0;
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if (!pSprite->flags)
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pSprite->flags = 9;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &batSearch);
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else
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{
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@ -575,7 +578,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval2 = 0;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &eelSearch);
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else
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{
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@ -596,7 +599,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval1 = 0;
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pDudeExtraE->xval2 = 0;
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pDudeExtraE->xval3 = 1;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &gillBeastSwimSearch);
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@ -621,7 +624,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
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pDudeExtraE->xval2 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &zombieASearch);
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else
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{
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@ -667,7 +670,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
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pDudeExtraE->xval2 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &zombieFSearch);
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else
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{
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@ -680,13 +683,13 @@ void aiActivateDude(DBloodActor* actor)
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break;
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}
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case kDudeBurningZombieAxe:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &zombieABurnSearch);
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else
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aiNewState(actor, &zombieABurnChase);
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break;
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case kDudeBurningZombieButcher:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &zombieFBurnSearch);
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else
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aiNewState(actor, &zombieFBurnChase);
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@ -696,7 +699,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval2 = 0;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &gargoyleFSearch);
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else
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{
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@ -714,7 +717,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval2 = 0;
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pDudeExtraE->xval3 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &gargoyleFSearch);
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else
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{
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@ -753,7 +756,7 @@ void aiActivateDude(DBloodActor* actor)
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#endif
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break;
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case kDudeCerberusTwoHead:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &cerberusSearch);
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else
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{
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@ -762,7 +765,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeCerberusOneHead:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &cerberus2Search);
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else
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{
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@ -771,7 +774,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeHellHound:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &houndSearch);
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else
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{
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@ -780,7 +783,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeHand:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &handSearch);
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else
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{
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@ -789,7 +792,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeRat:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &ratSearch);
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else
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{
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@ -798,7 +801,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeInnocent:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &innocentSearch);
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else
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{
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@ -808,7 +811,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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break;
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case kDudeTchernobog:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &tchernobogSearch);
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else
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{
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@ -821,7 +824,7 @@ void aiActivateDude(DBloodActor* actor)
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case kDudeSpiderBlack:
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pSprite->flags |= 2;
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pSprite->cstat &= ~8;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &spidSearch);
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else
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{
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@ -836,7 +839,7 @@ void aiActivateDude(DBloodActor* actor)
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pDudeExtraE->xval1 = 0;
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pSprite->flags |= 2;
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pSprite->cstat &= ~8;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &spidSearch);
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else
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{
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@ -850,7 +853,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
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pDudeExtraE->xval2 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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{
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@ -883,7 +886,7 @@ void aiActivateDude(DBloodActor* actor)
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DUDEEXTRA_at6_u2 *pDudeExtraE = &actor->dudeExtra.at6.u2;
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pDudeExtraE->xval2 = 1;
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pDudeExtraE->xval1 = 0;
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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{
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switch (pXSprite->medium)
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{
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@ -914,7 +917,7 @@ void aiActivateDude(DBloodActor* actor)
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}
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case kDudePodGreen:
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case kDudePodFire:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &podSearch);
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else
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{
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@ -927,7 +930,7 @@ void aiActivateDude(DBloodActor* actor)
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break;
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case kDudeTentacleGreen:
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case kDudeTentacleFire:
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if (pXSprite->target_i == -1)
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if (actor->GetTarget() == nullptr)
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aiNewState(actor, &tentacleSearch);
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||||
else
|
||||
{
|
||||
|
@ -969,6 +972,11 @@ void aiSetTarget(XSPRITE *pXSprite, int nTarget)
|
|||
}
|
||||
}
|
||||
|
||||
void aiSetTarget(DBloodActor* actor, DBloodActor* target)
|
||||
{
|
||||
aiSetTarget(&actor->x(), target ? target->x().reference : -1);
|
||||
}
|
||||
|
||||
|
||||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage)
|
||||
{
|
||||
|
|
|
@ -98,6 +98,7 @@ void aiMoveDodge(DBloodActor *actor);
|
|||
void aiActivateDude(DBloodActor *actor);
|
||||
void aiSetTarget(XSPRITE *pXSprite, int x, int y, int z);
|
||||
void aiSetTarget(XSPRITE *pXSprite, int nTarget);
|
||||
void aiSetTarget(DBloodActor* actor, DBloodActor* target);
|
||||
int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType, int nDamage);
|
||||
void aiThinkTarget(DBloodActor* actor);
|
||||
void aiLookForTarget(spritetype *pSprite, XSPRITE *pXSprite);
|
||||
|
|
|
@ -1048,26 +1048,26 @@ void aiGenDudeChooseDirection(spritetype* pSprite, XSPRITE* pXSprite, int a3, in
|
|||
int t1 = DMulScale(xvel, Cos(pSprite->ang), yvel, Sin(pSprite->ang), 30);
|
||||
int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341;
|
||||
|
||||
if (CanMove(actor, pXSprite->target_i, pSprite->ang + vc, vsi))
|
||||
if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc, vsi))
|
||||
pXSprite->goalAng = pSprite->ang + vc;
|
||||
else if (CanMove(actor, pXSprite->target_i, pSprite->ang + vc / 2, vsi))
|
||||
else if (CanMove(actor, actor->GetTarget(), pSprite->ang + vc / 2, vsi))
|
||||
pXSprite->goalAng = pSprite->ang + vc / 2;
|
||||
else if (CanMove(actor, pXSprite->target_i, pSprite->ang - vc / 2, vsi))
|
||||
else if (CanMove(actor, actor->GetTarget(), pSprite->ang - vc / 2, vsi))
|
||||
pXSprite->goalAng = pSprite->ang - vc / 2;
|
||||
else if (CanMove(actor, pXSprite->target_i, pSprite->ang + v8, vsi))
|
||||
else if (CanMove(actor, actor->GetTarget(), pSprite->ang + v8, vsi))
|
||||
pXSprite->goalAng = pSprite->ang + v8;
|
||||
else if (CanMove(actor, pXSprite->target_i, pSprite->ang, vsi))
|
||||
else if (CanMove(actor, actor->GetTarget(), pSprite->ang, vsi))
|
||||
pXSprite->goalAng = pSprite->ang;
|
||||
else if (CanMove(actor, pXSprite->target_i, pSprite->ang - v8, vsi))
|
||||
else if (CanMove(actor, actor->GetTarget(), pSprite->ang - v8, vsi))
|
||||
pXSprite->goalAng = pSprite->ang - v8;
|
||||
else
|
||||
pXSprite->goalAng = pSprite->ang + 341;
|
||||
|
||||
pXSprite->dodgeDir = (Chance(0x8000)) ? 1 : -1;
|
||||
|
||||
if (!CanMove(actor, pXSprite->target_i, pSprite->ang + pXSprite->dodgeDir * 512, 512)) {
|
||||
if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512)) {
|
||||
pXSprite->dodgeDir = -pXSprite->dodgeDir;
|
||||
if (!CanMove(actor, pXSprite->target_i, pSprite->ang + pXSprite->dodgeDir * 512, 512))
|
||||
if (!CanMove(actor, actor->GetTarget(), pSprite->ang + pXSprite->dodgeDir * 512, 512))
|
||||
pXSprite->dodgeDir = 0;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue