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https://github.com/ZDoom/raze-gles.git
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- Blood: commented out cultist code that should not be entered due to the 'isrunning' bug.
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4b9a1465af
commit
a7dc86583f
1 changed files with 13 additions and 4 deletions
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@ -304,6 +304,7 @@ static void cultThinkChase(DBloodActor* actor)
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actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
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actor->dudeSlope = DivScale(pTarget->z-pSprite->z, nDist, 10);
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switch (pSprite->type) {
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switch (pSprite->type) {
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case kDudeCultistTommy:
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case kDudeCultistTommy:
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#if 0 // apparently this can never be entered.
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if (nDist < 0x1e00 && nDist > 0xe00 && abs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
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if (nDist < 0x1e00 && nDist > 0xe00 && abs(nDeltaAngle) < 85 && !TargetNearExplosion(pTarget)
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& Chance(0x8000))
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&& Chance(0x8000))
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@ -327,7 +328,9 @@ static void cultThinkChase(DBloodActor* actor)
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break;
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break;
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}
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}
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}
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}
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else if (nDist < 0x4600 && abs(nDeltaAngle) < 28)
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else
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#endif
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if (nDist < 0x4600 && abs(nDeltaAngle) < 28)
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{
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{
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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switch (hit)
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@ -373,7 +376,7 @@ static void cultThinkChase(DBloodActor* actor)
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break;
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break;
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case kDudeCultistShotgun:
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case kDudeCultistShotgun:
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if (nDist < 0x2c00 && nDist > 0x1400 && !TargetNearExplosion(pTarget)
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if (nDist < 0x2c00 && nDist > 0x1400 && !TargetNearExplosion(pTarget)
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&& (pTarget->flags&2) && gGameOptions.nDifficulty >= 2 && IsPlayerSprite(pTarget) && !gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& (pTarget->flags&2) && gGameOptions.nDifficulty >= 2 && IsPlayerSprite(pTarget) /*&& !gPlayer[pTarget->type-kDudePlayer1].isRunning*/
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&& Chance(0x8000))
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&& Chance(0x8000))
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{
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{
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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@ -440,6 +443,7 @@ static void cultThinkChase(DBloodActor* actor)
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}
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}
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break;
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break;
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case kDudeCultistTesla:
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case kDudeCultistTesla:
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#if 0
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if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
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if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& Chance(0x8000))
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&& Chance(0x8000))
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@ -463,7 +467,9 @@ static void cultThinkChase(DBloodActor* actor)
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break;
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break;
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}
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}
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}
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}
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else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
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else
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#endif
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if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
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{
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{
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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switch (hit)
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@ -552,6 +558,7 @@ static void cultThinkChase(DBloodActor* actor)
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}
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}
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break;
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break;
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case kDudeCultistBeast:
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case kDudeCultistBeast:
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#if 0
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if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
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if (nDist < 0x1e00 && nDist > 0xe00 && !TargetNearExplosion(pTarget)
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& (pTarget->flags&2) && gGameOptions.nDifficulty > 2 && IsPlayerSprite(pTarget) && gPlayer[pTarget->type-kDudePlayer1].isRunning
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&& Chance(0x8000))
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&& Chance(0x8000))
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@ -575,7 +582,9 @@ static void cultThinkChase(DBloodActor* actor)
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break;
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break;
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}
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}
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}
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}
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else if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
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else
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#endif
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if (nDist < 0x3200 && abs(nDeltaAngle) < 28)
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{
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{
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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switch (hit)
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