- cleanup and formatting noise again.

This commit is contained in:
Christoph Oelckers 2021-05-06 09:43:35 +02:00
parent f4fd2a770b
commit e41fcb92ab

View file

@ -277,7 +277,7 @@ void genDudeAttack1(int, DBloodActor* actor)
} }
gKillMgr.AddNewKill(1); gKillMgr.AddNewKill(1);
pExtra->slave[pExtra->slaveCount++] = pSpawned->index; pExtra->slave[pExtra->slaveCount++] = spawned->s().index;
if (!playGenDudeSound(actor, kGenDudeSndAttackNormal)) if (!playGenDudeSound(actor, kGenDudeSndAttackNormal))
sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000)); sfxPlay3DSoundCP(actor, 379, 1, 0, 0x10000 - Random3(0x3000));
} }
@ -617,7 +617,7 @@ static void unicultThinkChase(DBloodActor* actor)
XSPRITE* pXLeech = &xsprite[pLeech->extra]; XSPRITE* pXLeech = &xsprite[pLeech->extra];
int ldist = aiFightGetTargetDist(pTarget, pDudeInfo, pLeech); int ldist = aiFightGetTargetDist(pTarget, pDudeInfo, pLeech);
if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, if (ldist > 3 || !cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum,
pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || pXLeech->target_i == -1) pLeech->x, pLeech->y, pLeech->z, pLeech->sectnum) || actLeech->GetTarget() == nullptr)
{ {
aiGenDudeNewState(actor, &genDudeThrow2); aiGenDudeNewState(actor, &genDudeThrow2);
genDudeThrow2.nextState = &genDudeDodgeShortL; genDudeThrow2.nextState = &genDudeDodgeShortL;
@ -839,7 +839,7 @@ static void unicultThinkChase(DBloodActor* actor)
if (IsDudeSprite(pHSprite) && (weaponType != kGenDudeWeaponHitscan || hscn)) if (IsDudeSprite(pHSprite) && (weaponType != kGenDudeWeaponHitscan || hscn))
{ {
// dodge a bit in sides // dodge a bit in sides
if (pXHSprite->target_i != pSprite->index) if (hitactor->GetTarget() != actor)
{ {
if (pExtra->baseDispersion < 1024 && weaponType != kGenDudeWeaponMissile) if (pExtra->baseDispersion < 1024 && weaponType != kGenDudeWeaponMissile)
{ {
@ -1959,12 +1959,14 @@ spritetype* genDudeSpawn(XSPRITE* pXSource, spritetype* pSprite, int nDist)
int x, y, z = pSprite->z, nAngle = pSprite->ang, nType = kDudeModernCustom; int x, y, z = pSprite->z, nAngle = pSprite->ang, nType = kDudeModernCustom;
if (nDist > 0) { if (nDist > 0)
{
x = pSprite->x + mulscale30r(Cos(nAngle), nDist); x = pSprite->x + mulscale30r(Cos(nAngle), nDist);
y = pSprite->y + mulscale30r(Sin(nAngle), nDist); y = pSprite->y + mulscale30r(Sin(nAngle), nDist);
}
} else { else
{
x = pSprite->x; x = pSprite->x;
y = pSprite->y; y = pSprite->y;
@ -1996,7 +1998,8 @@ spritetype* genDudeSpawn(XSPRITE* pXSource, spritetype* pSprite, int nDist)
else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535); else pXDude->health = ClipRange(pXSource->data4 << 4, 1, 65535);
if (pSource->flags & kModernTypeFlag1) { if (pSource->flags & kModernTypeFlag1)
{
switch (pSource->type) { switch (pSource->type) {
case kModernCustomDudeSpawn: case kModernCustomDudeSpawn:
//inherit pal? //inherit pal?
@ -2025,7 +2028,8 @@ spritetype* genDudeSpawn(XSPRITE* pXSource, spritetype* pSprite, int nDist)
} }
// inherit sprite size (useful for seqs with zero repeats) // inherit sprite size (useful for seqs with zero repeats)
if (pSource->flags & kModernTypeFlag2) { if (pSource->flags & kModernTypeFlag2)
{
pDude->xrepeat = pSource->xrepeat; pDude->xrepeat = pSource->xrepeat;
pDude->yrepeat = pSource->yrepeat; pDude->yrepeat = pSource->yrepeat;
} }
@ -2035,6 +2039,12 @@ spritetype* genDudeSpawn(XSPRITE* pXSource, spritetype* pSprite, int nDist)
return pDude; return pDude;
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void genDudeTransform(spritetype* pSprite) { void genDudeTransform(spritetype* pSprite) {
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) { if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
@ -2127,14 +2137,14 @@ void genDudeTransform(spritetype* pSprite) {
seqSpawn(seqId, 3, pSprite->extra, -1); seqSpawn(seqId, 3, pSprite->extra, -1);
// save target // save target
int target = pXSprite->target_i; auto target = actor->GetTarget();
// re-init sprite // re-init sprite
aiInitSprite(actor); aiInitSprite(actor);
// try to restore target // try to restore target
if (target == -1) aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z); if (target == nullptr) aiSetTarget(actor, pSprite->x, pSprite->y, pSprite->z);
else aiSetTarget_(pXSprite, target); else aiSetTarget(actor, target);
// finally activate it // finally activate it
aiActivateDude(actor); aiActivateDude(actor);
@ -2155,6 +2165,11 @@ void genDudeTransform(spritetype* pSprite) {
}*/ }*/
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void updateTargetOfLeech(spritetype* pSprite) { void updateTargetOfLeech(spritetype* pSprite) {
if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) { if (!(pSprite->extra >= 0 && pSprite->extra < kMaxXSprites)) {
@ -2185,6 +2200,12 @@ void updateTargetOfLeech(spritetype* pSprite) {
} }
} }
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void updateTargetOfSlaves(spritetype* pSprite) { void updateTargetOfSlaves(spritetype* pSprite) {
if (!xspriRangeIsFine(pSprite->extra)) { if (!xspriRangeIsFine(pSprite->extra)) {
Printf(PRINT_HIGH, "!xspriRangeIsFine(pSprite->extra)"); Printf(PRINT_HIGH, "!xspriRangeIsFine(pSprite->extra)");