raze/source/games/blood/src/aibeast.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "build.h"
#include "blood.h"
BEGIN_BLD_NS
static void MorphToBeast(DBloodActor*);
static void beastThinkSearch(DBloodActor*);
static void beastThinkGoto(DBloodActor*);
static void beastThinkChase(DBloodActor*);
static void beastThinkSwimGoto(DBloodActor*);
static void beastThinkSwimChase(DBloodActor*);
static void beastMoveForward(DBloodActor*);
static void sub_628A0(DBloodActor*);
static void sub_62AE0(DBloodActor*);
static void sub_62D7C(DBloodActor*);
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AISTATE beastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE beastChase = { kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL };
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AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase };
AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle };
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AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase };
AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase };
AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastIdle };
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AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge };
AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge };
AISTATE beastSwimIdle = { kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL };
AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, beastThinkSwimChase, NULL };
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AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase };
AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle };
AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle };
AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase };
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AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge };
AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle };
AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast };
AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSwimChase, &beastSwimChase };
AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
void SlashSeqCallback(int, DBloodActor* actor)
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{
spritetype* pSprite = &actor->s();
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang);
// Correct ?
int dz = pSprite->pos.Z - pTarget->pos.Z;
dx += Random3(4000 - 700 * gGameOptions.nDifficulty);
dy += Random3(4000 - 700 * gGameOptions.nDifficulty);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
sfxPlay3DSound(actor, 9012 + Random(2), -1, 0);
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}
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void StompSeqCallback(int, DBloodActor* actor1)
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{
spritetype* pSprite = &actor1->s();
int dx = bcos(pSprite->ang);
int dy = bsin(pSprite->ang);
int x = pSprite->pos.X;
int y = pSprite->pos.Y;
int z = pSprite->pos.Z;
int vc = 400;
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auto pSector = pSprite->sector();
int v1c = 5 + 2 * gGameOptions.nDifficulty;
int v10 = 25 + 30 * gGameOptions.nDifficulty;
const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, x, y, vc, nullptr, newSectCheckMethod);
int hit = HitScan(actor1, pSprite->pos.Z, dx, dy, 0, CLIPMASK1, 0);
DBloodActor* actor2 = nullptr;
actHitcodeToData(hit, &gHitInfo, &actor2);
vc <<= 4;
BloodStatIterator it1(kStatDude);
while (auto actor2 = it1.Next())
{
if (actor1 != actor2)
{
spritetype* pSprite2 = &actor2->s();
if (actor2->hasX())
{
if (pSprite2->type == kDudeBeast)
continue;
if (pSprite2->flags & 32)
continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
{
int top, bottom;
GetActorExtents(actor1, &top, &bottom);
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if (abs(bottom - pSector->floorz) == 0)
{
int dx = abs(pSprite->pos.X - pSprite2->pos.X);
int dy = abs(pSprite->pos.Y - pSprite2->pos.Y);
int nDist2 = ksqrt(dx * dx + dy * dy);
if (nDist2 <= vc)
{
int nDamage;
if (!nDist2)
nDamage = v1c + v10;
else
nDamage = v1c + ((vc - nDist2) * v10) / vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type - kDudePlayer1].quakeEffect += nDamage * 4;
actDamageSprite(actor1, actor2, kDamageFall, nDamage << 4);
}
}
}
}
}
}
it1.Reset(kStatThing);
while (auto actor2 = it1.Next())
{
spritetype* pSprite2 = &actor2->s();
if (pSprite2->flags & 32)
continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, x, y, z, pSector, vc))
{
XSPRITE* pXSprite = &actor2->x();
if (pXSprite->locked)
continue;
int dx = abs(pSprite->pos.X - pSprite2->pos.X);
int dy = abs(pSprite->pos.Y - pSprite2->pos.Y);
int nDist2 = ksqrt(dx * dx + dy * dy);
if (nDist2 <= vc)
{
int nDamage;
if (!nDist2)
nDamage = v1c + v10;
else
nDamage = v1c + ((vc - nDist2) * v10) / vc;
if (IsPlayerSprite(pSprite2))
gPlayer[pSprite2->type - kDudePlayer1].quakeEffect += nDamage * 4;
actDamageSprite(actor1, actor2, kDamageFall, nDamage << 4);
}
}
}
sfxPlay3DSound(actor1, 9015 + Random(2), -1, 0);
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}
static void MorphToBeast(DBloodActor* actor)
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{
auto pSprite = &actor->s();
actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
pSprite->type = kDudeBeast;
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}
static void beastThinkSearch(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
aiChooseDirection(actor, pXSprite->goalAng);
aiThinkTarget(actor);
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}
static void beastThinkGoto(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
auto pSector = pSprite->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
else
aiNewState(actor, &beastSearch);
}
aiThinkTarget(actor);
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}
static void beastThinkChase(DBloodActor* actor)
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{
auto const pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
auto pSector = pSprite->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
else
aiNewState(actor, &beastSearch);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = pTarget->pos.X - pSprite->pos.X;
int dy = pTarget->pos.Y - pSprite->pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
auto pSector = pSprite->sector();
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
if (pXTarget->health == 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
else
aiNewState(actor, &beastSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSearch);
else
aiNewState(actor, &beastSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - height, pSprite->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
actor->dudeSlope = nDist == 0? 0 : DivScale(pTarget->pos.Z - pSprite->pos.Z, nDist, 10);
if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (pTarget->flags & 2)
&& IsPlayerSprite(pTarget) && Chance(0x8000))
{
int hit = HitScan(actor, pSprite->pos.Z, dx, dy, 0, CLIPMASK1, 0);
if (pXTarget->health > (unsigned)gPlayerTemplate[0].startHealth / 2)
{
switch (hit)
{
case -1:
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
break;
case 3:
if (pSprite->type != gHitInfo.actor()->spr.type)
{
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimDodge);
else
aiNewState(actor, &beastDodge);
}
break;
default:
if (!pXSector || !pXSector->Underwater)
aiNewState(actor, &beastStomp);
break;
}
}
}
if (nDist < 921 && abs(nDeltaAngle) < 28)
{
int hit = HitScan(actor, pSprite->pos.Z, dx, dy, 0, CLIPMASK1, 0);
switch (hit)
{
case -1:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSlash);
else
aiNewState(actor, &beastSlash);
break;
case 3:
if (pSprite->type != gHitInfo.actor()->spr.type)
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSlash);
else
aiNewState(actor, &beastSlash);
}
else
{
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimDodge);
else
aiNewState(actor, &beastDodge);
}
break;
default:
if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimSlash);
else
aiNewState(actor, &beastSlash);
break;
}
}
}
return;
}
}
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if (pXSector && pXSector->Underwater)
aiNewState(actor, &beastSwimGoto);
else
aiNewState(actor, &beastGoto);
actor->SetTarget(nullptr);
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}
static void beastThinkSwimGoto(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &beastSwimSearch);
aiThinkTarget(actor);
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}
static void beastThinkSwimChase(DBloodActor* actor)
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{
auto pSprite = &actor->s();
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &beastSwimGoto);
return;
}
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
XSPRITE* pXTarget = &actor->GetTarget()->x();
int dx = pTarget->pos.X - pSprite->pos.X;
int dy = pTarget->pos.Y - pSprite->pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
if (pXTarget->health == 0)
{
aiNewState(actor, &beastSwimSearch);
return;
}
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &beastSwimSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
int height = pDudeInfo->eyeHeight + pSprite->pos.Z;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->pos.X, pTarget->pos.Y, pTarget->pos.Z, pTarget->sector(), pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - height, pSprite->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x400 && abs(nDeltaAngle) < 85)
aiNewState(actor, &beastSwimSlash);
else
{
aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1);
aiNewState(actor, &beast138FD0);
}
}
}
else
aiNewState(actor, &beast138FD0);
return;
}
aiNewState(actor, &beastSwimGoto);
actor->SetTarget(nullptr);
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}
static void beastMoveForward(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
if (abs(nAng) > 341)
return;
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int nDist = approxDist(dx, dy);
if (nDist <= 0x400 && Random(64) < 32)
return;
actor->xvel += MulScale(pDudeInfo->frontSpeed, Cos(pSprite->ang), 30);
actor->yvel += MulScale(pDudeInfo->frontSpeed, Sin(pSprite->ang), 30);
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}
static void sub_628A0(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
pSprite->ang = (pSprite->ang + 256) & 2047;
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int nDist = approxDist(dx, dy);
if (Random(64) < 32 && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
if (actor->GetTarget() == nullptr)
t1 += nAccel;
else
t1 += nAccel >> 2;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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}
static void sub_62AE0(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int z = pSprite->pos.Z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->pos.Z + getDudeInfo(pTarget->type)->eyeHeight;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
pXSprite->goalAng = (pSprite->ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int dz = z2 - z;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = -dz;
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}
static void sub_62D7C(DBloodActor* actor)
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{
auto pXSprite = &actor->x();
auto pSprite = &actor->s();
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
spritetype* pTarget = &actor->GetTarget()->s();
int z = pSprite->pos.Z + getDudeInfo(pSprite->type)->eyeHeight;
int z2 = pTarget->pos.Z + getDudeInfo(pTarget->type)->eyeHeight;
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
pSprite->ang = (pSprite->ang + 512) & 2047;
return;
}
int dx = pXSprite->targetX - pSprite->pos.X;
int dy = pXSprite->targetY - pSprite->pos.Y;
int dz = (z2 - z) << 3;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x400)
return;
int nCos = Cos(pSprite->ang);
int nSin = Sin(pSprite->ang);
int vx = actor->xvel;
int vy = actor->yvel;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel >> 1;
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
actor->zvel = dz;
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}
END_BLD_NS