raze/source/games/blood/src/aibat.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 batThinkTarget(DBloodActor*);
static void batThinkSearch(DBloodActor*);
static void batThinkGoto(DBloodActor*);
static void batThinkPonder(DBloodActor*);
static void batMoveDodgeUp(DBloodActor*);
static void batMoveDodgeDown(DBloodActor*);
static void batThinkChase(DBloodActor*);
static void batMoveForward(DBloodActor*);
static void batMoveSwoop(DBloodActor*);
static void batMoveFly(DBloodActor*);
static void batMoveToCeil(DBloodActor*);
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AISTATE batIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, batThinkTarget, NULL };
AISTATE batFlyIdle = { kAiStateIdle, 6, -1, 0, NULL, NULL, batThinkTarget, NULL };
AISTATE batChase = { kAiStateChase, 6, -1, 0, NULL, batMoveForward, batThinkChase, &batFlyIdle };
AISTATE batPonder = { kAiStateOther, 6, -1, 0, NULL, NULL, batThinkPonder, NULL };
AISTATE batGoto = { kAiStateMove, 6, -1, 600, NULL, batMoveForward, batThinkGoto, &batFlyIdle };
AISTATE batBite = { kAiStateChase, 7, nBatBiteClient, 60, NULL, NULL, NULL, &batPonder };
AISTATE batRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &batChase };
AISTATE batSearch = { kAiStateSearch, 6, -1, 120, NULL, batMoveForward, batThinkSearch, &batFlyIdle };
AISTATE batSwoop = { kAiStateOther, 6, -1, 60, NULL, batMoveSwoop, batThinkChase, &batChase };
AISTATE batFly = { kAiStateMove, 6, -1, 0, NULL, batMoveFly, batThinkChase, &batChase };
AISTATE batTurn = { kAiStateMove, 6, -1, 60, NULL, aiMoveTurn, NULL, &batChase };
AISTATE batHide = { kAiStateOther, 6, -1, 0, NULL, batMoveToCeil, batMoveForward, NULL };
AISTATE batDodgeUp = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeUpRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeUpLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeUp, 0, &batChase };
AISTATE batDodgeDown = { kAiStateMove, 6, -1, 120, NULL, batMoveDodgeDown, 0, &batChase };
AISTATE batDodgeDownRight = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0, &batChase };
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void batBiteSeqCallback(int, DBloodActor* actor)
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{
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = bcos(actor->spr.ang);
int dy = bsin(actor->spr.ang);
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->spr.type);
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
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}
static void batThinkTarget(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{
pDudeExtraE->thinkTime = 0;
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actor->xspr.goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->X, pTarget->Y, pTarget->Z);
aiNewState(actor, &batTurn);
return;
}
if (Chance(pDudeInfo->alertChance))
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
continue;
int x = pPlayer->actor->spr.pos.X;
int y = pPlayer->actor->spr.pos.Y;
int z = pPlayer->actor->spr.pos.Z;
auto pSector = pPlayer->actor->sector();
int dx = x - actor->spr.pos.X;
int dy = y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
continue;
if (!cansee(x, y, z, pSector, actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->sector()))
continue;
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, pPlayer->actor);
aiActivateDude(actor);
}
else if (nDist < pDudeInfo->hearDist)
{
aiSetTarget(actor, x, y, z);
aiActivateDude(actor);
}
else
continue;
break;
}
}
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}
static void batThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
batThinkTarget(actor);
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}
static void batThinkGoto(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
int nAngle = getangle(dx, dy);
int nDist = approxDist(dx, dy);
aiChooseDirection(actor, nAngle);
if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
aiNewState(actor, &batSearch);
batThinkTarget(actor);
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}
static void batThinkPonder(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batSearch);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = pTarget->spr.pos.X - actor->spr.pos.X;
int dy = pTarget->spr.pos.Y - actor->spr.pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
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if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.pos.Z, pTarget->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector()))
{
aiSetTarget(actor, actor->GetTarget());
if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x5000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeDown);
else if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x6000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeDown);
else if (height2 - height < 0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batDodgeUp);
else if (height2 - height < 0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
aiNewState(actor, &batDodgeUp);
else if (height2 - height > 0x4000)
aiNewState(actor, &batDodgeDown);
else
aiNewState(actor, &batDodgeUp);
return;
}
}
aiNewState(actor, &batGoto);
actor->SetTarget(nullptr);
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}
static void batMoveDodgeUp(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int dx = actor->vel.X;
int dy = actor->vel.Y;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (actor->xspr.dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
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actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = -0x52aaa;
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}
static void batMoveDodgeDown(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (actor->xspr.dodgeDir == 0)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int dx = actor->vel.X;
int dy = actor->vel.Y;
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (actor->xspr.dodgeDir > 0)
t2 += pDudeInfo->sideSpeed;
else
t2 -= pDudeInfo->sideSpeed;
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actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = 0x44444;
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}
static void batThinkChase(DBloodActor* actor)
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{
if (actor->GetTarget() == nullptr)
{
aiNewState(actor, &batGoto);
return;
}
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto pTarget = actor->GetTarget();
int dx = pTarget->spr.pos.X - actor->spr.pos.X;
int dy = pTarget->spr.pos.Y - actor->spr.pos.Y;
aiChooseDirection(actor, getangle(dx, dy));
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if (pTarget->xspr.health == 0)
{
aiNewState(actor, &batSearch);
return;
}
if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
{
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dx, dy);
if (nDist <= pDudeInfo->seeDist)
{
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->spr.pos.X, pTarget->spr.pos.Y, pTarget->spr.pos.Z, pTarget->sector(), actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - height, actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos.X, actor->spr.pos.Y);
if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batBite);
else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
aiNewState(actor, &batSwoop);
else if ((height2 - height < 0x3000 || floorZ - bottom < 0x3000) && abs(nDeltaAngle) < 85)
aiNewState(actor, &batFly);
return;
}
}
else
{
aiNewState(actor, &batFly);
return;
}
}
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actor->SetTarget(nullptr);
aiNewState(actor, &batHide);
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}
static void batMoveForward(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
return;
if (actor->GetTarget() == nullptr)
actor->spr.ang = (actor->spr.ang + 256) & 2047;
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->vel.X;
int vy = actor->vel.Y;
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 >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
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}
static void batMoveSwoop(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
return;
}
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if (Chance(0x600) && nDist <= 0x200)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->vel.X;
int vy = actor->vel.Y;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = 0x44444;
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}
static void batMoveFly(DBloodActor* actor)
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{
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > 341)
{
actor->spr.ang = (actor->spr.ang + 512) & 2047;
return;
}
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
int dy = actor->xspr.TargetPos.Y - actor->spr.pos.Y;
int nDist = approxDist(dx, dy);
if (Chance(0x4000) && nDist <= 0x200)
return;
int nCos = Cos(actor->spr.ang);
int nSin = Sin(actor->spr.ang);
int vx = actor->vel.X;
int vy = actor->vel.Y;
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
t1 += nAccel >> 1;
actor->vel.X = DMulScale(t1, nCos, t2, nSin, 30);
actor->vel.Y = DMulScale(t1, nSin, -t2, nCos, 30);
actor->vel.Z = -0x2d555;
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}
void batMoveToCeil(DBloodActor* actor)
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{
int x = actor->spr.pos.X;
int y = actor->spr.pos.Y;
int z = actor->spr.pos.Z;
if (z - actor->xspr.TargetPos.Z < 0x1000)
{
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
pDudeExtraE->thinkTime = 0;
actor->spr.flags = 0;
aiNewState(actor, &batIdle);
}
else
aiSetTarget(actor, x, y, actor->sector()->ceilingz);
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}
END_BLD_NS