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- Blood: Replace XSPRITE
targetx
with TargetPos.X
calls.
This commit is contained in:
parent
22275a16f6
commit
1d29716e6b
26 changed files with 72 additions and 72 deletions
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@ -5557,7 +5557,7 @@ static void actCheckProximity()
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case kThingBloodBits:
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case kThingBloodChunks:
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case kThingZombieHead:
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if (actor->xspr.locked && PlayClock >= actor->xspr.targetX) actor->xspr.locked = 0;
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if (actor->xspr.locked && PlayClock >= actor->xspr.TargetPos.X) actor->xspr.locked = 0;
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break;
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}
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@ -6360,7 +6360,7 @@ DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingT
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actor->xspr.data2 = 0;
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actor->xspr.data3 = 0;
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actor->xspr.data4 = 318;
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actor->xspr.targetX = PlayClock + 180;
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actor->xspr.TargetPos.X = PlayClock + 180;
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actor->xspr.locked = 1;
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actor->xspr.state = 1;
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actor->xspr.triggerOnce = 0;
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@ -6373,7 +6373,7 @@ DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingT
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actor->xspr.data2 = 0;
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actor->xspr.data3 = 0;
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actor->xspr.data4 = 318;
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actor->xspr.targetX = PlayClock + 180;
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actor->xspr.TargetPos.X = PlayClock + 180;
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actor->xspr.locked = 1;
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actor->xspr.state = 1;
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actor->xspr.triggerOnce = 0;
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@ -7012,7 +7012,7 @@ void DudeToGibCallback1(int, DBloodActor* actor)
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actor->xspr.triggerOnce = 0;
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actor->xspr.isTriggered = 0;
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actor->xspr.locked = 0;
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actor->xspr.targetX = PlayClock;
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actor->xspr.TargetPos.X = PlayClock;
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actor->xspr.state = 1;
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}
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@ -7027,7 +7027,7 @@ void DudeToGibCallback2(int, DBloodActor* actor)
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actor->xspr.triggerOnce = 0;
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actor->xspr.isTriggered = 0;
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actor->xspr.locked = 0;
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actor->xspr.targetX = PlayClock;
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actor->xspr.TargetPos.X = PlayClock;
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actor->xspr.state = 1;
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}
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@ -364,7 +364,7 @@ void aiActivateDude(DBloodActor* actor)
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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if (!actor->xspr.state)
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{
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aiChooseDirection(actor, getangle(actor->xspr.targetX - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y));
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aiChooseDirection(actor, getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y));
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actor->xspr.state = 1;
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}
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switch (actor->spr.type)
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@ -916,7 +916,7 @@ void aiActivateDude(DBloodActor* actor)
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void aiSetTarget(DBloodActor* actor, int x, int y, int z)
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{
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actor->SetTarget(nullptr);
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actor->xspr.targetX = x;
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actor->xspr.TargetPos.X = x;
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actor->xspr.targetY = y;
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actor->xspr.targetZ = z;
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}
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@ -934,7 +934,7 @@ void aiSetTarget(DBloodActor* actor, DBloodActor* target)
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{
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actor->SetTarget(target);
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DUDEINFO* pDudeInfo = getDudeInfo(target->spr.type);
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actor->xspr.targetX = target->spr.pos.X;
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actor->xspr.TargetPos.X = target->spr.pos.X;
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actor->xspr.targetY = target->spr.pos.Y;
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actor->xspr.targetZ = target->spr.pos.Z - ((pDudeInfo->eyeHeight * target->spr.yrepeat) << 2);
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}
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@ -1706,7 +1706,7 @@ void aiInitSprite(DBloodActor* actor)
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{
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stateTimer = actor->xspr.stateTimer;
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pTargetMarker = actor->GetTarget();
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targetX = actor->xspr.targetX;
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targetX = actor->xspr.TargetPos.X;
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targetY = actor->xspr.targetY;
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targetZ = actor->xspr.targetZ;
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}
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@ -1926,7 +1926,7 @@ void aiInitSprite(DBloodActor* actor)
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if (pTargetMarker)
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{
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actor->SetTarget(pTargetMarker);
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actor->xspr.targetX = targetX;
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actor->xspr.TargetPos.X = targetX;
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actor->xspr.targetY = targetY;
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actor->xspr.targetZ = targetZ;
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}
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@ -137,7 +137,7 @@ static void batThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -319,7 +319,7 @@ static void batMoveForward(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
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@ -351,7 +351,7 @@ static void batMoveSwoop(DBloodActor* actor)
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x200)
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@ -381,7 +381,7 @@ static void batMoveFly(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x4000) && nDist <= 0x200)
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@ -179,7 +179,7 @@ static void beastThinkGoto(DBloodActor* actor)
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auto pSector = actor->spr.sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -330,7 +330,7 @@ static void beastThinkSwimGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -403,7 +403,7 @@ static void beastMoveForward(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (abs(nAng) > 341)
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return;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (nDist <= 0x400 && Random(64) < 32)
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@ -424,7 +424,7 @@ static void sub_628A0(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Random(64) < 32 && nDist <= 0x400)
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@ -460,7 +460,7 @@ static void sub_62AE0(DBloodActor* actor)
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int dz = z2 - z;
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int nDist = approxDist(dx, dy);
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@ -495,7 +495,7 @@ static void sub_62D7C(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int dz = (z2 - z) << 3;
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int nDist = approxDist(dx, dy);
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@ -151,7 +151,7 @@ static void eelThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -329,7 +329,7 @@ static void eelMoveForward(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (nDist <= 0x399)
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@ -358,7 +358,7 @@ static void eelMoveSwoop(DBloodActor* actor)
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > 341)
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return;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x8000) && nDist <= 0x399)
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@ -385,7 +385,7 @@ static void eelMoveAscend(DBloodActor* actor)
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > 341)
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return;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x4000) && nDist <= 0x399)
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@ -84,7 +84,7 @@ static void burnThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -94,7 +94,7 @@ static void calebThinkGoto(DBloodActor* actor)
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auto pSector = actor->spr.sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -212,7 +212,7 @@ static void calebThinkSwimGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -282,7 +282,7 @@ static void sub_65D04(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Random(64) < 32 && nDist <= 0x400)
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@ -319,7 +319,7 @@ static void sub_65F44(DBloodActor* actor)
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int dz = z2 - z;
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int nDist = approxDist(dx, dy);
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@ -355,7 +355,7 @@ static void sub_661E0(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int dz = (z2 - z) << 3;
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int nDist = approxDist(dx, dy);
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@ -297,7 +297,7 @@ static void cerberusThinkGoto(DBloodActor* actor)
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -193,7 +193,7 @@ static void cultThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -263,7 +263,7 @@ static void gargThinkGoto(DBloodActor* actor)
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return;
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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@ -532,7 +532,7 @@ static void gargMoveForward(DBloodActor* actor)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
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@ -567,7 +567,7 @@ static void gargMoveSlow(DBloodActor* actor)
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x400)
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@ -608,7 +608,7 @@ static void gargMoveSwoop(DBloodActor* actor)
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x400)
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@ -648,7 +648,7 @@ static void gargMoveFly(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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return;
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}
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int dx = actor->xspr.targetX - actor->spr.pos.X;
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int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
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int dy = actor->xspr.targetY - actor->spr.pos.Y;
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int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x4000) && nDist <= 0x400)
|
||||
|
|
|
@ -242,7 +242,7 @@ static void ghostThinkGoto(DBloodActor* actor)
|
|||
return;
|
||||
}
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -428,7 +428,7 @@ static void ghostMoveForward(DBloodActor* actor)
|
|||
return;
|
||||
if (actor->GetTarget() == nullptr)
|
||||
actor->spr.ang = (actor->spr.ang + 256) & 2047;
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
|
||||
|
@ -463,7 +463,7 @@ static void ghostMoveSlow(DBloodActor* actor)
|
|||
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x600) && nDist <= 0x400)
|
||||
|
@ -501,7 +501,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
|
|||
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x600) && nDist <= 0x400)
|
||||
|
@ -538,7 +538,7 @@ static void ghostMoveFly(DBloodActor* actor)
|
|||
actor->spr.ang = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x4000) && nDist <= 0x400)
|
||||
|
|
|
@ -85,7 +85,7 @@ static void gillThinkGoto(DBloodActor* actor)
|
|||
auto pSector = actor->spr.sector();
|
||||
auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
|
||||
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -199,7 +199,7 @@ static void gillThinkSwimGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -274,7 +274,7 @@ static void sub_6CB00(DBloodActor* actor)
|
|||
return;
|
||||
if (actor->GetTarget() == nullptr)
|
||||
actor->spr.ang = (actor->spr.ang + 256) & 2047;
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Random(64) < 32 && nDist <= 0x400)
|
||||
|
@ -310,7 +310,7 @@ static void sub_6CD74(DBloodActor* actor)
|
|||
actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int dz = z2 - z;
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -345,7 +345,7 @@ static void sub_6D03C(DBloodActor* actor)
|
|||
actor->spr.ang = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int dz = (z2 - z) << 3;
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -66,7 +66,7 @@ static void handThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -81,7 +81,7 @@ static void houndThinkGoto(DBloodActor* actor)
|
|||
}
|
||||
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -50,7 +50,7 @@ static void innocThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -139,7 +139,7 @@ static void aiPodMove(DBloodActor* actor)
|
|||
}
|
||||
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -62,7 +62,7 @@ static void ratThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -136,7 +136,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
|
|||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
auto target = actor->GetTarget();
|
||||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -171,7 +171,7 @@ static void spidThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -264,7 +264,7 @@ static void sub_72850(DBloodActor* actor)
|
|||
return;
|
||||
}
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -419,7 +419,7 @@ static void unicultThinkGoto(DBloodActor* actor)
|
|||
return;
|
||||
}
|
||||
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
|
||||
|
@ -1122,7 +1122,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
|
|||
return;
|
||||
if (actor->GetTarget() == nullptr)
|
||||
actor->spr.ang = (actor->spr.ang + 256) & 2047;
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if ((unsigned int)Random(64) < 32 && nDist <= 0x400)
|
||||
|
|
|
@ -64,7 +64,7 @@ void HackSeqCallback(int, DBloodActor* actor)
|
|||
auto target = actor->GetTarget();
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
|
||||
int tx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int tx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int ty = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(tx, ty);
|
||||
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
|
||||
|
@ -91,7 +91,7 @@ static void zombaThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
@ -266,7 +266,7 @@ static void entryAIdle(DBloodActor* actor)
|
|||
static void entryEStand(DBloodActor* actor)
|
||||
{
|
||||
sfxPlay3DSound(actor, 1100, -1, 0);
|
||||
actor->spr.ang = getangle(actor->xspr.targetX - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y);
|
||||
actor->spr.ang = getangle(actor->xspr.TargetPos.X - actor->spr.pos.X, actor->xspr.targetY - actor->spr.pos.Y);
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
|
@ -66,7 +66,7 @@ void PukeSeqCallback(int, DBloodActor* actor)
|
|||
DUDEINFO* pDudeInfoT = getDudeInfo(target->spr.type);
|
||||
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat);
|
||||
int height2 = (pDudeInfoT->eyeHeight * target->spr.yrepeat);
|
||||
int tx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int tx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int ty = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(tx, ty);
|
||||
int dx = bcos(nAngle);
|
||||
|
@ -90,7 +90,7 @@ static void zombfThinkGoto(DBloodActor* actor)
|
|||
{
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = actor->xspr.targetX - actor->spr.pos.X;
|
||||
int dx = actor->xspr.TargetPos.X - actor->spr.pos.X;
|
||||
int dy = actor->xspr.targetY - actor->spr.pos.Y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
|
|
|
@ -573,7 +573,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect
|
|||
pXSprite->dudeGuard = bitReader.readUnsigned(1);
|
||||
pXSprite->dudeFlag4 = bitReader.readUnsigned(1);
|
||||
/*pXSprite->target_i = */ bitReader.readSigned(16);
|
||||
pXSprite->targetX = bitReader.readSigned(32);
|
||||
pXSprite->TargetPos.X = bitReader.readSigned(32);
|
||||
pXSprite->targetY = bitReader.readSigned(32);
|
||||
pXSprite->targetZ = bitReader.readSigned(32);
|
||||
pXSprite->burnTime = bitReader.readUnsigned(16);
|
||||
|
|
|
@ -623,7 +623,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRIT
|
|||
("data2", w.data2, def->data2)
|
||||
("data3", w.data3, def->data3)
|
||||
("data4", w.data4, def->data4)
|
||||
("targetX", w.targetX, def->targetX)
|
||||
("targetX", w.TargetPos.X, def->TargetPos.X)
|
||||
("targetY", w.targetY, def->targetY)
|
||||
("targetZ", w.targetZ, def->targetZ)
|
||||
("target", w.target, def->target)
|
||||
|
|
|
@ -101,9 +101,9 @@ struct XSPRITE {
|
|||
TObjPtr<DBloodActor*> target; // target sprite
|
||||
TObjPtr<DBloodActor*> burnSource;
|
||||
|
||||
int32_t targetX; // target x
|
||||
int32_t targetY; // target y
|
||||
int32_t targetZ; // target z
|
||||
vec3_t TargetPos;
|
||||
int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
|
||||
int32_t sysData2; //
|
||||
int32_t scale; // used for scaling SEQ size on sprites
|
||||
|
|
|
@ -689,7 +689,7 @@ void nnExtInitModernStuff(TArray<DBloodActor*>& actors)
|
|||
actor->xspr.Proximity = actor->xspr.Push = actor->xspr.Vector = actor->xspr.triggerOn = false;
|
||||
actor->xspr.state = actor->xspr.restState = 0;
|
||||
|
||||
actor->xspr.targetX = actor->xspr.targetY = actor->xspr.targetZ = actor->xspr.sysData2 = -1;
|
||||
actor->xspr.TargetPos.X = actor->xspr.targetY = actor->xspr.targetZ = actor->xspr.sysData2 = -1;
|
||||
actor->SetTarget(nullptr);
|
||||
ChangeActorStat(actor, kStatModernCondition);
|
||||
auto oldStat = actor->spr.cstat;
|
||||
|
@ -3008,7 +3008,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
|
||||
if (actor->spr.statnum == kStatDude && actor->IsDudeActor() && !actor->IsPlayerActor())
|
||||
{
|
||||
int x = actor->xspr.targetX;
|
||||
int x = actor->xspr.TargetPos.X;
|
||||
int y = actor->xspr.targetY;
|
||||
int z = actor->xspr.targetZ;
|
||||
auto target = actor->GetTarget();
|
||||
|
@ -3017,7 +3017,7 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
|
||||
if (target != nullptr)
|
||||
{
|
||||
actor->xspr.targetX = x;
|
||||
actor->xspr.TargetPos.X = x;
|
||||
actor->xspr.targetY = y;
|
||||
actor->xspr.targetZ = z;
|
||||
actor->SetTarget(target);
|
||||
|
@ -6824,7 +6824,7 @@ void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor)
|
|||
{
|
||||
actor->SetTarget(pMateTargetActor);
|
||||
auto pMate = pMateTargetActor->GetTarget();
|
||||
actor->xspr.targetX = pMate->spr.pos.X;
|
||||
actor->xspr.TargetPos.X = pMate->spr.pos.X;
|
||||
actor->xspr.targetY = pMate->spr.pos.Y;
|
||||
actor->xspr.targetZ = pMate->spr.pos.Z;
|
||||
if (!isActive(actor))
|
||||
|
@ -7640,7 +7640,7 @@ void aiPatrolSetMarker(DBloodActor* actor)
|
|||
while (auto nextactor = it.Next())
|
||||
{
|
||||
if (nextactor == targetactor || !nextactor->hasX()) continue;
|
||||
else if (actor->xspr.targetX >= 0 && nextactor == prevactor && node)
|
||||
else if (actor->xspr.TargetPos.X >= 0 && nextactor == prevactor && node)
|
||||
{
|
||||
if (targetactor->xspr.data2 == prevactor->xspr.data1)
|
||||
continue;
|
||||
|
@ -7691,7 +7691,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
|
|||
actor->xspr.unused1 &= ~kDudeFlagCrouch; // reset the crouch status
|
||||
actor->xspr.unused2 = kPatrolMoveForward; // reset path direction
|
||||
actor->prevmarker = nullptr;
|
||||
actor->xspr.targetX = -1; // reset the previous marker index
|
||||
actor->xspr.TargetPos.X = -1; // reset the previous marker index
|
||||
if (actor->xspr.health <= 0)
|
||||
return;
|
||||
|
||||
|
@ -7720,7 +7720,7 @@ void aiPatrolStop(DBloodActor* actor, DBloodActor* targetactor, bool alarm)
|
|||
else
|
||||
{
|
||||
aiInitSprite(actor);
|
||||
aiSetTarget(actor, actor->xspr.targetX, actor->xspr.targetY, actor->xspr.targetZ);
|
||||
aiSetTarget(actor, actor->xspr.TargetPos.X, actor->xspr.targetY, actor->xspr.targetZ);
|
||||
}
|
||||
|
||||
actor->xspr.dudeFlag4 = patrol; // this must be kept so enemy can patrol after respawn again
|
||||
|
|
Loading…
Reference in a new issue