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https://github.com/ZDoom/Raze.git
synced 2025-02-07 15:31:11 +00:00
- refactored xsprite use in aibat.cpp.
This commit is contained in:
parent
6f9484a9ee
commit
3221ecf800
1 changed files with 23 additions and 34 deletions
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@ -77,7 +77,6 @@ void batBiteSeqCallback(int, DBloodActor* actor)
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static void batThinkTarget(DBloodActor* actor)
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static void batThinkTarget(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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@ -86,7 +85,7 @@ static void batThinkTarget(DBloodActor* actor)
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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{
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pDudeExtraE->thinkTime = 0;
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pDudeExtraE->thinkTime = 0;
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pXSprite->goalAng += 256;
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actor->xspr.goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
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aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
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aiNewState(actor, &batTurn);
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aiNewState(actor, &batTurn);
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@ -97,7 +96,7 @@ static void batThinkTarget(DBloodActor* actor)
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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{
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PLAYER* pPlayer = &gPlayer[p];
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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if (pPlayer->actor->xspr.health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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continue;
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int x = pPlayer->actor->spr.x;
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int x = pPlayer->actor->spr.x;
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int y = pPlayer->actor->spr.y;
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int y = pPlayer->actor->spr.y;
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@ -130,18 +129,16 @@ static void batThinkTarget(DBloodActor* actor)
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static void batThinkSearch(DBloodActor* actor)
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static void batThinkSearch(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiChooseDirection(actor, pXSprite->goalAng);
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batThinkTarget(actor);
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batThinkTarget(actor);
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}
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}
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static void batThinkGoto(DBloodActor* actor)
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static void batThinkGoto(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int dx = pXSprite->targetX - actor->spr.x;
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int dx = actor->xspr.targetX - actor->spr.x;
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int dy = pXSprite->targetY - actor->spr.y;
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int dy = actor->xspr.targetY - actor->spr.y;
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int nAngle = getangle(dx, dy);
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(actor, nAngle);
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aiChooseDirection(actor, nAngle);
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@ -161,11 +158,10 @@ static void batThinkPonder(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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auto pTarget = actor->GetTarget();
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XSPRITE* pXTarget = &pTarget->x();
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int dx = pTarget->spr.x - actor->spr.x;
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int dx = pTarget->spr.x - actor->spr.x;
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int dy = pTarget->spr.y - actor->spr.y;
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int dy = pTarget->spr.y - actor->spr.y;
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aiChooseDirection(actor, getangle(dx, dy));
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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if (pTarget->xspr.health == 0)
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{
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{
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aiNewState(actor, &batSearch);
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aiNewState(actor, &batSearch);
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return;
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return;
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@ -206,10 +202,9 @@ static void batThinkPonder(DBloodActor* actor)
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static void batMoveDodgeUp(DBloodActor* actor)
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static void batMoveDodgeUp(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nCos = Cos(actor->spr.ang);
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int nCos = Cos(actor->spr.ang);
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@ -218,7 +213,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
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int dy = actor->yvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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if (actor->xspr.dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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t2 += pDudeInfo->sideSpeed;
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else
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else
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t2 -= pDudeInfo->sideSpeed;
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t2 -= pDudeInfo->sideSpeed;
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@ -230,13 +225,12 @@ static void batMoveDodgeUp(DBloodActor* actor)
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static void batMoveDodgeDown(DBloodActor* actor)
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static void batMoveDodgeDown(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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if (pXSprite->dodgeDir == 0)
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if (actor->xspr.dodgeDir == 0)
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return;
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return;
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int nCos = Cos(actor->spr.ang);
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int nCos = Cos(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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int nSin = Sin(actor->spr.ang);
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@ -244,7 +238,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
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int dy = actor->yvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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if (actor->xspr.dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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t2 += pDudeInfo->sideSpeed;
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else
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else
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t2 -= pDudeInfo->sideSpeed;
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t2 -= pDudeInfo->sideSpeed;
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@ -265,11 +259,10 @@ static void batThinkChase(DBloodActor* actor)
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto pTarget = actor->GetTarget();
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auto pTarget = actor->GetTarget();
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XSPRITE* pXTarget = &pTarget->x();
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int dx = pTarget->spr.x - actor->spr.x;
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int dx = pTarget->spr.x - actor->spr.x;
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int dy = pTarget->spr.y - actor->spr.y;
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int dy = pTarget->spr.y - actor->spr.y;
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aiChooseDirection(actor, getangle(dx, dy));
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aiChooseDirection(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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if (pTarget->xspr.health == 0)
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{
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{
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aiNewState(actor, &batSearch);
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aiNewState(actor, &batSearch);
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return;
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return;
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@ -316,10 +309,9 @@ static void batThinkChase(DBloodActor* actor)
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static void batMoveForward(DBloodActor* actor)
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static void batMoveForward(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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int nAccel = pDudeInfo->frontSpeed << 2;
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@ -327,8 +319,8 @@ static void batMoveForward(DBloodActor* actor)
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return;
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return;
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if (actor->GetTarget() == nullptr)
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if (actor->GetTarget() == nullptr)
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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actor->spr.ang = (actor->spr.ang + 256) & 2047;
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int dx = pXSprite->targetX - actor->spr.x;
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int dx = actor->xspr.targetX - actor->spr.x;
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int dy = pXSprite->targetY - actor->spr.y;
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int dy = actor->xspr.targetY - actor->spr.y;
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int nDist = approxDist(dx, dy);
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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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if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
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return;
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return;
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@ -348,20 +340,19 @@ static void batMoveForward(DBloodActor* actor)
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static void batMoveSwoop(DBloodActor* actor)
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static void batMoveSwoop(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > 341)
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if (abs(nAng) > 341)
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{
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{
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pXSprite->goalAng = (actor->spr.ang + 512) & 2047;
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actor->xspr.goalAng = (actor->spr.ang + 512) & 2047;
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return;
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return;
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}
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}
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int dx = pXSprite->targetX - actor->spr.x;
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int dx = actor->xspr.targetX - actor->spr.x;
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int dy = pXSprite->targetY - actor->spr.y;
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int dy = actor->xspr.targetY - actor->spr.y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x200)
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if (Chance(0x600) && nDist <= 0x200)
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return;
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return;
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@ -379,10 +370,9 @@ static void batMoveSwoop(DBloodActor* actor)
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static void batMoveFly(DBloodActor* actor)
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static void batMoveFly(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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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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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nAng = ((actor->xspr.goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
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int nAccel = pDudeInfo->frontSpeed << 2;
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int nAccel = pDudeInfo->frontSpeed << 2;
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@ -391,8 +381,8 @@ static void batMoveFly(DBloodActor* actor)
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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actor->spr.ang = (actor->spr.ang + 512) & 2047;
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return;
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return;
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}
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}
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int dx = pXSprite->targetX - actor->spr.x;
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int dx = actor->xspr.targetX - actor->spr.x;
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int dy = pXSprite->targetY - actor->spr.y;
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int dy = actor->xspr.targetY - actor->spr.y;
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int nDist = approxDist(dx, dy);
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int nDist = approxDist(dx, dy);
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if (Chance(0x4000) && nDist <= 0x200)
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if (Chance(0x4000) && nDist <= 0x200)
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return;
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return;
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@ -410,11 +400,10 @@ static void batMoveFly(DBloodActor* actor)
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void batMoveToCeil(DBloodActor* actor)
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void batMoveToCeil(DBloodActor* actor)
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{
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{
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auto pXSprite = &actor->x();
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int x = actor->spr.x;
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int x = actor->spr.x;
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int y = actor->spr.y;
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int y = actor->spr.y;
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int z = actor->spr.z;
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int z = actor->spr.z;
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if (z - pXSprite->targetZ < 0x1000)
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if (z - actor->xspr.targetZ < 0x1000)
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{
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{
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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pDudeExtraE->thinkTime = 0;
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pDudeExtraE->thinkTime = 0;
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