- floatified handThinkChase

This commit is contained in:
Christoph Oelckers 2022-09-27 22:07:22 +02:00
parent 21afef19e9
commit 71c1840566

View file

@ -88,9 +88,9 @@ static void handThinkChase(DBloodActor* actor)
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, DAngle::fromBuild(nAngle));
DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &handSearch);
@ -101,16 +101,16 @@ static void handThinkChase(DBloodActor* actor)
aiNewState(actor, &handSearch);
return;
}
if (nDist <= pDudeInfo->seeDist)
if (nDist <= pDudeInfo->SeeDist())
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
if (nDist < pDudeInfo->SeeDist() && abs(nDeltaAngle) <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x233 && abs(nDeltaAngle) < 85 && gGameOptions.nGameType == 0)
if (nDist < 35.1875 && nDeltaAngle < DAngle15 && gGameOptions.nGameType == 0)
aiNewState(actor, &handJump);
return;
}