mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- global search & replace for all occurences of tgt_sp where it is only used to access a field in the sprite.
This commit is contained in:
parent
697d4f2253
commit
76f0724d24
8 changed files with 73 additions and 73 deletions
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@ -222,7 +222,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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}
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u->ActorActionFunc = nullptr;
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// Get angle to player
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sp->ang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y) + 1024);
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sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024);
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break;
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case UZI_SMOKE+1: // Shotgun
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@ -245,7 +245,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath)
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DoActorBeginJump(actor);
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u->ActorActionFunc = nullptr;
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// Get angle to player
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sp->ang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y) + 1024);
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sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024);
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break;
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default:
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@ -291,7 +291,7 @@ bool CanSeePlayer(DSWActor* actor)
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//if (FAF_Sector(sp->sectnum))
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// return(true);
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if (u->tgt_sp() && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->tgt_sp()->x, u->tgt_sp()->y, SPRITEp_UPPER(u->tgt_sp()), u->tgt_sp()->sectnum))
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if (u->tgt_sp() && FAFcansee(sp->x, sp->y, look_height, sp->sectnum, u->targetActor->s().x, u->targetActor->s().y, SPRITEp_UPPER(u->tgt_sp()), u->targetActor->s().sectnum))
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return true;
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else
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return false;
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@ -662,7 +662,7 @@ DoActorActionDecide(short SpriteNum)
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DoActorOperate(SpriteNum);
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// if far enough away and cannot see the player
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dist = Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y);
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dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist > 30000 && !ICanSee)
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{
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@ -753,7 +753,7 @@ DoActorActionDecide(short SpriteNum)
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DoActorPickClosePlayer(actor);
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// if close by
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dist = Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y);
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dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist < 15000 || ICanSee)
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{
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if ((FACING(sp, u->tgt_sp()) && dist < 10000) || ICanSee)
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@ -1161,7 +1161,7 @@ DoActorMoveCloser(DSWActor* actor)
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else
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{
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// turn to face player
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sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
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sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
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}
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}
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@ -1462,7 +1462,7 @@ InitActorAttack(DSWActor* actor)
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//NewStateGroup(SpriteNum, u->ActorActionSet->Stand);
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// face player when attacking
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sp->ang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
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sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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// If it's your own kind, lay off!
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if (u->ID == User[u->tgt_sp() - sprite]->ID && !User[u->tgt_sp() - sprite]->PlayerP)
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@ -1524,7 +1524,7 @@ DoActorAttack(DSWActor* actor)
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DoActorNoise(ChooseAction(u->Personality->Broadcast),actor);
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DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
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DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
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pu = User[GetPlayerSpriteNum(SpriteNum)].Data();
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if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(sp, u->tgt_sp())) ||
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@ -1659,7 +1659,7 @@ InitActorDuck(DSWActor* actor)
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u->ActorActionFunc = DoActorDuck;
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NewStateGroup(SpriteNum, u->ActorActionSet->Duck);
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dist = Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y);
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dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist > 8000)
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{
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@ -1824,7 +1824,7 @@ FindNewAngle(short SpriteNum, signed char dir, int DistToMove)
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DistToMove = DIV4(DistToMove) + DIV8(DistToMove);
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// Find angle to from the player
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oang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
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oang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
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// choose a random angle array
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switch (dir)
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@ -1974,7 +1974,7 @@ InitActorReposition(DSWActor* actor)
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u->Dist = 0;
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rnum = RANDOM_P2(8<<8)>>8;
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dist = Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y);
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dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
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if (dist < PlayerDist[rnum] || TEST(u->Flags, SPR_RUN_AWAY))
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{
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@ -633,7 +633,7 @@ int DoCoolieMove(DSWActor* actor)
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return 0;
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}
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if (Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y) < 1200)
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if (Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y) < 1200)
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{
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//DoActorDie(SpriteNum, -3);
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UpdateSinglePlayKills(SpriteNum);
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@ -157,7 +157,7 @@ int DoToiletGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (u->FlagOwner != 1)
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{
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@ -216,7 +216,7 @@ int NullToiletGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -400,7 +400,7 @@ int DoWashGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (RandomRange(1000) > 980 && u->ShellNum <= 0)
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{
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@ -465,7 +465,7 @@ int NullWashGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1280,7 +1280,7 @@ int DoCarGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1330,7 +1330,7 @@ int NullCarGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1502,7 +1502,7 @@ int DoMechanicGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1552,7 +1552,7 @@ int NullMechanicGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1725,7 +1725,7 @@ int DoSailorGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -1780,7 +1780,7 @@ int NullSailorGirl(DSWActor* actor)
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static short alreadythrew = 0;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1940,7 +1940,7 @@ int DoPruneGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum);
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if (u->FlagOwner == 1)
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{
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@ -2006,7 +2006,7 @@ int NullPruneGirl(DSWActor* actor)
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bool ICanSee = false;
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DoActorPickClosePlayer(actor);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->tgt_sp()->x,u->tgt_sp()->y,u->tgt_sp()->z,u->tgt_sp()->sectnum);
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ICanSee = FAFcansee(sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum,u->targetActor->s().x,u->targetActor->s().y,u->targetActor->s().z,u->targetActor->s().sectnum);
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if (!TEST(u->Flags,SPR_CLIMBING))
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KeepActorOnFloor(actor);
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@ -1035,7 +1035,7 @@ DoRipper2MoveHang(DSWActor* actor)
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short w, nw;
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// Don't keep clinging and going ever higher!
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if (abs(sp->z - u->tgt_sp()->z) > (4000<<4))
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if (abs(sp->z - u->targetActor->s().z) > (4000<<4))
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break;
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hit_wall = NORM_WALL(u->ret);
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@ -394,7 +394,7 @@ int DoSkullJump(DSWActor* actor)
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int dist,a,b,c;
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DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
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DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(SpriteNum, short(u->tgt_sp() - sprite), Z(32)))
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@ -467,7 +467,7 @@ int DoSkullWait(DSWActor* actor)
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SPRITEp sp = &sprite[SpriteNum];
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int a,b,c,dist;
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DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
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DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
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DoActorPickClosePlayer(actor);
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@ -501,7 +501,7 @@ int DoSkullWait(DSWActor* actor)
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if (dist < 8000)
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{
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sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
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sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
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sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
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u->jump_speed = -700;
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NewStateGroup(SpriteNum, sg_SkullJump);
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@ -813,7 +813,7 @@ int DoBettyJump(DSWActor* actor)
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{
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int dist,a,b,c;
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DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
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DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(SpriteNum, short(u->tgt_sp() - sprite), Z(32)))
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@ -882,7 +882,7 @@ int DoBettyWait(DSWActor* actor)
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SPRITEp sp = &sprite[SpriteNum];
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int a,b,c,dist;
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DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
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DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
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DoActorPickClosePlayer(actor);
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@ -916,7 +916,7 @@ int DoBettyWait(DSWActor* actor)
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if (dist < 8000)
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{
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sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
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sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
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sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
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u->jump_speed = -700;
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NewStateGroup(SpriteNum, sg_BettyJump);
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@ -2949,7 +2949,7 @@ DoAutoTurretObject(SECTOR_OBJECTp sop)
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shootp = &sprite[sop->sp_num[i]];
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if (!FAFcansee(shootp->x, shootp->y, shootp->z-Z(4), shootp->sectnum,
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u->tgt_sp()->x, u->tgt_sp()->y, SPRITEp_UPPER(u->tgt_sp()), u->tgt_sp()->sectnum))
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u->targetActor->s().x, u->targetActor->s().y, SPRITEp_UPPER(u->tgt_sp()), u->targetActor->s().sectnum))
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{
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return;
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}
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@ -2983,8 +2983,8 @@ DoAutoTurretObject(SECTOR_OBJECTp sop)
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}
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}
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//sop->ang_tgt = getangle(sop->xmid - u->tgt_sp()->x, sop->ymid - u->tgt_sp()->y);
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sop->ang_tgt = getangle(u->tgt_sp()->x - sop->xmid, u->tgt_sp()->y - sop->ymid);
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//sop->ang_tgt = getangle(sop->xmid - u->targetActor->s().x, sop->ymid - u->targetActor->s().y);
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sop->ang_tgt = getangle(u->targetActor->s().x - sop->xmid, u->targetActor->s().y - sop->ymid);
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// get delta to target angle
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delta_ang = getincangle(sop->ang, sop->ang_tgt);
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|
|
@ -5346,7 +5346,7 @@ ActorHealth(short SpriteNum, short amt)
|
|||
PlaySound(DIGI_NINJACHOKE, sp, v3df_follow);
|
||||
InitPlasmaFountain(nullptr, sp);
|
||||
InitBloodSpray(SpriteNum,false,105);
|
||||
sp->ang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y) + 1024);
|
||||
sp->ang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y) + 1024);
|
||||
RESET(sp->cstat, CSTAT_SPRITE_YFLIP);
|
||||
if (sw_ninjahack)
|
||||
NewStateGroup(SpriteNum, sg_NinjaHariKari);
|
||||
|
@ -10149,7 +10149,7 @@ DoRocket(DSWActor* actor)
|
|||
|
||||
if ((u->FlagOwner -= ACTORMOVETICS)<=0 && u->spal == 20)
|
||||
{
|
||||
DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a, b, c);
|
||||
DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
|
||||
u->FlagOwner = dist>>6;
|
||||
// Special warn sound attached to each seeker spawned
|
||||
PlaySound(DIGI_MINEBEEP, sp, v3df_follow);
|
||||
|
@ -12815,7 +12815,7 @@ DoSerpRing(DSWActor* actor)
|
|||
!TEST(User[ou->tgt_sp()-sprite]->PlayerP->Flags, PF_DEAD))
|
||||
{
|
||||
u->targetActor = ou->targetActor;
|
||||
DISTANCE(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y, dist, a,b,c);
|
||||
DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a,b,c);
|
||||
|
||||
// if ((dist ok and random ok) OR very few skulls left)
|
||||
if ((dist < 18000 && (RANDOM_P2(2048<<5)>>5) < 16) || User[sp->owner]->Counter < 4)
|
||||
|
@ -12828,7 +12828,7 @@ DoSerpRing(DSWActor* actor)
|
|||
{
|
||||
extern STATEp sg_SkullJump[];
|
||||
u->ID = SKULL_R0;
|
||||
sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
sp->xvel = dist>>5;
|
||||
sp->xvel += DIV2(sp->xvel);
|
||||
sp->xvel += (RANDOM_P2(128<<8)>>8);
|
||||
|
@ -12878,7 +12878,7 @@ InitLavaThrow(DSWActor* actor)
|
|||
//PlaySound(DIGI_NINJAROCKETATTACK, sp, v3df_none);
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -12917,7 +12917,7 @@ InitLavaThrow(DSWActor* actor)
|
|||
MissileSetPos(w, DoLavaBoulder, 1200);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -13243,7 +13243,7 @@ InitEnemyNapalm(DSWActor* actor)
|
|||
}
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -13352,7 +13352,7 @@ InitEnemyMirv(DSWActor* actor)
|
|||
MissileSetPos(w, DoMirv, 600);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -13812,7 +13812,7 @@ InitSumoNapalm(short SpriteNum)
|
|||
}
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -13943,7 +13943,7 @@ InitMiniSumoClap(short SpriteNum)
|
|||
|
||||
if (!u->tgt_sp()) return 0;
|
||||
|
||||
dist = Distance(sp->x, sp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
reach = 10000;
|
||||
|
||||
|
@ -13951,7 +13951,7 @@ InitMiniSumoClap(short SpriteNum)
|
|||
{
|
||||
if (SpriteOverlapZ(SpriteNum, short(u->tgt_sp() - sprite), Z(20)))
|
||||
{
|
||||
if (FAFcansee(u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
|
||||
if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
|
||||
{
|
||||
PlaySound(DIGI_CGTHIGHBONE, sp, v3df_follow|v3df_dontpan);
|
||||
DoDamage(short(u->tgt_sp() - sprite), SpriteNum);
|
||||
|
@ -13960,7 +13960,7 @@ InitMiniSumoClap(short SpriteNum)
|
|||
}
|
||||
else if (dist < CLOSE_RANGE_DIST_FUDGE(u->tgt_sp(), sp, reach))
|
||||
{
|
||||
if (FAFcansee(u->tgt_sp()->x,u->tgt_sp()->y,SPRITEp_MID(u->tgt_sp()),u->tgt_sp()->sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
|
||||
if (FAFcansee(u->targetActor->s().x,u->targetActor->s().y,SPRITEp_MID(u->tgt_sp()),u->targetActor->s().sectnum,sp->x,sp->y,SPRITEp_MID(sp),sp->sectnum))
|
||||
{
|
||||
PlaySound(DIGI_30MMEXPLODE, sp, v3df_none);
|
||||
SpawnFireballFlames(SpriteNum, short(u->tgt_sp() - sprite));
|
||||
|
@ -16033,7 +16033,7 @@ InitSerpSpell(DSWActor* actor)
|
|||
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, sp->ang, 1500);
|
||||
|
@ -16070,7 +16070,7 @@ InitSerpSpell(DSWActor* actor)
|
|||
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(np->x, np->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(np->x, np->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
if (dist != 0)
|
||||
np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp()) - np->z)) / dist;
|
||||
|
||||
|
@ -16153,7 +16153,7 @@ InitSerpMonstSpell(DSWActor* actor)
|
|||
|
||||
for (i = 0; i < 1; i++)
|
||||
{
|
||||
sp->ang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
New = SpawnSprite(STAT_MISSILE, SERP_METEOR, &sg_SerpMeteor[0][0], sp->sectnum,
|
||||
sp->x, sp->y, sp->z, sp->ang, 500);
|
||||
|
@ -16190,7 +16190,7 @@ InitSerpMonstSpell(DSWActor* actor)
|
|||
np->ang = NORM_ANGLE(np->ang - lat_ang[i]);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(np->x, np->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(np->x, np->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
if (dist != 0)
|
||||
np->zvel = (np->xvel * (SPRITEp_UPPER(u->tgt_sp()) - np->z)) / dist;
|
||||
|
||||
|
@ -16239,7 +16239,7 @@ InitEnemyRocket(DSWActor* actor)
|
|||
PlaySound(DIGI_NINJARIOTATTACK, sp, v3df_none);
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -16247,9 +16247,9 @@ InitEnemyRocket(DSWActor* actor)
|
|||
|
||||
// Spawn a shot
|
||||
// wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
|
||||
// nx, ny, nz, u->tgt_sp()->ang, 250)];
|
||||
// nx, ny, nz, u->targetActor->s().ang, 250)];
|
||||
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
|
||||
nx, ny, nz-Z(8), u->tgt_sp()->ang, NINJA_BOLT_VELOCITY);
|
||||
nx, ny, nz-Z(8), u->targetActor->s().ang, NINJA_BOLT_VELOCITY);
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
||||
|
@ -16285,7 +16285,7 @@ InitEnemyRocket(DSWActor* actor)
|
|||
MissileSetPos(w, DoBoltThinMan, 400);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -16327,7 +16327,7 @@ InitEnemyRail(DSWActor* actor)
|
|||
PlaySound(DIGI_RAILFIRE, sp, v3df_dontpan|v3df_doppler);
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
// add a bit of randomness
|
||||
if (RANDOM_P2(1024) < 512)
|
||||
|
@ -16380,7 +16380,7 @@ InitEnemyRail(DSWActor* actor)
|
|||
}
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -16418,7 +16418,7 @@ InitZillaRocket(DSWActor* actor)
|
|||
PlaySound(DIGI_NINJARIOTATTACK, sp, v3df_none);
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y);
|
||||
sp->ang = nang = getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y);
|
||||
|
||||
for (i = 0; i < (int)SIZ(mp); i++)
|
||||
{
|
||||
|
@ -16428,9 +16428,9 @@ InitZillaRocket(DSWActor* actor)
|
|||
|
||||
// Spawn a shot
|
||||
// wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
|
||||
// nx, ny, nz, u->tgt_sp()->ang, 250)];
|
||||
// nx, ny, nz, u->targetActor->s().ang, 250)];
|
||||
w = SpawnSprite(STAT_MISSILE, BOLT_THINMAN_R2, &s_Rocket[0][0], sp->sectnum,
|
||||
nx, ny, nz-Z(8), u->tgt_sp()->ang, NINJA_BOLT_VELOCITY);
|
||||
nx, ny, nz-Z(8), u->targetActor->s().ang, NINJA_BOLT_VELOCITY);
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
||||
|
@ -16470,7 +16470,7 @@ InitZillaRocket(DSWActor* actor)
|
|||
MissileSetPos(w, DoBoltThinMan, mp[i].dist_out);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -16490,7 +16490,7 @@ InitEnemyStar(DSWActor* actor)
|
|||
short w;
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -16498,7 +16498,7 @@ InitEnemyStar(DSWActor* actor)
|
|||
|
||||
// Spawn a shot
|
||||
wp = &sprite[w = SpawnSprite(STAT_MISSILE, STAR1, s_Star, sp->sectnum,
|
||||
nx, ny, nz, u->tgt_sp()->ang, NINJA_STAR_VELOCITY)];
|
||||
nx, ny, nz, u->targetActor->s().ang, NINJA_STAR_VELOCITY)];
|
||||
|
||||
wu = User[w].Data();
|
||||
|
||||
|
@ -16518,7 +16518,7 @@ InitEnemyStar(DSWActor* actor)
|
|||
MissileSetPos(w, DoStar, 400);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -16581,7 +16581,7 @@ InitEnemyCrossbow(DSWActor* actor)
|
|||
short w;
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -16589,7 +16589,7 @@ InitEnemyCrossbow(DSWActor* actor)
|
|||
|
||||
// Spawn a shot
|
||||
wp = &sprite[w = SpawnSprite(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], sp->sectnum,
|
||||
nx, ny, nz, u->tgt_sp()->ang, 800)];
|
||||
nx, ny, nz, u->targetActor->s().ang, 800)];
|
||||
|
||||
wu = User[w].Data();
|
||||
|
||||
|
@ -16614,7 +16614,7 @@ InitEnemyCrossbow(DSWActor* actor)
|
|||
MissileSetPos(w, DoStar, 400);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
@ -16680,7 +16680,7 @@ InitSkelSpell(DSWActor* actor)
|
|||
PlaySound(DIGI_SPELEC, sp, v3df_none);
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -16688,7 +16688,7 @@ InitSkelSpell(DSWActor* actor)
|
|||
|
||||
// Spawn a shot
|
||||
w = SpawnSprite(STAT_MISSILE, ELECTRO_ENEMY, s_Electro, sp->sectnum,
|
||||
nx, ny, nz, u->tgt_sp()->ang, SKEL_ELECTRO_VELOCITY);
|
||||
nx, ny, nz, u->targetActor->s().ang, SKEL_ELECTRO_VELOCITY);
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
||||
|
@ -16703,7 +16703,7 @@ InitSkelSpell(DSWActor* actor)
|
|||
SET(wp->cstat, CSTAT_SPRITE_YCENTER);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(nx, ny, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(nx, ny, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - nz)) / dist;
|
||||
|
@ -16729,7 +16729,7 @@ InitCoolgFire(DSWActor* actor)
|
|||
short w;
|
||||
|
||||
// get angle to player and also face player when attacking
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->tgt_sp()->x - sp->x, u->tgt_sp()->y - sp->y));
|
||||
sp->ang = nang = NORM_ANGLE(getangle(u->targetActor->s().x - sp->x, u->targetActor->s().y - sp->y));
|
||||
|
||||
nx = sp->x;
|
||||
ny = sp->y;
|
||||
|
@ -16742,7 +16742,7 @@ InitCoolgFire(DSWActor* actor)
|
|||
PlaySound(DIGI_CGMAGIC, sp, v3df_follow);
|
||||
|
||||
w = SpawnSprite(STAT_MISSILE, COOLG_FIRE, s_CoolgFire, sp->sectnum,
|
||||
nx, ny, nz, u->tgt_sp()->ang, COOLG_FIRE_VELOCITY);
|
||||
nx, ny, nz, u->targetActor->s().ang, COOLG_FIRE_VELOCITY);
|
||||
|
||||
wp = &sprite[w];
|
||||
wu = User[w].Data();
|
||||
|
@ -16766,7 +16766,7 @@ InitCoolgFire(DSWActor* actor)
|
|||
PlaySound(DIGI_MAGIC1, wp, v3df_follow|v3df_doppler);
|
||||
|
||||
// find the distance to the target (player)
|
||||
dist = Distance(nx, ny, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
dist = Distance(nx, ny, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
if (dist != 0)
|
||||
// (velocity * difference between the target and the throwing star) /
|
||||
|
@ -17055,7 +17055,7 @@ InitSpearTrap(short SpriteNum)
|
|||
//MissileSetPos(w, DoStar, 400);
|
||||
|
||||
// find the distance to the target (player)
|
||||
//int dist = Distance(wp->x, wp->y, u->tgt_sp()->x, u->tgt_sp()->y);
|
||||
//int dist = Distance(wp->x, wp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
||||
//if (dist != 0)
|
||||
//wu->zchange = wp->zvel = (wp->xvel * (SPRITEp_UPPER(u->tgt_sp()) - wp->z)) / dist;
|
||||
|
|
Loading…
Reference in a new issue