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- floatified USER::targetDist and distCheck.
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4 changed files with 12 additions and 12 deletions
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@ -817,7 +817,7 @@ int DoActorMoveCloser(DSWActor* actor)
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DoActorNoise(ChooseAction(actor->user.Personality->Broadcast), actor);
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DoActorNoise(ChooseAction(actor->user.Personality->Broadcast), actor);
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// after moving a ways check to see if player is still in sight
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// after moving a ways check to see if player is still in sight
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if (actor->user.DistCheck > 550)
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if (actor->user.DistCheck > 34.375)
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{
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{
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actor->user.DistCheck = 0;
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actor->user.DistCheck = 0;
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@ -1362,7 +1362,8 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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int new_ang, oang;
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int new_ang, oang;
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int save_ang = -1;
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int save_ang = -1;
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int set;
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int set;
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int save_dist = 500;
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// start out with mininum distance that will be accepted as a move
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double save_dist = 31.25;
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// if on fire, run shorter distances
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// if on fire, run shorter distances
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if (ActorFlaming(actor))
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if (ActorFlaming(actor))
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@ -1413,11 +1414,10 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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#endif
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#endif
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DVector3 stop;
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DVector3 stop;
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// start out with mininum distance that will be accepted as a move
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// check to see how far we can move
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// check to see how far we can move
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auto ret = move_scan(actor, new_ang, DistToMove, stop);
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auto ret = move_scan(actor, new_ang, DistToMove, stop);
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int dist = (actor->spr.pos.XY() - stop.XY()).Length() * worldtoint;
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double dist = (actor->spr.pos.XY() - stop.XY()).Length();
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if (ret.type == kHitNone)
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if (ret.type == kHitNone)
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{
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{
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@ -1447,8 +1447,8 @@ int FindNewAngle(DSWActor* actor, int dir, int DistToMove)
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// To keep this from happening make the TargetDist is less than the
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// To keep this from happening make the TargetDist is less than the
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// point you would hit something
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// point you would hit something
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if (actor->user.TargetDist > 4000)
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if (actor->user.TargetDist > 250)
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actor->user.TargetDist -= 3500;
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actor->user.TargetDist -= 218.75;
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actor->set_int_ang(save_ang);
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actor->set_int_ang(save_ang);
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return save_ang;
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return save_ang;
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@ -1586,7 +1586,7 @@ int DoActorReposition(DSWActor* actor)
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}
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}
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// if close to target distance do a Decision again
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// if close to target distance do a Decision again
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if (actor->user.TargetDist < 50)
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if (actor->user.TargetDist < 3.125)
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{
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{
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InitActorDecide(actor);
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InitActorDecide(actor);
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}
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}
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@ -1027,10 +1027,10 @@ struct USER
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int16_t scale_tgt;
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int16_t scale_tgt;
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// zig zagging
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// zig zagging
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int16_t DistCheck;
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double DistCheck;
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int16_t Dist;
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int16_t Dist;
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int16_t TargetDist;
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double TargetDist;
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int16_t WaitTics;
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int16_t WaitTics;
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// track
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// track
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@ -4640,9 +4640,9 @@ int move_actor(DSWActor* actor, const DVector3& change)
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{
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{
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// Keep track of how far sprite has moved
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// Keep track of how far sprite has moved
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dist = DistanceI(apos, actor->spr.pos);
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dist = DistanceI(apos, actor->spr.pos);
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actor->user.TargetDist -= dist;
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actor->user.TargetDist -= dist * inttoworld;
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actor->user.Dist += dist;
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actor->user.Dist += dist;
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actor->user.DistCheck += dist;
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actor->user.DistCheck += dist * inttoworld;
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return true;
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return true;
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}
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}
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else
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else
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@ -11115,7 +11115,7 @@ int DoSerpRing(DSWActor* actor)
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{
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{
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actor->user.Dist += 8 * RINGMOVETICS;
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actor->user.Dist += 8 * RINGMOVETICS;
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if (actor->user.Dist > actor->user.TargetDist)
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if (actor->user.Dist * inttoworld > actor->user.TargetDist)
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actor->user.Counter2 = true;
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actor->user.Counter2 = true;
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}
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}
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