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https://github.com/ZDoom/Raze.git
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- checkdist
This commit is contained in:
parent
722f836869
commit
89e687f166
23 changed files with 67 additions and 67 deletions
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@ -499,7 +499,7 @@ void aisearch(PLAYER& plr, DWHActor* actor, boolean fly) {
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else
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movestat = aimove(actor->GetSpriteIndex());
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if (checkdist(plr, actor->GetSpriteIndex())) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047); // NEW
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SetNewStatus(actor, FLEE);
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@ -936,15 +936,15 @@ int checkmove(DWHActor* actor, int dax, int day) {
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return movestat;
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}
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boolean checkdist(PLAYER& plr, int i) {
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boolean checkdist(PLAYER& plr, DWHActor* actor) {
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if (plr.invisibletime > 0 || plr.health <= 0)
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return false;
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return checkdist(i, plr.x, plr.y, plr.z);
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return checkdist(actor, plr.x, plr.y, plr.z);
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}
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boolean checkdist(int i, int x, int y, int z) {
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SPRITE& spr = sprite[i];
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boolean checkdist(DWHActor* actor, int x, int y, int z) {
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SPRITE& spr = actor->s();
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int attackdist = 512;
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int attackheight = 120;
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@ -130,8 +130,8 @@ void castspell(PLAYER& plr, int i);
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void skullycastspell(PLAYER& plr, int i);
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void attack(PLAYER& plr, int i);
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int checkmove(DWHActor* actor, int dax, int day);
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boolean checkdist(PLAYER& plr, int i);
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boolean checkdist(int i, int x, int y, int z);
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boolean checkdist(PLAYER& plr, DWHActor* i);
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boolean checkdist(DWHActor* i, int x, int y, int z);
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extern int checksight_ang;
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boolean checksight(PLAYER& plr, DWHActor* i);
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void monsterweapon(int i);
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@ -34,7 +34,7 @@ static void chasedemon(PLAYER& plr, DWHActor* actor)
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checksight(plr, actor);
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if (!checkdist(plr, i)) {
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if (!checkdist(plr, actor)) {
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checkmove(actor, dax, day);
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}
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else {
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@ -126,7 +126,7 @@ static void facedemon(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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}
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@ -22,7 +22,7 @@ static void chasedevil(PLAYER& plr, DWHActor* actor)
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}
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else {
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checksight(plr, actor);
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if (!checkdist(plr, i)) {
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if (!checkdist(plr, actor)) {
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if ((aimove(i) & kHitTypeMask) == kHitFloor)
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{
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spr.ang = (short)((spr.ang + 1024) & 2047);
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@ -127,7 +127,7 @@ static void facedevil(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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}
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@ -32,7 +32,7 @@ static void chasedragon(PLAYER& plr, DWHActor* actor)
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int dax = (bcos(spr.ang) * TICSPERFRAME) << 3;
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int day = (bsin(spr.ang) * TICSPERFRAME) << 3;
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checksight(plr, actor);
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if (!checkdist(plr, i)) {
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if (!checkdist(plr, actor)) {
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checkmove(actor, dax, day);
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}
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else {
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@ -302,7 +302,7 @@ static void facedragon(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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}
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@ -23,7 +23,7 @@ static void chasefatwitch(PLAYER& plr, DWHActor* actor)
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}
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else {
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checksight(plr, actor);
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if (!checkdist(i, plr.x, plr.y, plr.z)) {
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if (!checkdist(actor, plr.x, plr.y, plr.z)) {
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int movestat = aimove(i);
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if ((movestat & kHitTypeMask) == kHitFloor)
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{
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@ -143,7 +143,7 @@ static void facefatwitch(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(i, plr.x, plr.y, plr.z))
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if (checkdist(actor, plr.x, plr.y, plr.z))
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SetNewStatus(actor, ATTACK);
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}
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@ -16,7 +16,7 @@ static void chasefish(PLAYER& plr, DWHActor* actor)
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short osectnum = spr.sectnum;
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -104,7 +104,7 @@ static void attackfish(PLAYER& plr, DWHActor* actor)
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if (spr.lotag >= 64) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -183,7 +183,7 @@ static void facefish(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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}
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@ -18,7 +18,7 @@ static void chasefred(PLAYER& plr, DWHActor* actor)
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short osectnum = spr.sectnum;
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -180,7 +180,7 @@ static void facefred(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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checkexplfred(plr, actor);
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@ -208,7 +208,7 @@ static void attackfred(PLAYER& plr, DWHActor* actor)
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if (spr.lotag >= 64) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -18,7 +18,7 @@ static void chasegoblin(PLAYER& plr, DWHActor* actor)
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short osectnum = spr.sectnum;
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -157,7 +157,7 @@ static void facegoblin(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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checkexplgoblin(plr, actor);
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@ -253,7 +253,7 @@ static void attackgoblin(PLAYER& plr, DWHActor* actor)
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if (spr.lotag == 31) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -441,7 +441,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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processfluid(actor, zr_florhit, false);
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SetActorPos(actor, &spr.pos);
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if (checkdist(i, ownerspr.x, ownerspr.y, ownerspr.z)) {
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if (checkdist(actor, ownerspr.x, ownerspr.y, ownerspr.z)) {
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spr.extra = 2;
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}
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else
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@ -457,7 +457,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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k = spr.owner;
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auto owneractor = &whActors[k];
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auto& ownerspr = owneractor->s();
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if (checkdist(i, ownerspr.x, ownerspr.y, ownerspr.z)) {
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if (checkdist(actor, ownerspr.x, ownerspr.y, ownerspr.z)) {
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if ((krand() & 1) != 0) {
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// goblins are fighting
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// JSA_DEMO
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@ -466,7 +466,7 @@ static void goblinWar(PLAYER& plr, DWHActor* actor)
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if (krand() % 10 > 6)
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spritesound(S_SWORD1 + (krand() % 6), &spr);
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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addhealth(plr, -(krand() & 5));
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if (krand() % 100 > 90) { // if k is dead
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@ -23,7 +23,7 @@ static void chasegonzo(PLAYER& plr, DWHActor* actor)
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case GONZOGSH:
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -116,7 +116,7 @@ static void chasegonzo(PLAYER& plr, DWHActor* actor)
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case GONZOGSW:
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -354,7 +354,7 @@ static void facegonzo(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (plr.invisibletime < 0 && checkdist(plr, i))
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if (plr.invisibletime < 0 && checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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checkexplgonzo(plr, actor);
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@ -395,7 +395,7 @@ static void attackgonzo(PLAYER& plr, DWHActor* actor)
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case KURTPUNCH:
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if (spr.lotag == 46) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -427,7 +427,7 @@ static void attackgonzo(PLAYER& plr, DWHActor* actor)
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case GONZOGSHAT:
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if (spr.lotag == 31) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -21,7 +21,7 @@ static void chasegron(PLAYER& plr, DWHActor* actor)
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if (spr.picnum == GRONSW) {
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -73,7 +73,7 @@ static void chasegron(PLAYER& plr, DWHActor* actor)
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}
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else {
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checksight(plr, actor);
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if (!checkdist(plr, i)) {
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if (!checkdist(plr, actor)) {
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if ((aimove(i) & kHitTypeMask) == kHitFloor)
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{
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spr.ang = (short)((spr.ang + 1024) & 2047);
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@ -281,7 +281,7 @@ static void facegron(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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checkexplgron(plr, actor);
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@ -310,7 +310,7 @@ static void attackgron(PLAYER& plr, DWHActor* actor)
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if (spr.lotag == 31) {
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -32,7 +32,7 @@ static void chaseguardian(PLAYER& plr, DWHActor* actor)
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if (PlayClock % 100 > 70)
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trailingsmoke(actor,true);
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if (!checkdist(plr, i)) {
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if (!checkdist(plr, actor)) {
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checkmove(actor, dax, day);
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}
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else {
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@ -147,7 +147,7 @@ static void faceguardian(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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}
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@ -17,7 +17,7 @@ static void chaseimp(PLAYER& plr, DWHActor* actor)
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short osectnum = spr.sectnum;
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if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
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spr.sectnum) && plr.invisibletime < 0) {
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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if (plr.shadowtime > 0) {
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spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
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SetNewStatus(actor, FLEE);
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@ -192,7 +192,7 @@ static void faceimp(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(plr, i))
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if (checkdist(plr, actor))
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SetNewStatus(actor, ATTACK);
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checkexplimp(plr, actor);
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@ -257,7 +257,7 @@ static void attackimp(PLAYER& plr, DWHActor* actor)
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SetActorPos(actor, &spr.pos);
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if (spr.lotag == 32) { //original 64
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if (checksight(plr, actor))
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if (checkdist(plr, i)) {
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if (checkdist(plr, actor)) {
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spr.ang = (short)checksight_ang;
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attack(plr, i);
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}
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@ -33,7 +33,7 @@ static void chasejudy(PLAYER& plr, DWHActor* actor)
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}
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else {
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checksight(plr, actor);
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if (!checkdist(i, plr.x, plr.y, plr.z)) {
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if (!checkdist(actor, plr.x, plr.y, plr.z)) {
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int movestat = aimove(i);
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if ((movestat & kHitTypeMask) == kHitFloor)
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{
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@ -156,7 +156,7 @@ static void facejudy(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(i, plr.x, plr.y, plr.z))
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if (checkdist(actor, plr.x, plr.y, plr.z))
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SetNewStatus(actor, ATTACK);
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}
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@ -23,7 +23,7 @@ static void chasekatie(PLAYER& plr, DWHActor* actor)
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}
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else {
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checksight(plr, actor);
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if (!checkdist(i, plr.x, plr.y, plr.z)) {
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if (!checkdist(actor, plr.x, plr.y, plr.z)) {
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int movestat = aimove(i);
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if ((movestat & kHitTypeMask) == kHitFloor)
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{
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@ -130,7 +130,7 @@ static void facekatie(PLAYER& plr, DWHActor* actor)
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else if (cansee) SetNewStatus(actor, FLEE);
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}
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if (checkdist(i, plr.x, plr.y, plr.z))
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||||
if (checkdist(actor, plr.x, plr.y, plr.z))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
}
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@ static void chasekobold(PLAYER& plr, DWHActor* actor)
|
|||
short osectnum = spr.sectnum;
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum) && plr.invisibletime < 0) {
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shadowtime > 0) {
|
||||
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
|
||||
SetNewStatus(actor, FLEE);
|
||||
|
@ -162,7 +162,7 @@ static void facekobold(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
|
||||
checkexplkobold(plr, actor);
|
||||
|
@ -225,7 +225,7 @@ static void attackkobold(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
if (spr.lotag == 34) {
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
spr.ang = (short)checksight_ang;
|
||||
attack(plr, i);
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@ static void chaseminotaur(PLAYER& plr, DWHActor* actor)
|
|||
short osectnum = spr.sectnum;
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum) && plr.invisibletime < 0) {
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shadowtime > 0) {
|
||||
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
|
||||
SetNewStatus(actor, FLEE);
|
||||
|
@ -202,7 +202,7 @@ static void faceminotaur(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
|
||||
checkexplminotaur(plr, actor);
|
||||
|
@ -230,7 +230,7 @@ static void attackminotaur(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
if (spr.lotag == 31) {
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
spr.ang = (short)checksight_ang;
|
||||
attack(plr, i);
|
||||
}
|
||||
|
|
|
@ -34,7 +34,7 @@ static void chasenewguy(PLAYER& plr, DWHActor* actor)
|
|||
short osectnum = spr.sectnum;
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum) && plr.invisibletime < 0) {
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shadowtime > 0) {
|
||||
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
|
||||
SetNewStatus(actor, FLEE);
|
||||
|
@ -224,7 +224,7 @@ static void facenewguy(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
}
|
||||
|
||||
|
@ -300,7 +300,7 @@ static void attacknewguy(PLAYER& plr, DWHActor* actor)
|
|||
case NEWGUYPUNCH:
|
||||
if (spr.lotag == 31) {
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
spr.ang = (short)checksight_ang;
|
||||
attack(plr, i);
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@ static void chaseskeleton(PLAYER& plr, DWHActor* actor)
|
|||
short osectnum = spr.sectnum;
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum) && plr.invisibletime < 0) {
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shadowtime > 0) {
|
||||
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
|
||||
SetNewStatus(actor, FLEE);
|
||||
|
@ -140,7 +140,7 @@ static void faceskeleton(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
|
||||
checkexplskeleton(plr, actor);
|
||||
|
@ -234,7 +234,7 @@ static void attackskeleton(PLAYER& plr, DWHActor* actor)
|
|||
spr.ang = getangle(plr.x - spr.x, plr.y - spr.y);
|
||||
if (spr.lotag == 16) {
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
spr.ang = (short)checksight_ang;
|
||||
attack(plr, i);
|
||||
}
|
||||
|
|
|
@ -21,7 +21,7 @@ static void chaseskully(PLAYER& plr, DWHActor* actor)
|
|||
}
|
||||
else {
|
||||
checksight(plr, actor);
|
||||
if (!checkdist(plr, i)) {
|
||||
if (!checkdist(plr, actor)) {
|
||||
if ((aimove(i) & kHitTypeMask) == kHitFloor)
|
||||
{
|
||||
spr.ang = (short)((spr.ang + 1024) & 2047);
|
||||
|
@ -142,7 +142,7 @@ static void faceskully(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
}
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ static void chasespider(PLAYER& plr, DWHActor* actor)
|
|||
short osectnum = spr.sectnum;
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum) && plr.invisibletime < 0) {
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shadowtime > 0) {
|
||||
spr.ang = (short)(((krand() & 512 - 256) + spr.ang + 1024) & 2047);
|
||||
SetNewStatus(actor, FLEE);
|
||||
|
@ -181,7 +181,7 @@ static void facespider(PLAYER& plr, DWHActor* actor)
|
|||
else if (cansee) SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
|
||||
checkexplspider(plr, actor);
|
||||
|
@ -207,7 +207,7 @@ static void attackspider(PLAYER& plr, DWHActor* actor)
|
|||
|
||||
if (spr.lotag >= 64) {
|
||||
if (checksight(plr, actor))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
spr.ang = (short)checksight_ang;
|
||||
attack(plr, i);
|
||||
if (krand() % 100 > ((plr.lvl * 7) + 20)) {
|
||||
|
|
|
@ -27,7 +27,7 @@ static void chasewillow(PLAYER& plr, DWHActor* actor)
|
|||
int day = (bsin(spr.ang) * TICSPERFRAME) << 3;
|
||||
checksight(plr, actor);
|
||||
|
||||
if (!checkdist(plr, i)) {
|
||||
if (!checkdist(plr, actor)) {
|
||||
checkmove(actor, dax, day);
|
||||
}
|
||||
else {
|
||||
|
@ -85,7 +85,7 @@ static void attackwillow(PLAYER& plr, DWHActor* actor)
|
|||
if (spr.lotag < 0) {
|
||||
if (cansee(plr.x, plr.y, plr.z, plr.sector, spr.x, spr.y, spr.z - (tileHeight(spr.picnum) << 7),
|
||||
spr.sectnum))
|
||||
if (checkdist(plr, i)) {
|
||||
if (checkdist(plr, actor)) {
|
||||
if (plr.shockme < 0)
|
||||
if ((krand() & 1) != 0) {
|
||||
plr.shockme = 120;
|
||||
|
@ -169,7 +169,7 @@ static void facewillow(PLAYER& plr, DWHActor* actor)
|
|||
else SetNewStatus(actor, FLEE);
|
||||
}
|
||||
|
||||
if (checkdist(plr, i))
|
||||
if (checkdist(plr, actor))
|
||||
SetNewStatus(actor, ATTACK);
|
||||
}
|
||||
|
||||
|
|
|
@ -697,7 +697,7 @@ void animateobjs(PLAYER& plr) {
|
|||
}
|
||||
}
|
||||
|
||||
if (checkdist(i, plr.x, plr.y, plr.z)) {
|
||||
if (checkdist(actor, plr.x, plr.y, plr.z)) {
|
||||
addhealth(plr, -1);
|
||||
flashflag = 1;
|
||||
startredflash(10);
|
||||
|
@ -721,7 +721,7 @@ void animateobjs(PLAYER& plr) {
|
|||
SetActorPos(actor, &spr.pos);
|
||||
|
||||
if (spr.picnum == FBARRELFALL || spr.picnum >= BOULDER && spr.picnum <= BOULDER + 3
|
||||
&& (checkdist(i, plr.x, plr.y, plr.z))) {
|
||||
&& (checkdist(actor, plr.x, plr.y, plr.z))) {
|
||||
addhealth(plr, -50);
|
||||
startredflash(50);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue