mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
- turned TurnRange calculation into a subfunction.
This formula was used in 36 places
This commit is contained in:
parent
e309d05161
commit
8b96a93e80
10 changed files with 41 additions and 36 deletions
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@ -300,7 +300,7 @@ void aiMoveForward(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (abs(nAng) > DAngle60)
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return;
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@ -318,7 +318,7 @@ void aiMoveTurn(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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}
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@ -333,7 +333,7 @@ void aiMoveDodge(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir)
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{
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@ -201,7 +201,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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@ -218,7 +218,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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@ -299,7 +299,7 @@ static void batMoveForward(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -324,7 +324,7 @@ static void batMoveSwoop(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -348,7 +348,7 @@ static void batMoveFly(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -394,7 +394,7 @@ static void beastMoveForward(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (abs(nAng) > DAngle60)
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return;
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@ -410,7 +410,7 @@ static void sub_628A0(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -438,7 +438,7 @@ static void sub_62AE0(DBloodActor* actor)
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -467,7 +467,7 @@ static void sub_62D7C(DBloodActor* actor)
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -216,7 +216,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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@ -233,7 +233,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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@ -308,7 +308,7 @@ static void eelMoveForward(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > DAngle60)
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@ -333,7 +333,7 @@ static void eelMoveSwoop(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > DAngle60)
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@ -354,7 +354,7 @@ static void eelMoveAscend(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > DAngle60)
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@ -279,7 +279,7 @@ static void sub_65D04(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -309,7 +309,7 @@ static void sub_65F44(DBloodActor* actor)
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -339,7 +339,7 @@ static void sub_661E0(DBloodActor* actor)
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int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
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int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -277,7 +277,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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@ -297,7 +297,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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@ -512,7 +512,7 @@ static void gargMoveForward(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -540,7 +540,7 @@ static void gargMoveSlow(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -575,7 +575,7 @@ static void gargMoveSwoop(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -610,7 +610,7 @@ static void gargMoveFly(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -256,7 +256,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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AdjustVelocity(actor, ADJUSTER{
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if (actor->xspr.dodgeDir > 0)
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@ -276,7 +276,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (actor->xspr.dodgeDir == 0)
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return;
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@ -407,7 +407,7 @@ static void ghostMoveForward(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -434,7 +434,7 @@ static void ghostMoveSlow(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -465,7 +465,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -495,7 +495,7 @@ static void ghostMoveFly(DBloodActor* actor)
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}
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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@ -266,7 +266,7 @@ static void sub_6CB00(DBloodActor* actor)
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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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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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auto nTurnRange = pDudeInfo->TurnRange();
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
||||
if (abs(nAng) > DAngle60)
|
||||
|
@ -295,7 +295,7 @@ static void sub_6CD74(DBloodActor* actor)
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|||
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
||||
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
||||
auto nTurnRange = pDudeInfo->TurnRange();
|
||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
||||
if (abs(nAng) > DAngle60)
|
||||
|
@ -324,7 +324,7 @@ static void sub_6D03C(DBloodActor* actor)
|
|||
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
||||
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
||||
auto nTurnRange = pDudeInfo->TurnRange();
|
||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
|
||||
if (abs(nAng) > DAngle60)
|
||||
|
|
|
@ -1114,7 +1114,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
|
|||
if (pExtra->canFly)
|
||||
{
|
||||
auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
|
||||
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
||||
auto nTurnRange = pDudeInfo->TurnRange();
|
||||
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
||||
int nAccel = pDudeInfo->frontSpeed << 2;
|
||||
if (abs(nAng) > DAngle60)
|
||||
|
|
|
@ -73,6 +73,11 @@ struct DUDEINFO {
|
|||
{
|
||||
return FixedToFloat(frontSpeed);
|
||||
}
|
||||
|
||||
inline DAngle TurnRange() const
|
||||
{
|
||||
return DAngle::fromQ16(angSpeed << 3);
|
||||
}
|
||||
};
|
||||
|
||||
extern DUDEINFO dudeInfo[kDudeMax - kDudeBase];
|
||||
|
|
Loading…
Reference in a new issue