mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-20 18:42:26 +00:00
- always use FrontSpeed() access function for nAccel.
This gets rid of a large amount of FixedToFloat calls.
This commit is contained in:
parent
8b96a93e80
commit
9927d5e25d
8 changed files with 50 additions and 50 deletions
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@ -301,7 +301,7 @@ static void batMoveForward(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -313,9 +313,9 @@ static void batMoveForward(DBloodActor* actor)
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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}
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@ -326,7 +326,7 @@ static void batMoveSwoop(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -338,7 +338,7 @@ static void batMoveSwoop(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel) * 0.5;
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t1 += nAccel * 0.5;
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});
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actor->vel.Z = 4.26666;
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}
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@ -350,7 +350,7 @@ static void batMoveFly(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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@ -361,7 +361,7 @@ static void batMoveFly(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x200)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel) * 0.5;
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t1 += nAccel * 0.5;
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});
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actor->vel.Z = FixedToFloat(-0x2d555);
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}
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@ -412,7 +412,7 @@ static void sub_628A0(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -423,9 +423,9 @@ static void sub_628A0(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.25);
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t1 += nAccel * 0.25;
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});
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}
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@ -440,7 +440,7 @@ static void sub_62AE0(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -452,7 +452,7 @@ static void sub_62AE0(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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});
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actor->set_int_bvel_z(-dz);
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@ -469,7 +469,7 @@ static void sub_62D7C(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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@ -481,7 +481,7 @@ static void sub_62D7C(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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actor->set_int_bvel_z(dz);
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@ -321,9 +321,9 @@ static void eelMoveForward(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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}
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@ -343,7 +343,7 @@ static void eelMoveSwoop(DBloodActor* actor)
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if (Chance(0x8000) && nDist <= 0x399)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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actor->vel.Z = FixedToFloat(0x22222);
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@ -364,7 +364,7 @@ static void eelMoveAscend(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x399)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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actor->vel.Z = FixedToFloat(-0x8000);
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@ -281,7 +281,7 @@ static void sub_65D04(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -292,9 +292,9 @@ static void sub_65D04(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.25);
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t1 += nAccel * 0.25;
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});
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}
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@ -311,7 +311,7 @@ static void sub_65F44(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -323,7 +323,7 @@ static void sub_65F44(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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});
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actor->set_int_bvel_z(-dz);
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@ -341,7 +341,7 @@ static void sub_661E0(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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@ -353,7 +353,7 @@ static void sub_661E0(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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actor->set_int_bvel_z(dz);
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@ -514,7 +514,7 @@ static void gargMoveForward(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -525,9 +525,9 @@ static void gargMoveForward(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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}
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@ -542,7 +542,7 @@ static void gargMoveSlow(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -553,7 +553,7 @@ static void gargMoveSlow(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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t2 *= 0.5;
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});
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@ -577,7 +577,7 @@ static void gargMoveSwoop(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -589,7 +589,7 @@ static void gargMoveSwoop(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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actor->vel.Z = t1;
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@ -612,7 +612,7 @@ static void gargMoveFly(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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@ -624,7 +624,7 @@ static void gargMoveFly(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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switch (actor->spr.type) {
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case kDudeGargoyleFlesh:
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actor->vel.Z = -t1;
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@ -409,7 +409,7 @@ static void ghostMoveForward(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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@ -420,9 +420,9 @@ static void ghostMoveForward(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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}
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@ -436,7 +436,7 @@ static void ghostMoveSlow(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -447,7 +447,7 @@ static void ghostMoveSlow(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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t2 *= 0.5;
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});
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switch (actor->spr.type) {
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@ -467,7 +467,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->xspr.goalAng += DAngle90;
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@ -478,7 +478,7 @@ static void ghostMoveSwoop(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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switch (actor->spr.type) {
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case kDudePhantasm:
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actor->vel.Z = t1;
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@ -497,7 +497,7 @@ static void ghostMoveFly(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
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if (abs(nAng) > DAngle60)
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{
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actor->spr.angle += DAngle90;
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@ -508,7 +508,7 @@ static void ghostMoveFly(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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switch (actor->spr.type) {
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case kDudePhantasm:
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actor->vel.Z = -t1;
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@ -279,9 +279,9 @@ static void sub_6CB00(DBloodActor* actor)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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else
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t1 += FixedToFloat(nAccel * 0.25);
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t1 += nAccel * 0.25;
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});
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}
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@ -309,7 +309,7 @@ static void sub_6CD74(DBloodActor* actor)
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if (Chance(0x600) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel);
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t1 += nAccel;
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});
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actor->set_int_bvel_z(-dz);
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@ -338,7 +338,7 @@ static void sub_6D03C(DBloodActor* actor)
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if (Chance(0x4000) && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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t1 += FixedToFloat(nAccel * 0.5);
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t1 += nAccel * 0.5;
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});
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actor->set_int_bvel_z(dz);
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@ -1116,7 +1116,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
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auto nAng = deltaangle(actor->spr.angle, actor->xspr.goalAng);
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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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double nAccel = pDudeInfo->FrontSpeed() * 4;
|
||||
if (abs(nAng) > DAngle60)
|
||||
return;
|
||||
if (actor->GetTarget() == nullptr)
|
||||
|
@ -1127,9 +1127,9 @@ void aiGenDudeMoveForward(DBloodActor* actor)
|
|||
return;
|
||||
AdjustVelocity(actor, ADJUSTER{
|
||||
if (actor->GetTarget() == nullptr)
|
||||
t1 += FixedToFloat(nAccel);
|
||||
t1 += nAccel;
|
||||
else
|
||||
t1 += FixedToFloat(nAccel * 0.5);
|
||||
t1 += nAccel * 0.5;
|
||||
});
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue