- rename USER::goalAng

This commit is contained in:
Christoph Oelckers 2022-09-04 00:30:17 +02:00
parent 057d2a565a
commit 9df7c55040
26 changed files with 113 additions and 113 deletions

View file

@ -3965,7 +3965,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
missileActor->spr.picnum = 2123; missileActor->spr.picnum = 2123;
missileActor->SetTarget(actorHit); missileActor->SetTarget(actorHit);
missileActor->xspr.TargetPos.Z = (missileActor->spr.pos.Z - actorHit->spr.pos.Z); missileActor->xspr.TargetPos.Z = (missileActor->spr.pos.Z - actorHit->spr.pos.Z);
missileActor->xspr.goalAng = getangle(missileActor->spr.pos.XY() - actorHit->spr.pos.XY()) - actorHit->int_ang(); missileActor->xspr._goalAng = getangle(missileActor->spr.pos.XY() - actorHit->spr.pos.XY()) - actorHit->int_ang();
missileActor->xspr.state = 1; missileActor->xspr.state = 1;
actPostSprite(missileActor, kStatFlare); actPostSprite(missileActor, kStatFlare);
missileActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; missileActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
@ -6139,8 +6139,8 @@ void actCheckFlares()
if (target->hasX() && target->xspr.health > 0) if (target->hasX() && target->xspr.health > 0)
{ {
DVector3 pos = target->spr.pos; DVector3 pos = target->spr.pos;
pos.X += mulscale30r(Cos(actor->xspr.goalAng + target->int_ang()), target->spr.clipdist * 2) * inttoworld; pos.X += mulscale30r(Cos(actor->xspr._goalAng + target->int_ang()), target->spr.clipdist * 2) * inttoworld;
pos.Y += mulscale30r(Sin(actor->xspr.goalAng + target->int_ang()), target->spr.clipdist * 2) * inttoworld; pos.Y += mulscale30r(Sin(actor->xspr._goalAng + target->int_ang()), target->spr.clipdist * 2) * inttoworld;
pos.Z += actor->xspr.TargetPos.Z; pos.Z += actor->xspr.TargetPos.Z;
SetActor(actor, pos); SetActor(actor, pos);
actor->vel = target->vel; actor->vel = target->vel;

View file

@ -261,21 +261,21 @@ void aiChooseDirection(DBloodActor* actor, int a3)
if (vc < 0) if (vc < 0)
v8 = -341; v8 = -341;
if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi)) if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi))
actor->xspr.goalAng = actor->int_ang() + vc; actor->xspr._goalAng = actor->int_ang() + vc;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() + vc / 2; actor->xspr._goalAng = actor->int_ang() + vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() - vc / 2; actor->xspr._goalAng = actor->int_ang() - vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi))
actor->xspr.goalAng = actor->int_ang() + v8; actor->xspr._goalAng = actor->int_ang() + v8;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang(), vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang(), vsi))
actor->xspr.goalAng = actor->int_ang(); actor->xspr._goalAng = actor->int_ang();
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi))
actor->xspr.goalAng = actor->int_ang() - v8; actor->xspr._goalAng = actor->int_ang() - v8;
//else if (actor->spr.flags&2) //else if (actor->spr.flags&2)
//actor->xspr.goalAng = actor->spr.angle+341; //actor->xspr.goalAng = actor->spr.angle+341;
else // Weird.. else // Weird..
actor->xspr.goalAng = actor->int_ang() + 341; actor->xspr._goalAng = actor->int_ang() + 341;
if (Chance(0x8000)) if (Chance(0x8000))
actor->xspr.dodgeDir = 1; actor->xspr.dodgeDir = 1;
else else
@ -298,7 +298,7 @@ void aiMoveForward(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
@ -317,7 +317,7 @@ void aiMoveTurn(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
} }
@ -332,7 +332,7 @@ void aiMoveDodge(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir) if (actor->xspr.dodgeDir)

View file

@ -85,7 +85,7 @@ static void batThinkTarget(DBloodActor* actor)
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
pDudeExtraE->thinkTime = 0; pDudeExtraE->thinkTime = 0;
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &batTurn); aiNewState(actor, &batTurn);
return; return;
@ -127,7 +127,7 @@ static void batThinkTarget(DBloodActor* actor)
static void batThinkSearch(DBloodActor* actor) static void batThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
batThinkTarget(actor); batThinkTarget(actor);
} }
@ -200,7 +200,7 @@ static void batMoveDodgeUp(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
AdjustVelocity(actor, ADJUSTER{ AdjustVelocity(actor, ADJUSTER{
@ -217,7 +217,7 @@ static void batMoveDodgeDown(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir == 0) if (actor->xspr.dodgeDir == 0)
@ -295,7 +295,7 @@ static void batMoveForward(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -320,13 +320,13 @@ static void batMoveSwoop(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X; auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.X;
@ -344,7 +344,7 @@ static void batMoveFly(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;

View file

@ -163,7 +163,7 @@ static void MorphToBeast(DBloodActor* actor)
static void beastThinkSearch(DBloodActor* actor) static void beastThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -393,7 +393,7 @@ static void beastMoveForward(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
@ -410,7 +410,7 @@ static void sub_628A0(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -438,13 +438,13 @@ static void sub_62AE0(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -467,7 +467,7 @@ static void sub_62D7C(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;

View file

@ -97,7 +97,7 @@ static void eelThinkTarget(DBloodActor* actor)
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
pDudeExtraE->thinkTime = 0; pDudeExtraE->thinkTime = 0;
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &eelTurn); aiNewState(actor, &eelTurn);
return; return;
@ -140,7 +140,7 @@ static void eelThinkTarget(DBloodActor* actor)
static void eelThinkSearch(DBloodActor* actor) static void eelThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
eelThinkTarget(actor); eelThinkTarget(actor);
} }
@ -215,7 +215,7 @@ static void eelMoveDodgeUp(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
AdjustVelocity(actor, ADJUSTER{ AdjustVelocity(actor, ADJUSTER{
@ -232,7 +232,7 @@ static void eelMoveDodgeDown(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir == 0) if (actor->xspr.dodgeDir == 0)
@ -307,7 +307,7 @@ static void eelMoveForward(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
@ -332,7 +332,7 @@ static void eelMoveSwoop(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
@ -353,7 +353,7 @@ static void eelMoveAscend(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;

View file

@ -76,7 +76,7 @@ void BurnSeqCallback(int, DBloodActor*)
static void burnThinkSearch(DBloodActor* actor) static void burnThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

View file

@ -82,7 +82,7 @@ void SeqAttackCallback(int, DBloodActor* actor)
static void calebThinkSearch(DBloodActor* actor) static void calebThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -278,7 +278,7 @@ static void sub_65D04(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -308,13 +308,13 @@ static void sub_65F44(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -338,7 +338,7 @@ static void sub_661E0(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;

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@ -227,7 +227,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor)
static void cerberusThinkSearch(DBloodActor* actor) static void cerberusThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -243,7 +243,7 @@ static void cerberusThinkTarget(DBloodActor* actor)
pDudeExtraE->thinkTime++; pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
if (actor->spr.type == kDudeCerberusTwoHead) if (actor->spr.type == kDudeCerberusTwoHead)
aiNewState(actor, &cerberus139890); aiNewState(actor, &cerberus139890);

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@ -186,7 +186,7 @@ static bool TargetNearExplosion(sectortype* sector)
static void cultThinkSearch(DBloodActor* actor) static void cultThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiLookForTarget(actor); aiLookForTarget(actor);
} }

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@ -206,7 +206,7 @@ static void gargThinkTarget(DBloodActor* actor)
pDudeExtraE->thinkTime++; pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &gargoyleTurn); aiNewState(actor, &gargoyleTurn);
return; return;
@ -249,7 +249,7 @@ static void gargThinkTarget(DBloodActor* actor)
static void gargThinkSearch(DBloodActor* actor) static void gargThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiLookForTarget(actor); aiLookForTarget(actor);
} }
@ -276,7 +276,7 @@ static void gargMoveDodgeUp(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
AdjustVelocity(actor, ADJUSTER{ AdjustVelocity(actor, ADJUSTER{
@ -296,7 +296,7 @@ static void gargMoveDodgeDown(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir == 0) if (actor->xspr.dodgeDir == 0)
@ -508,7 +508,7 @@ static void gargMoveForward(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -536,13 +536,13 @@ static void gargMoveSlow(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -571,13 +571,13 @@ static void gargMoveSwoop(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -606,7 +606,7 @@ static void gargMoveFly(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;

View file

@ -186,7 +186,7 @@ static void ghostThinkTarget(DBloodActor* actor)
pDudeExtraE->thinkTime++; pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &ghostTurn); aiNewState(actor, &ghostTurn);
return; return;
@ -228,7 +228,7 @@ static void ghostThinkTarget(DBloodActor* actor)
static void ghostThinkSearch(DBloodActor* actor) static void ghostThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -255,7 +255,7 @@ static void ghostMoveDodgeUp(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
AdjustVelocity(actor, ADJUSTER{ AdjustVelocity(actor, ADJUSTER{
@ -275,7 +275,7 @@ static void ghostMoveDodgeDown(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
if (actor->xspr.dodgeDir == 0) if (actor->xspr.dodgeDir == 0)
@ -403,7 +403,7 @@ static void ghostMoveForward(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -430,13 +430,13 @@ static void ghostMoveSlow(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -461,13 +461,13 @@ static void ghostMoveSwoop(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -491,7 +491,7 @@ static void ghostMoveFly(DBloodActor* actor)
return; return;
} }
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;

View file

@ -73,7 +73,7 @@ void GillBiteSeqCallback(int, DBloodActor* actor)
static void gillThinkSearch(DBloodActor* actor) static void gillThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -265,7 +265,7 @@ static void sub_6CB00(DBloodActor* actor)
{ {
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax); assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type); DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
@ -294,13 +294,13 @@ static void sub_6CD74(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;
if (abs(nAng) > DAngle60) if (abs(nAng) > DAngle60)
{ {
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047; actor->xspr._goalAng = (actor->int_ang() + 512) & 2047;
return; return;
} }
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY(); auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
@ -323,7 +323,7 @@ static void sub_6D03C(DBloodActor* actor)
auto target = actor->GetTarget(); auto target = actor->GetTarget();
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight; int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight; int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2; int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 27) / 120) / 120) << 2;

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@ -58,7 +58,7 @@ void HandJumpSeqCallback(int, DBloodActor* actor)
static void handThinkSearch(DBloodActor* actor) static void handThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -69,7 +69,7 @@ void houndBurnSeqCallback(int, DBloodActor* actor)
static void houndThinkSearch(DBloodActor* actor) static void houndThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -42,7 +42,7 @@ AISTATE innocentGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, innocThi
static void innocThinkSearch(DBloodActor* actor) static void innocThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -127,7 +127,7 @@ void sub_70284(int, DBloodActor* actor)
static void aiPodSearch(DBloodActor* actor) static void aiPodSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -54,7 +54,7 @@ void ratBiteSeqCallback(int, DBloodActor* actor)
static void ratThinkSearch(DBloodActor* actor) static void ratThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -162,7 +162,7 @@ void SpidBirthSeqCallback(int, DBloodActor* actor)
static void spidThinkSearch(DBloodActor* actor) static void spidThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

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@ -197,7 +197,7 @@ void sub_720AC(int, DBloodActor* actor)
static void sub_72580(DBloodActor* actor) static void sub_72580(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }
@ -213,7 +213,7 @@ static void sub_725A4(DBloodActor* actor)
pDudeExtraE->thinkTime++; pDudeExtraE->thinkTime++;
else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active) else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
{ {
actor->xspr.goalAng += 256; actor->xspr._goalAng += 256;
aiSetTarget(actor, actor->basePoint); aiSetTarget(actor, actor->basePoint);
aiNewState(actor, &tcherno13AA28); aiNewState(actor, &tcherno13AA28);
return; return;

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@ -401,7 +401,7 @@ static void unicultThinkSearch(DBloodActor* actor)
{ {
// TO DO: if can't see the target, but in fireDist range - stop moving and look around // TO DO: if can't see the target, but in fireDist range - stop moving and look around
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiLookForTarget(actor); aiLookForTarget(actor);
} }
@ -899,7 +899,7 @@ static void unicultThinkChase(DBloodActor* actor)
{ {
if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW); if (spriteIsUnderwater(actor)) aiGenDudeNewState(actor, &genDudeChaseW);
else aiGenDudeNewState(actor, &genDudeChaseL); else aiGenDudeNewState(actor, &genDudeChaseL);
actor->xspr.goalAng = Random(kAng360); actor->xspr._goalAng = Random(kAng360);
//viewSetSystemMessage("WALL OR SPRITE TOUCH"); //viewSetSystemMessage("WALL OR SPRITE TOUCH");
} }
@ -1114,7 +1114,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
if (pExtra->canFly) if (pExtra->canFly)
{ {
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng)); auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr._goalAng));
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3); auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange); actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
int nAccel = pDudeInfo->frontSpeed << 2; int nAccel = pDudeInfo->frontSpeed << 2;
@ -1136,7 +1136,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
} }
else else
{ {
int dang = ((kAng180 + actor->xspr.goalAng - actor->int_ang()) & 2047) - kAng180; int dang = ((kAng180 + actor->xspr._goalAng - actor->int_ang()) & 2047) - kAng180;
actor->set_int_ang(((actor->int_ang() + ClipRange(dang, -maxTurn, maxTurn)) & 2047)); actor->set_int_ang(((actor->int_ang() + ClipRange(dang, -maxTurn, maxTurn)) & 2047));
// don't move forward if trying to turn around // don't move forward if trying to turn around
@ -1173,19 +1173,19 @@ void aiGenDudeChooseDirection(DBloodActor* actor, int a3, int xvel, int yvel)
int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341; int vsi = ((t1 * 15) >> 12) / 2; int v8 = (vc >= 0) ? 341 : -341;
if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi)) if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi))
actor->xspr.goalAng = actor->int_ang() + vc; actor->xspr._goalAng = actor->int_ang() + vc;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() + vc / 2; actor->xspr._goalAng = actor->int_ang() + vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() - vc / 2; actor->xspr._goalAng = actor->int_ang() - vc / 2;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi))
actor->xspr.goalAng = actor->int_ang() + v8; actor->xspr._goalAng = actor->int_ang() + v8;
else if (CanMove(actor, actor->GetTarget(), actor->int_ang(), vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang(), vsi))
actor->xspr.goalAng = actor->int_ang(); actor->xspr._goalAng = actor->int_ang();
else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi)) else if (CanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi))
actor->xspr.goalAng = actor->int_ang() - v8; actor->xspr._goalAng = actor->int_ang() - v8;
else else
actor->xspr.goalAng = actor->int_ang() + 341; actor->xspr._goalAng = actor->int_ang() + 341;
actor->xspr.dodgeDir = (Chance(0x8000)) ? 1 : -1; actor->xspr.dodgeDir = (Chance(0x8000)) ? 1 : -1;

View file

@ -83,7 +83,7 @@ void StandSeqCallback(int, DBloodActor* actor)
static void zombaThinkSearch(DBloodActor* actor) static void zombaThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiLookForTarget(actor); aiLookForTarget(actor);
} }
@ -248,7 +248,7 @@ static void myThinkTarget(DBloodActor* actor)
static void myThinkSearch(DBloodActor* actor) static void myThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
myThinkTarget(actor); myThinkTarget(actor);
} }

View file

@ -82,7 +82,7 @@ void ThrowSeqCallback(int, DBloodActor* actor)
static void zombfThinkSearch(DBloodActor* actor) static void zombfThinkSearch(DBloodActor* actor)
{ {
aiChooseDirection(actor, actor->xspr.goalAng); aiChooseDirection(actor, actor->xspr._goalAng);
aiThinkTarget(actor); aiThinkTarget(actor);
} }

View file

@ -549,7 +549,7 @@ void dbLoadMap(const char* pPath, DVector3& pos, short* pAngle, int* cursectnum,
pXSprite->data1 = bitReader.readSigned(16); pXSprite->data1 = bitReader.readSigned(16);
pXSprite->data2 = bitReader.readSigned(16); pXSprite->data2 = bitReader.readSigned(16);
pXSprite->data3 = bitReader.readSigned(16); pXSprite->data3 = bitReader.readSigned(16);
pXSprite->goalAng = bitReader.readUnsigned(11); pXSprite->_goalAng = bitReader.readUnsigned(11);
pXSprite->dodgeDir = bitReader.readSigned(2); pXSprite->dodgeDir = bitReader.readSigned(2);
pXSprite->locked = bitReader.readUnsigned(1); pXSprite->locked = bitReader.readUnsigned(1);
pXSprite->medium = bitReader.readUnsigned(2); pXSprite->medium = bitReader.readUnsigned(2);

View file

@ -634,7 +634,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XSPRITE& w, XSPRIT
("burnsource", w.burnSource, def->burnSource) ("burnsource", w.burnSource, def->burnSource)
("busytime", w.busyTime, def->busyTime) ("busytime", w.busyTime, def->busyTime)
("waittime", w.waitTime, def->waitTime) ("waittime", w.waitTime, def->waitTime)
("goalang", w.goalAng, def->goalAng) ("goalang", w._goalAng, def->_goalAng)
("burntime", w.burnTime, def->burnTime) ("burntime", w.burnTime, def->burnTime)
("height", w.height, def->height) ("height", w.height, def->height)
("statetimer", w.stateTimer, def->stateTimer) ("statetimer", w.stateTimer, def->stateTimer)

View file

@ -104,6 +104,7 @@ struct XSPRITE {
const vec3_t int_TargetPos() const { return { int(TargetPos.X * worldtoint), int(TargetPos.Y * worldtoint), int(TargetPos.Z * worldtoint)}; } const vec3_t int_TargetPos() const { return { int(TargetPos.X * worldtoint), int(TargetPos.Y * worldtoint), int(TargetPos.Z * worldtoint)}; }
DVector3 TargetPos; DVector3 TargetPos;
uint16_t _goalAng; // Dude goal ang
int32_t sysData1; // used to keep here various system data, so user can't change it in map editor int32_t sysData1; // used to keep here various system data, so user can't change it in map editor
int32_t sysData2; // int32_t sysData2; //
@ -121,7 +122,6 @@ struct XSPRITE {
uint16_t busyTime; // busyTime uint16_t busyTime; // busyTime
uint16_t waitTime; // waitTime uint16_t waitTime; // waitTime
uint16_t data4; // Data 4 uint16_t data4; // Data 4
uint16_t goalAng; // Dude goal ang
uint16_t burnTime; uint16_t burnTime;
uint16_t height; uint16_t height;
uint16_t stateTimer; // ai timer uint16_t stateTimer; // ai timer

View file

@ -1347,23 +1347,23 @@ void nnExtProcessSuperSprites()
debrisMove(i); debrisMove(i);
if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y) if (debrisactor->vel.X != 0 || debrisactor->int_vel().Y)
debrisactor->xspr.goalAng = getangle(debrisactor->vel) & 2047; debrisactor->xspr._goalAng = getangle(debrisactor->vel) & 2047;
int ang = debrisactor->int_ang() & 2047; int ang = debrisactor->int_ang() & 2047;
if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble); if ((uwater = spriteIsUnderwater(debrisactor)) == false) evKillActor(debrisactor, kCallbackEnemeyBubble);
else if (Chance(0x1000 - mass)) else if (Chance(0x1000 - mass))
{ {
if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor); if (debrisactor->vel.Z > 0x100) debrisBubble(debrisactor);
if (ang == debrisactor->xspr.goalAng) if (ang == debrisactor->xspr._goalAng)
{ {
debrisactor->xspr.goalAng = (debrisactor->int_ang() + Random3(kAng60)) & 2047; debrisactor->xspr._goalAng = (debrisactor->int_ang() + Random3(kAng60)) & 2047;
debrisBubble(debrisactor); debrisBubble(debrisactor);
} }
} }
int angStep = ClipLow(mulscale8(1, ((abs(debrisactor->int_vel().X) + abs(debrisactor->int_vel().Y)) >> 5)), (uwater) ? 1 : 0); int angStep = ClipLow(mulscale8(1, ((abs(debrisactor->int_vel().X) + abs(debrisactor->int_vel().Y)) >> 5)), (uwater) ? 1 : 0);
if (ang < debrisactor->xspr.goalAng) debrisactor->set_int_ang(ClipHigh(ang + angStep, debrisactor->xspr.goalAng)); if (ang < debrisactor->xspr._goalAng) debrisactor->set_int_ang(ClipHigh(ang + angStep, debrisactor->xspr._goalAng));
else if (ang > debrisactor->xspr.goalAng) debrisactor->set_int_ang(ClipLow(ang - angStep, debrisactor->xspr.goalAng)); else if (ang > debrisactor->xspr._goalAng) debrisactor->set_int_ang(ClipLow(ang - angStep, debrisactor->xspr._goalAng));
auto pSector = debrisactor->sector(); auto pSector = debrisactor->sector();
int cz = getceilzofslopeptr(pSector, debrisactor->int_pos().X, debrisactor->int_pos().Y); int cz = getceilzofslopeptr(pSector, debrisactor->int_pos().X, debrisactor->int_pos().Y);
@ -2784,7 +2784,7 @@ void usePropertiesChanger(DBloodActor* sourceactor, int objType, sectortype* pSe
// set random goal ang for swimming so they start turning // set random goal ang for swimming so they start turning
if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->vel.Y == 0 && targetactor->vel.Z == 0) if ((flags & kPhysDebrisSwim) && targetactor->int_vel().X ==0 && targetactor->vel.Y == 0 && targetactor->vel.Z == 0)
targetactor->xspr.goalAng = (targetactor->int_ang() + Random3(kAng45)) & 2047; targetactor->xspr._goalAng = (targetactor->int_ang() + Random3(kAng45)) & 2047;
if (targetactor->xspr.physAttr & kPhysDebrisVector) if (targetactor->xspr.physAttr & kPhysDebrisVector)
targetactor->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN; targetactor->spr.cstat |= CSTAT_SPRITE_BLOCK_HITSCAN;
@ -7738,19 +7738,19 @@ void nnExtAiSetDirection(DBloodActor* actor, int a3)
v8 = -341; v8 = -341;
if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi)) if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + vc, vsi))
actor->xspr.goalAng = actor->int_ang() + vc; actor->xspr._goalAng = actor->int_ang() + vc;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi)) else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() + vc / 2; actor->xspr._goalAng = actor->int_ang() + vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi)) else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() - vc / 2, vsi))
actor->xspr.goalAng = actor->int_ang() - vc / 2; actor->xspr._goalAng = actor->int_ang() - vc / 2;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi)) else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() + v8, vsi))
actor->xspr.goalAng = actor->int_ang() + v8; actor->xspr._goalAng = actor->int_ang() + v8;
else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang(), vsi)) else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang(), vsi))
actor->xspr.goalAng = actor->int_ang(); actor->xspr._goalAng = actor->int_ang();
else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi)) else if (nnExtCanMove(actor, actor->GetTarget(), actor->int_ang() - v8, vsi))
actor->xspr.goalAng = actor->int_ang() - v8; actor->xspr._goalAng = actor->int_ang() - v8;
else else
actor->xspr.goalAng = actor->int_ang() + 341; actor->xspr._goalAng = actor->int_ang() + 341;
if (actor->xspr.dodgeDir) if (actor->xspr.dodgeDir)
{ {
@ -8132,7 +8132,7 @@ void aiPatrolRandGoalAng(DBloodActor* actor)
if (Chance(0x8000)) if (Chance(0x8000))
goal = -goal; goal = -goal;
actor->xspr.goalAng = (actor->int_ang() + goal) & 2047; actor->xspr._goalAng = (actor->int_ang() + goal) & 2047;
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
@ -8144,7 +8144,7 @@ void aiPatrolRandGoalAng(DBloodActor* actor)
void aiPatrolTurn(DBloodActor* actor) void aiPatrolTurn(DBloodActor* actor)
{ {
int nTurnRange = (getDudeInfo(actor->spr.type)->angSpeed << 1) >> 4; int nTurnRange = (getDudeInfo(actor->spr.type)->angSpeed << 1) >> 4;
int nAng = getincangle(actor->int_ang(), actor->xspr.goalAng); int nAng = getincangle(actor->int_ang(), actor->xspr._goalAng);
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047); actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
} }
@ -8192,7 +8192,7 @@ void aiPatrolMove(DBloodActor* actor)
} }
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4; int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
int nAng = getincangle(actor->int_ang(), actor->xspr.goalAng); int nAng = getincangle(actor->int_ang(), actor->xspr._goalAng);
actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047); actor->set_int_ang((actor->int_ang() + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047);
if (abs(nAng) > goalAng || ((targetactor->xspr.waitTime > 0 || targetactor->xspr.data1 == targetactor->xspr.data2) && aiPatrolMarkerReached(actor))) if (abs(nAng) > goalAng || ((targetactor->xspr.waitTime > 0 || targetactor->xspr.data1 == targetactor->xspr.data2) && aiPatrolMarkerReached(actor)))
@ -8873,7 +8873,7 @@ void aiPatrolThink(DBloodActor* actor)
else if (aiPatrolTurning(actor->xspr.aiState)) else if (aiPatrolTurning(actor->xspr.aiState))
{ {
//viewSetSystemMessage("TURN"); //viewSetSystemMessage("TURN");
if ((int)actor->int_ang() == (int)actor->xspr.goalAng) if ((int)actor->int_ang() == (int)actor->xspr._goalAng)
{ {
// save imer for waiting // save imer for waiting
stateTimer = actor->xspr.stateTimer; stateTimer = actor->xspr.stateTimer;
@ -8904,8 +8904,8 @@ void aiPatrolThink(DBloodActor* actor)
// take marker's angle // take marker's angle
if (!(markeractor->spr.flags & kModernTypeFlag4)) if (!(markeractor->spr.flags & kModernTypeFlag4))
{ {
actor->xspr.goalAng = ((!(markeractor->spr.flags & kModernTypeFlag8) && actor->xspr.unused2) ? markeractor->int_ang() + kAng180 : markeractor->int_ang()) & 2047; actor->xspr._goalAng = ((!(markeractor->spr.flags & kModernTypeFlag8) && actor->xspr.unused2) ? markeractor->int_ang() + kAng180 : markeractor->int_ang()) & 2047;
if ((int)actor->int_ang() != (int)actor->xspr.goalAng) // let the enemy play move animation while turning if ((int)actor->int_ang() != (int)actor->xspr._goalAng) // let the enemy play move animation while turning
return; return;
} }
@ -9331,7 +9331,7 @@ void changeSpriteAngle(DBloodActor* pSpr, int nAng)
{ {
pSpr->set_int_ang(nAng); pSpr->set_int_ang(nAng);
if (pSpr->hasX()) if (pSpr->hasX())
pSpr->xspr.goalAng = pSpr->int_ang(); pSpr->xspr._goalAng = pSpr->int_ang();
} }
} }
} }