- Blood: Floatified batThinkChase().

This commit is contained in:
Mitchell Richters 2022-09-24 23:05:27 +10:00 committed by Christoph Oelckers
parent 761412313f
commit ad8fbc51de

View file

@ -256,26 +256,29 @@ static void batThinkChase(DBloodActor* actor)
aiNewState(actor, &batSearch);
return;
}
int nDist = approxDist(dvec);
if (nDist <= pDudeInfo->seeDist)
double nDist = dvec.Length();
if (nDist <= (pDudeInfo->seeDist * inttoworld))
{
int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
DAngle nDeltaAngle = deltaangle(actor->spr.angle, dvec.Angle());
double height = pDudeInfo->eyeHeight * actor->spr.yrepeat * REPEAT_SCALE;
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
int top, bottom;
double height2 = pDudeInfo->eyeHeight * pTarget->spr.yrepeat * REPEAT_SCALE;
double top, bottom;
GetActorExtents(actor, &top, &bottom);
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height * zinttoworld), actor->sector()))
if (cansee(pTarget->spr.pos, pTarget->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
if (nDist < (pDudeInfo->seeDist * inttoworld) && abs(nDeltaAngle).Buildang() <= pDudeInfo->periphery)
{
aiSetTarget(actor, actor->GetTarget());
int floorZ = getflorzofslopeptr(actor->sector(), actor->spr.pos);
if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
double floorZ = getflorzofslopeptrf(actor->sector(), actor->spr.pos);
double floorDelta = floorZ - bottom;
double heightDelta = height2 - height;
bool angWithinRange = abs(nDeltaAngle) < mapangle(85);
if (heightDelta < 32 && nDist < 0x20 && angWithinRange)
aiNewState(actor, &batBite);
else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
else if ((heightDelta > 80 || floorDelta > 80) && nDist < 0x140 && nDist > 0x80 && angWithinRange)
aiNewState(actor, &batSwoop);
else if ((height2 - height < 0x3000 || floorZ - bottom < 0x3000) && abs(nDeltaAngle) < 85)
else if ((heightDelta < 48 || floorDelta < 48) && angWithinRange)
aiNewState(actor, &batFly);
return;
}