mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- CloseRangeDist + DoSectorOperate
This commit is contained in:
parent
4d12bbbb56
commit
b0a59bf665
1 changed files with 13 additions and 13 deletions
|
@ -502,22 +502,22 @@ DSWActor* GetPlayerSpriteNum(DSWActor* actor)
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
int
|
||||
CloseRangeDist(SPRITEp sp1, SPRITEp sp2)
|
||||
int CloseRangeDist(DSWActor* actor1, DSWActor* actor2)
|
||||
{
|
||||
int clip1 = sp1->clipdist;
|
||||
int clip2 = sp2->clipdist;
|
||||
int clip1 = actor1->s().clipdist;
|
||||
int clip2 = actor2->s().clipdist;
|
||||
|
||||
// add clip boxes and a fudge factor
|
||||
#define DIST_CLOSE_RANGE 400
|
||||
const int DIST_CLOSE_RANGE = 400;
|
||||
|
||||
return (clip1<<2) + (clip2<<2) + DIST_CLOSE_RANGE;
|
||||
return (clip1 << 2) + (clip2 << 2) + DIST_CLOSE_RANGE;
|
||||
}
|
||||
|
||||
int DoActorOperate(short SpriteNum)
|
||||
int DoActorOperate(DSWActor* actor)
|
||||
{
|
||||
SPRITEp sp = &sprite[SpriteNum];
|
||||
USERp u = User[SpriteNum].Data();
|
||||
SPRITEp sp = &actor->s();
|
||||
USERp u = actor->u();
|
||||
int SpriteNum = actor->GetSpriteIndex();
|
||||
short nearsector, nearwall, nearsprite;
|
||||
int nearhitdist;
|
||||
int z[2];
|
||||
|
@ -648,7 +648,7 @@ DoActorActionDecide(short SpriteNum)
|
|||
{
|
||||
|
||||
// Try to operate stuff
|
||||
DoActorOperate(SpriteNum);
|
||||
DoActorOperate(actor);
|
||||
|
||||
// if far enough away and cannot see the player
|
||||
dist = Distance(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y);
|
||||
|
@ -669,7 +669,7 @@ DoActorActionDecide(short SpriteNum)
|
|||
|
||||
auto pActor = GetPlayerSpriteNum(actor);
|
||||
// check for short range attack possibility
|
||||
if ((dist < CloseRangeDist(sp, u->tgt_sp()) && ICanSee) ||
|
||||
if ((dist < CloseRangeDist(actor, u->targetActor) && ICanSee) ||
|
||||
(pActor && pActor->hasU() && pActor->u()->WeaponNum == WPN_FIST && u->ID != RIPPER2_RUN_R0 && u->ID != RIPPER_RUN_R0))
|
||||
{
|
||||
if ((u->ID == COOLG_RUN_R0 && TEST(sp->cstat, CSTAT_SPRITE_TRANSLUCENT)) || TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
|
||||
|
@ -747,7 +747,7 @@ DoActorActionDecide(short SpriteNum)
|
|||
{
|
||||
if ((FACING(sp, u->tgt_sp()) && dist < 10000) || ICanSee)
|
||||
{
|
||||
DoActorOperate(SpriteNum);
|
||||
DoActorOperate(actor);
|
||||
|
||||
// Don't let player completely sneek up behind you
|
||||
action = ChooseAction(u->Personality->Surprised);
|
||||
|
@ -1515,7 +1515,7 @@ DoActorAttack(DSWActor* actor)
|
|||
DISTANCE(sp->x, sp->y, u->targetActor->s().x, u->targetActor->s().y, dist, a, b, c);
|
||||
|
||||
auto pActor = GetPlayerSpriteNum(actor);
|
||||
if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(sp, u->tgt_sp())) ||
|
||||
if ((u->ActorActionSet->CloseAttack[0] && dist < CloseRangeDist(actor, u->targetActor)) ||
|
||||
(pActor && pActor->hasU() && pActor->u()->WeaponNum == WPN_FIST)) // JBF: added null check
|
||||
{
|
||||
rand_num = ChooseActionNumber(u->ActorActionSet->CloseAttackPercent);
|
||||
|
|
Loading…
Reference in a new issue