- floatified the remaining parts of aihound.cpp.

This commit is contained in:
Christoph Oelckers 2022-09-28 09:18:18 +02:00
parent 0a2274a41d
commit c2fbbfbefe

View file

@ -44,8 +44,6 @@ AISTATE houndBurn = { kAiStateChase, 7, nHoundBurnClient, 60, NULL, NULL, NULL,
void houndBiteSeqCallback(int, DBloodActor* actor)
{
int dx = bcos(actor->int_ang());
int dy = bsin(actor->int_ang());
if (!(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax)) {
Printf(PRINT_HIGH, "actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax");
return;
@ -53,18 +51,14 @@ void houndBiteSeqCallback(int, DBloodActor* actor)
if (!actor->ValidateTarget(__FUNCTION__)) return;
auto target = actor->GetTarget();
#ifdef NOONE_EXTENSIONS
DVector3 vec(actor->spr.angle.ToVector() * 64, target->spr.pos.Z - actor->spr.pos.Z);
if (target->IsPlayerActor() || gModernMap) // allow to hit non-player targets
actFireVector(actor, 0, 0, dx, dy, target->int_pos().Z - actor->int_pos().Z, kVectorHoundBite);
#else
if (target->IsPlayerActor())
actFireVector(actor, 0, 0, dx, dy, target->spr.z - actor->spr.z, kVectorHoundBite);
#endif
actFireVector(actor, 0, 0, vec, kVectorHoundBite);
}
void houndBurnSeqCallback(int, DBloodActor* actor)
{
actFireMissile(actor, 0, 0, bcos(actor->int_ang()), bsin(actor->int_ang()), 0, kMissileFlameHound);
actFireMissile(actor, 0, 0, DVector3(actor->spr.angle.ToVector(), 0), kMissileFlameHound);
}
static void houndThinkSearch(DBloodActor* actor)