- Blood: floatified eelThinkChase

This commit is contained in:
Christoph Oelckers 2022-09-27 08:43:36 +02:00
parent beefa700b7
commit f2f74fc239

View file

@ -259,9 +259,9 @@ static void eelThinkChase(DBloodActor* actor)
auto target = actor->GetTarget();
auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
int nAngle = getangle(dvec);
int nDist = approxDist(dvec);
aiChooseDirection(actor, DAngle::fromBuild(nAngle));
DAngle nAngle = VecToAngle(dvec);
double nDist = dvec.Length();
aiChooseDirection(actor, nAngle);
if (target->xspr.health == 0)
{
aiNewState(actor, &eelSearch);
@ -273,26 +273,27 @@ static void eelThinkChase(DBloodActor* actor)
return;
}
if (nDist <= pDudeInfo->seeDist)
if (nDist <= pDudeInfo->SeeDist())
{
int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
DAngle nDeltaAngle = absangle(actor->spr.angle, nAngle);
double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
int top, bottom;
double top, bottom;
double top2, bottom2;
GetActorExtents(actor, &top, &bottom);
int top2, bottom2;
GetActorExtents(target, &top2, &bottom2);
if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
{
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
{
aiSetTarget(actor, actor->GetTarget());
if (nDist < 0x399 && top2 > top && abs(nDeltaAngle) < 85)
if (nDist < 57.5625 && top2 > top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelSwoop);
else if (nDist <= 0x399 && abs(nDeltaAngle) < 85)
else if (nDist <= 57.5625 && nDeltaAngle < DAngle15)
aiNewState(actor, &eelBite);
else if (bottom2 > top && abs(nDeltaAngle) < 85)
else if (bottom2 > top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelSwoop);
else if (top2 < top && abs(nDeltaAngle) < 85)
else if (top2 < top && nDeltaAngle < DAngle15)
aiNewState(actor, &eelFly);
}
}