mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-21 02:51:46 +00:00
- eliminate pSprite pointers in aibat.cpp.
This commit is contained in:
parent
d9d05e90b5
commit
f8171ac5d9
1 changed files with 90 additions and 101 deletions
|
@ -63,25 +63,23 @@ AISTATE batDodgeDownLeft = { kAiStateMove, 6, -1, 90, NULL, batMoveDodgeDown, 0,
|
|||
|
||||
void batBiteSeqCallback(int, DBloodActor* actor)
|
||||
{
|
||||
spritetype* pSprite = &actor->s();
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
int dx = bcos(pSprite->ang);
|
||||
int dy = bsin(pSprite->ang);
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
|
||||
int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2;
|
||||
int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2;
|
||||
auto pTarget = actor->GetTarget();
|
||||
int dx = bcos(actor->spr.ang);
|
||||
int dy = bsin(actor->spr.ang);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->spr.type);
|
||||
int height = (actor->spr.yrepeat * pDudeInfo->eyeHeight) << 2;
|
||||
int height2 = (pTarget->spr.yrepeat * pDudeInfoT->eyeHeight) << 2;
|
||||
actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBatBite);
|
||||
}
|
||||
|
||||
static void batThinkTarget(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||||
if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
|
||||
pDudeExtraE->thinkTime++;
|
||||
|
@ -101,18 +99,18 @@ static void batThinkTarget(DBloodActor* actor)
|
|||
PLAYER* pPlayer = &gPlayer[p];
|
||||
if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
|
||||
continue;
|
||||
int x = pPlayer->pSprite->x;
|
||||
int y = pPlayer->pSprite->y;
|
||||
int z = pPlayer->pSprite->z;
|
||||
auto pSector = pPlayer->pSprite->sector();
|
||||
int dx = x - pSprite->x;
|
||||
int dy = y - pSprite->y;
|
||||
int x = pPlayer->actor->spr.x;
|
||||
int y = pPlayer->actor->spr.y;
|
||||
int z = pPlayer->actor->spr.z;
|
||||
auto pSector = pPlayer->actor->spr.sector();
|
||||
int dx = x - actor->spr.x;
|
||||
int dy = y - actor->spr.y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
|
||||
continue;
|
||||
if (!cansee(x, y, z, pSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sector()))
|
||||
if (!cansee(x, y, z, pSector, actor->spr.x, actor->spr.y, actor->spr.z - ((pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2), actor->spr.sector()))
|
||||
continue;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(actor, pPlayer->actor);
|
||||
|
@ -140,34 +138,32 @@ static void batThinkSearch(DBloodActor* actor)
|
|||
static void batThinkGoto(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int dx = pXSprite->targetX - actor->spr.x;
|
||||
int dy = pXSprite->targetY - actor->spr.y;
|
||||
int nAngle = getangle(dx, dy);
|
||||
int nDist = approxDist(dx, dy);
|
||||
aiChooseDirection(actor, nAngle);
|
||||
if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
|
||||
if (nDist < 512 && abs(actor->spr.ang - nAngle) < pDudeInfo->periphery)
|
||||
aiNewState(actor, &batSearch);
|
||||
batThinkTarget(actor);
|
||||
}
|
||||
|
||||
static void batThinkPonder(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
aiNewState(actor, &batSearch);
|
||||
return;
|
||||
}
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
XSPRITE* pXTarget = &actor->GetTarget()->x();
|
||||
int dx = pTarget->x - pSprite->x;
|
||||
int dy = pTarget->y - pSprite->y;
|
||||
auto pTarget = actor->GetTarget();
|
||||
XSPRITE* pXTarget = &pTarget->x();
|
||||
int dx = pTarget->spr.x - actor->spr.x;
|
||||
int dy = pTarget->spr.y - actor->spr.y;
|
||||
aiChooseDirection(actor, getangle(dx, dy));
|
||||
if (pXTarget->health == 0)
|
||||
{
|
||||
|
@ -177,12 +173,12 @@ static void batThinkPonder(DBloodActor* actor)
|
|||
int nDist = approxDist(dx, dy);
|
||||
if (nDist <= pDudeInfo->seeDist)
|
||||
{
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
|
||||
int height2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
|
||||
int height2 = (getDudeInfo(pTarget->spr.type)->eyeHeight * pTarget->spr.yrepeat) << 2;
|
||||
int top, bottom;
|
||||
GetActorExtents(actor, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
|
||||
if (cansee(pTarget->spr.x, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.x, actor->spr.y, actor->spr.z - height, actor->spr.sector()))
|
||||
{
|
||||
aiSetTarget(actor, actor->GetTarget());
|
||||
if (height2 - height < 0x3000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
|
||||
|
@ -211,14 +207,13 @@ static void batThinkPonder(DBloodActor* actor)
|
|||
static void batMoveDodgeUp(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nCos = Cos(pSprite->ang);
|
||||
int nSin = Sin(pSprite->ang);
|
||||
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nCos = Cos(actor->spr.ang);
|
||||
int nSin = Sin(actor->spr.ang);
|
||||
int dx = actor->xvel;
|
||||
int dy = actor->yvel;
|
||||
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
|
||||
|
@ -236,16 +231,15 @@ static void batMoveDodgeUp(DBloodActor* actor)
|
|||
static void batMoveDodgeDown(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
if (pXSprite->dodgeDir == 0)
|
||||
return;
|
||||
int nCos = Cos(pSprite->ang);
|
||||
int nSin = Sin(pSprite->ang);
|
||||
int nCos = Cos(actor->spr.ang);
|
||||
int nSin = Sin(actor->spr.ang);
|
||||
int dx = actor->xvel;
|
||||
int dy = actor->yvel;
|
||||
int t1 = DMulScale(dx, nCos, dy, nSin, 30);
|
||||
|
@ -262,26 +256,25 @@ static void batMoveDodgeDown(DBloodActor* actor)
|
|||
|
||||
static void batThinkChase(DBloodActor* actor)
|
||||
{
|
||||
auto pSprite = &actor->s();
|
||||
if (actor->GetTarget() == nullptr)
|
||||
{
|
||||
aiNewState(actor, &batGoto);
|
||||
return;
|
||||
}
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
||||
spritetype* pTarget = &actor->GetTarget()->s();
|
||||
XSPRITE* pXTarget = &actor->GetTarget()->x();
|
||||
int dx = pTarget->x - pSprite->x;
|
||||
int dy = pTarget->y - pSprite->y;
|
||||
auto pTarget = actor->GetTarget();
|
||||
XSPRITE* pXTarget = &pTarget->x();
|
||||
int dx = pTarget->spr.x - actor->spr.x;
|
||||
int dy = pTarget->spr.y - actor->spr.y;
|
||||
aiChooseDirection(actor, getangle(dx, dy));
|
||||
if (pXTarget->health == 0)
|
||||
{
|
||||
aiNewState(actor, &batSearch);
|
||||
return;
|
||||
}
|
||||
if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type - kDudePlayer1], kPwUpShadowCloak) > 0)
|
||||
if (pTarget->IsPlayerActor() && powerupCheck(&gPlayer[pTarget->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
|
||||
{
|
||||
aiNewState(actor, &batSearch);
|
||||
return;
|
||||
|
@ -289,18 +282,18 @@ static void batThinkChase(DBloodActor* actor)
|
|||
int nDist = approxDist(dx, dy);
|
||||
if (nDist <= pDudeInfo->seeDist)
|
||||
{
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
int height = (pDudeInfo->eyeHeight * pSprite->yrepeat) << 2;
|
||||
// Should be dudeInfo[pTarget->type-kDudeBase]
|
||||
int height2 = (pDudeInfo->eyeHeight * pTarget->yrepeat) << 2;
|
||||
int nDeltaAngle = ((getangle(dx, dy) + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) << 2;
|
||||
// Should be dudeInfo[pTarget->spr.type-kDudeBase]
|
||||
int height2 = (pDudeInfo->eyeHeight * pTarget->spr.yrepeat) << 2;
|
||||
int top, bottom;
|
||||
GetActorExtents(actor, &top, &bottom);
|
||||
if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sector(), pSprite->x, pSprite->y, pSprite->z - height, pSprite->sector()))
|
||||
if (cansee(pTarget->spr.x, pTarget->spr.y, pTarget->spr.z, pTarget->spr.sector(), actor->spr.x, actor->spr.y, actor->spr.z - height, actor->spr.sector()))
|
||||
{
|
||||
if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
|
||||
{
|
||||
aiSetTarget(actor, actor->GetTarget());
|
||||
int floorZ = getflorzofslopeptr(pSprite->sector(), pSprite->x, pSprite->y);
|
||||
int floorZ = getflorzofslopeptr(actor->spr.sector(), actor->spr.x, actor->spr.y);
|
||||
if (height2 - height < 0x2000 && nDist < 0x200 && abs(nDeltaAngle) < 85)
|
||||
aiNewState(actor, &batBite);
|
||||
else if ((height2 - height > 0x5000 || floorZ - bottom > 0x5000) && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
|
||||
|
@ -324,24 +317,23 @@ static void batThinkChase(DBloodActor* actor)
|
|||
static void batMoveForward(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nAccel = pDudeInfo->frontSpeed << 2;
|
||||
if (abs(nAng) > 341)
|
||||
return;
|
||||
if (actor->GetTarget() == nullptr)
|
||||
pSprite->ang = (pSprite->ang + 256) & 2047;
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
actor->spr.ang = (actor->spr.ang + 256) & 2047;
|
||||
int dx = pXSprite->targetX - actor->spr.x;
|
||||
int dy = pXSprite->targetY - actor->spr.y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if ((unsigned int)Random(64) < 32 && nDist <= 0x200)
|
||||
return;
|
||||
int nCos = Cos(pSprite->ang);
|
||||
int nSin = Sin(pSprite->ang);
|
||||
int nCos = Cos(actor->spr.ang);
|
||||
int nSin = Sin(actor->spr.ang);
|
||||
int vx = actor->xvel;
|
||||
int vy = actor->yvel;
|
||||
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
||||
|
@ -357,25 +349,24 @@ static void batMoveForward(DBloodActor* actor)
|
|||
static void batMoveSwoop(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nAccel = pDudeInfo->frontSpeed << 2;
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pXSprite->goalAng = (pSprite->ang + 512) & 2047;
|
||||
pXSprite->goalAng = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
int dx = pXSprite->targetX - actor->spr.x;
|
||||
int dy = pXSprite->targetY - actor->spr.y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x600) && nDist <= 0x200)
|
||||
return;
|
||||
int nCos = Cos(pSprite->ang);
|
||||
int nSin = Sin(pSprite->ang);
|
||||
int nCos = Cos(actor->spr.ang);
|
||||
int nSin = Sin(actor->spr.ang);
|
||||
int vx = actor->xvel;
|
||||
int vy = actor->yvel;
|
||||
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
||||
|
@ -389,25 +380,24 @@ static void batMoveSwoop(DBloodActor* actor)
|
|||
static void batMoveFly(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - pSprite->ang) & 2047) - 1024;
|
||||
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
||||
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
||||
int nAng = ((pXSprite->goalAng + 1024 - actor->spr.ang) & 2047) - 1024;
|
||||
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
||||
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
actor->spr.ang = (actor->spr.ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
||||
int nAccel = pDudeInfo->frontSpeed << 2;
|
||||
if (abs(nAng) > 341)
|
||||
{
|
||||
pSprite->ang = (pSprite->ang + 512) & 2047;
|
||||
actor->spr.ang = (actor->spr.ang + 512) & 2047;
|
||||
return;
|
||||
}
|
||||
int dx = pXSprite->targetX - pSprite->x;
|
||||
int dy = pXSprite->targetY - pSprite->y;
|
||||
int dx = pXSprite->targetX - actor->spr.x;
|
||||
int dy = pXSprite->targetY - actor->spr.y;
|
||||
int nDist = approxDist(dx, dy);
|
||||
if (Chance(0x4000) && nDist <= 0x200)
|
||||
return;
|
||||
int nCos = Cos(pSprite->ang);
|
||||
int nSin = Sin(pSprite->ang);
|
||||
int nCos = Cos(actor->spr.ang);
|
||||
int nSin = Sin(actor->spr.ang);
|
||||
int vx = actor->xvel;
|
||||
int vy = actor->yvel;
|
||||
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
||||
|
@ -421,19 +411,18 @@ static void batMoveFly(DBloodActor* actor)
|
|||
void batMoveToCeil(DBloodActor* actor)
|
||||
{
|
||||
auto pXSprite = &actor->x();
|
||||
auto pSprite = &actor->s();
|
||||
int x = pSprite->x;
|
||||
int y = pSprite->y;
|
||||
int z = pSprite->z;
|
||||
int x = actor->spr.x;
|
||||
int y = actor->spr.y;
|
||||
int z = actor->spr.z;
|
||||
if (z - pXSprite->targetZ < 0x1000)
|
||||
{
|
||||
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
||||
pDudeExtraE->thinkTime = 0;
|
||||
pSprite->flags = 0;
|
||||
actor->spr.flags = 0;
|
||||
aiNewState(actor, &batIdle);
|
||||
}
|
||||
else
|
||||
aiSetTarget(actor, x, y, pSprite->sector()->ceilingz);
|
||||
aiSetTarget(actor, x, y, actor->spr.sector()->ceilingz);
|
||||
}
|
||||
|
||||
END_BLD_NS
|
||||
|
|
Loading…
Reference in a new issue