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- remaining floatification on aiThinkTarget
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1 changed files with 8 additions and 8 deletions
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@ -60,15 +60,15 @@ bool dudeIsPlayingSeq(DBloodActor* actor, int nSeq)
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//
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//---------------------------------------------------------------------------
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void aiPlay3DSound(DBloodActor* actor, int a2, AI_SFX_PRIORITY a3, int a4)
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void aiPlay3DSound(DBloodActor* actor, int soundid, AI_SFX_PRIORITY a3, int playchannel)
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{
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DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
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if (a3 == AI_SFX_PRIORITY_0)
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sfxPlay3DSound(actor, a2, a4, 2);
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sfxPlay3DSound(actor, soundid, playchannel, 2);
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else if (a3 > pDudeExtra->prio || pDudeExtra->time <= PlayClock)
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{
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sfxKill3DSound(actor, -1, -1);
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sfxPlay3DSound(actor, a2, a4, 0);
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sfxPlay3DSound(actor, soundid, playchannel, 0);
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pDudeExtra->prio = a3;
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pDudeExtra->time = PlayClock + 120;
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}
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@ -1502,21 +1502,21 @@ void aiThinkTarget(DBloodActor* actor)
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auto dvec = ppos - actor->spr.pos.XY();
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auto pSector = pPlayer->actor->sector();
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int nDist = approxDist(dvec);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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double nDist = dvec.Length();
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if (nDist > pDudeInfo->SeeDist() && nDist > pDudeInfo->Heardist())
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continue;
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (!cansee(ppos, pSector, actor->spr.pos.plusZ(-height), actor->sector()))
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continue;
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int nDeltaAngle = getincangle(actor->int_ang(), getangle(dvec));
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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DAngle nDeltaAngle = absangle(actor->spr.angle, VecToAngle(dvec));
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if (nDist < pDudeInfo->SeeDist() && nDeltaAngle <= pDudeInfo->Periphery())
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{
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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return;
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}
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else if (nDist < pDudeInfo->hearDist)
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else if (nDist < pDudeInfo->Heardist())
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{
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aiSetTarget(actor, ppos);
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aiActivateDude(actor);
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