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- canSwim et.al.
This commit is contained in:
parent
acec23e034
commit
fb5916a3dd
5 changed files with 45 additions and 23 deletions
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@ -5184,7 +5184,7 @@ void MoveDude(DBloodActor* actor)
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if (pSprite->type == kDudeModernCustom) {
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if (pSprite->type == kDudeModernCustom) {
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evPost(actor, 0, kCallbackEnemeyBubble);
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evPost(actor, 0, kCallbackEnemeyBubble);
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if (!canSwim(pSprite)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
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if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
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break;
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break;
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}
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}
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@ -227,7 +227,7 @@ bool CanMove(DBloodActor* actor, DBloodActor* target, int nAngle, int nRange)
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#ifdef NOONE_EXTENSIONS
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#ifdef NOONE_EXTENSIONS
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case kDudeModernCustom:
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case kDudeModernCustom:
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case kDudeModernCustomBurning:
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case kDudeModernCustomBurning:
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if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(pSprite))) return false;
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if ((Crusher && !nnExtIsImmune(pSprite, pXSector->damageType)) || ((Water || Underwater) && !canSwim(actor))) return false;
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return true;
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return true;
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[[fallthrough]];
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[[fallthrough]];
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#endif
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#endif
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@ -1092,8 +1092,8 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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{
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{
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actKillDude(actor, actor, kDamageFall, 65535);
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actKillDude(actor, actor, kDamageFall, 65535);
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}
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}
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}
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}
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else if (canWalk(pSprite) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState))
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else if (canWalk(actor) && !inDodge(pXSprite->aiState) && !inRecoil(pXSprite->aiState))
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{
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{
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if (!dudeIsMelee(actor))
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if (!dudeIsMelee(actor))
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{
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{
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@ -1101,7 +1101,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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{
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{
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if (!spriteIsUnderwater(actor))
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if (!spriteIsUnderwater(actor))
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{
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{
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if (!canDuck(pSprite) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
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if (!canDuck(actor) || !dudeIsPlayingSeq(actor, 14)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
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else aiGenDudeNewState(actor, &genDudeDodgeShortD);
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else aiGenDudeNewState(actor, &genDudeDodgeShortD);
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if (Chance(0x0200))
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if (Chance(0x0200))
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@ -1279,7 +1279,7 @@ void RecoilDude(DBloodActor* actor)
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{
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{
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if (Chance(rChance << 3) || (dudeIsMelee(actor) && Chance(rChance << 4))) aiGenDudeNewState(actor, &genDudeRecoilTesla);
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if (Chance(rChance << 3) || (dudeIsMelee(actor) && Chance(rChance << 4))) aiGenDudeNewState(actor, &genDudeRecoilTesla);
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else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(actor, &genDudeRecoilL);
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else if (pExtra->canRecoil && Chance(rChance)) aiGenDudeNewState(actor, &genDudeRecoilL);
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else if (canWalk(pSprite))
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else if (canWalk(actor))
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{
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{
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if (Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeDodgeL);
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if (Chance(rChance >> 2)) aiGenDudeNewState(actor, &genDudeDodgeL);
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@ -1298,7 +1298,7 @@ void RecoilDude(DBloodActor* actor)
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short rState = inRecoil(pXSprite->aiState);
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short rState = inRecoil(pXSprite->aiState);
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if (rState > 0)
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if (rState > 0)
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{
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{
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if (!canWalk(pSprite))
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if (!canWalk(actor))
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{
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{
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if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
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if (rState == 1) pXSprite->aiState->nextState = &genDudeChaseNoWalkL;
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else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
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else if (rState == 2) pXSprite->aiState->nextState = &genDudeChaseNoWalkD;
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@ -627,7 +627,7 @@ static void unicultThinkChase(DBloodActor* actor)
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genDudeThrow2.nextState = &genDudeChaseL;
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genDudeThrow2.nextState = &genDudeChaseL;
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if (dist > 5072 && Chance(0x5000))
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if (dist > 5072 && Chance(0x5000))
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{
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{
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if (!canDuck(pSprite) || Chance(0x4000)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
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if (!canDuck(actor) || Chance(0x4000)) aiGenDudeNewState(actor, &genDudeDodgeShortL);
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else aiGenDudeNewState(actor, &genDudeDodgeShortD);
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else aiGenDudeNewState(actor, &genDudeDodgeShortD);
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}
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}
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else
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else
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@ -1202,7 +1202,7 @@ void aiGenDudeMoveForward(DBloodActor* actor)
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int sin = Sin(pSprite->ang);
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int sin = Sin(pSprite->ang);
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int cos = Cos(pSprite->ang);
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int cos = Cos(pSprite->ang);
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int frontSpeed = gGenDudeExtra[pSprite->index].moveSpeed;
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int frontSpeed = actor->genDudeExtra().moveSpeed;
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actor->xvel() += MulScale(cos, frontSpeed, 30);
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actor->xvel() += MulScale(cos, frontSpeed, 30);
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actor->yvel() += MulScale(sin, frontSpeed, 30);
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actor->yvel() += MulScale(sin, frontSpeed, 30);
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}
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}
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@ -1304,7 +1304,7 @@ void aiGenDudeNewState(DBloodActor* actor, AISTATE* pAIState)
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}
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}
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if (!gGenDudeExtra[pSprite->index].canRecoil)
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if (!actor->genDudeExtra().canRecoil)
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{
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{
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if (pAIState == &genDudeRecoilL || pAIState == &genDudeRecoilD) pAIState = &genDudeIdleL;
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if (pAIState == &genDudeRecoilL || pAIState == &genDudeRecoilD) pAIState = &genDudeIdleL;
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else if (pAIState == &genDudeRecoilW) pAIState = &genDudeIdleW;
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else if (pAIState == &genDudeRecoilW) pAIState = &genDudeIdleW;
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@ -1474,8 +1474,8 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
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sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
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sfxPlay3DSoundCP(pLeech, 490, -1, 0,60000);
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if (pLeech->owner >= 0 && pLeech->owner < kMaxSprites)
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if (actLeech->GetOwner())
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gGenDudeExtra[sprite[pLeech->owner].index].pLifeLeech = nullptr;
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actLeech->GetOwner()->genDudeExtra().pLifeLeech = nullptr;
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if (delSprite)
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if (delSprite)
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{
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{
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@ -2254,7 +2254,14 @@ void updateTargetOfSlaves(DBloodActor* actor)
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pExtra->slaveCount = writeindex;
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pExtra->slaveCount = writeindex;
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}
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}
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short inDodge(AISTATE* aiState) {
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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short inDodge(AISTATE* aiState)
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{
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if (aiState == &genDudeDodgeL) return 1;
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if (aiState == &genDudeDodgeL) return 1;
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else if (aiState == &genDudeDodgeD) return 2;
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else if (aiState == &genDudeDodgeD) return 2;
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else if (aiState == &genDudeDodgeW) return 3;
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else if (aiState == &genDudeDodgeW) return 3;
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@ -2309,18 +2316,33 @@ short inDuck(AISTATE* aiState) {
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}
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}
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bool canSwim(spritetype* pSprite) {
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//---------------------------------------------------------------------------
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return gGenDudeExtra[pSprite->index].canSwim;
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//
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//
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//
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//---------------------------------------------------------------------------
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bool canSwim(DBloodActor* actor)
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{
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return actor->genDudeExtra().canSwim;
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}
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}
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bool canDuck(spritetype* pSprite) {
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bool canDuck(DBloodActor* actor)
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return gGenDudeExtra[pSprite->index].canDuck;
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{
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return actor->genDudeExtra().canDuck;
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}
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}
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bool canWalk(spritetype* pSprite) {
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bool canWalk(DBloodActor* actor)
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return gGenDudeExtra[pSprite->index].canWalk;
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{
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return actor->genDudeExtra().canWalk;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int genDudeSeqStartId(XSPRITE* pXSprite) {
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int genDudeSeqStartId(XSPRITE* pXSprite) {
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if (genDudePrepare(&sprite[pXSprite->reference], kGenDudePropertyStates)) return pXSprite->data2;
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if (genDudePrepare(&sprite[pXSprite->reference], kGenDudePropertyStates)) return pXSprite->data2;
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else return kGenDudeDefaultSeq;
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else return kGenDudeDefaultSeq;
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@ -215,9 +215,9 @@ int getRecoilChance(DBloodActor* pSprite);
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bool dudeIsMelee(DBloodActor* pXSprite);
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bool dudeIsMelee(DBloodActor* pXSprite);
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void updateTargetOfSlaves(DBloodActor* pSprite);
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void updateTargetOfSlaves(DBloodActor* pSprite);
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void updateTargetOfLeech(DBloodActor* pSprite);
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void updateTargetOfLeech(DBloodActor* pSprite);
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bool canSwim(spritetype* pSprite);
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bool canSwim(DBloodActor* actor);
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bool canDuck(spritetype* pSprite);
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bool canDuck(DBloodActor* actor);
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bool canWalk(spritetype* pSprite);
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bool canWalk(DBloodActor* actor);
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short inDodge(AISTATE* aiState);
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short inDodge(AISTATE* aiState);
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bool inIdle(AISTATE* aiState);
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bool inIdle(AISTATE* aiState);
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bool inAttack(AISTATE* aiState);
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bool inAttack(AISTATE* aiState);
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@ -7485,7 +7485,7 @@ void aiPatrolThink(DBloodActor* actor) {
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bool crouch = (pXSprite->unused1 & kDudeFlagCrouch), uwater = spriteIsUnderwater(actor);
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bool crouch = (pXSprite->unused1 & kDudeFlagCrouch), uwater = spriteIsUnderwater(actor);
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if (!spriRangeIsFine(nMarker) || (pSprite->type == kDudeModernCustom && ((uwater && !canSwim(pSprite)) || !canWalk(pSprite)))) {
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if (!spriRangeIsFine(nMarker) || (pSprite->type == kDudeModernCustom && ((uwater && !canSwim(actor)) || !canWalk(actor)))) {
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aiPatrolStop(pSprite, -1);
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aiPatrolStop(pSprite, -1);
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return;
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return;
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}
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}
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