mirror of
https://github.com/ZDoom/Raze.git
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437 lines
16 KiB
C++
437 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "mmulti.h"
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#include "common_game.h"
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#include "actor.h"
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#include "ai.h"
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#include "blood.h"
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#include "db.h"
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#include "dude.h"
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#include "levels.h"
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#include "player.h"
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#include "seq.h"
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#include "sound.h"
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#include "bloodactor.h"
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BEGIN_BLD_NS
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static void calebThinkSearch(DBloodActor *);
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static void calebThinkGoto(DBloodActor *);
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static void calebThinkChase(DBloodActor *);
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static void calebThinkSwimGoto(DBloodActor *);
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static void calebThinkSwimChase(DBloodActor *);
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static void sub_65D04(DBloodActor *);
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static void sub_65F44(DBloodActor *);
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static void sub_661E0(DBloodActor *);
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AISTATE tinycalebIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE tinycalebChase = { kAiStateChase, 6, -1, 0, NULL, aiMoveForward, calebThinkChase, NULL };
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AISTATE tinycalebDodge = { kAiStateMove, 6, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebChase };
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AISTATE tinycalebGoto = { kAiStateMove, 6, -1, 600, NULL, aiMoveForward, calebThinkGoto, &tinycalebIdle };
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AISTATE tinycalebAttack = { kAiStateChase, 0, nAttackClient, 120, NULL, NULL, NULL, &tinycalebChase };
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AISTATE tinycalebSearch = { kAiStateSearch, 6, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebIdle };
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AISTATE tinycalebRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
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AISTATE tinycalebTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &tinycalebDodge };
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AISTATE tinycalebSwimIdle = { kAiStateIdle, 10, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE tinycalebSwimChase = { kAiStateChase, 8, -1, 0, NULL, sub_65D04, calebThinkSwimChase, NULL };
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AISTATE tinycalebSwimDodge = { kAiStateMove, 8, -1, 90, NULL, aiMoveDodge, NULL, &tinycalebSwimChase };
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AISTATE tinycalebSwimGoto = { kAiStateMove, 8, -1, 600, NULL, aiMoveForward, calebThinkSwimGoto, &tinycalebSwimIdle };
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AISTATE tinycalebSwimSearch = { kAiStateSearch, 8, -1, 120, NULL, aiMoveForward, calebThinkSearch, &tinycalebSwimIdle };
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AISTATE tinycalebSwimAttack = { kAiStateChase, 10, nAttackClient, 0, NULL, NULL, NULL, &tinycalebSwimChase };
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AISTATE tinycalebSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &tinycalebSwimDodge };
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AISTATE tinycaleb139660 = { kAiStateOther, 8, -1, 120, NULL, sub_65F44, calebThinkSwimChase, &tinycalebSwimChase };
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AISTATE tinycaleb13967C = { kAiStateOther, 8, -1, 0, NULL, sub_661E0, calebThinkSwimChase, &tinycalebSwimChase };
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AISTATE tinycaleb139698 = { kAiStateOther, 8, -1, 120, NULL, aiMoveTurn, NULL, &tinycalebSwimChase };
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void SeqAttackCallback(int, DBloodActor* actor)
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{
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spritetype *pSprite = &actor->s();
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int dx = CosScale16(pSprite->ang);
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int dy = SinScale16(pSprite->ang);
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int dz = actor->dudeSlope();
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dx += Random2(1500);
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dy += Random2(1500);
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dz += Random2(1500);
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for (int i = 0; i < 2; i++)
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{
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int r1 = Random3(500);
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int r2 = Random3(1000);
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int r3 = Random3(1000);
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actFireVector(pSprite, 0, 0, dx+r3, dy+r2, dz+r1, VECTOR_TYPE_1);
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}
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if (Chance(0x8000))
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sfxPlay3DSound(pSprite, 10000+Random(5), -1, 0);
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if (Chance(0x8000))
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sfxPlay3DSound(pSprite, 1001, -1, 0);
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else
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sfxPlay3DSound(pSprite, 1002, -1, 0);
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}
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static void calebThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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aiChooseDirection(pSprite, pXSprite, pXSprite->goalAng);
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aiThinkTarget(actor);
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}
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static void calebThinkGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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}
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aiThinkTarget(actor);
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}
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static void calebThinkChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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{
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aiPlay3DSound(pSprite, 11000+Random(4), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &tinycalebSearch);
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}
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimSearch);
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else
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aiNewState(actor, &tinycalebSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = (pDudeInfo->eyeHeight*pSprite->yrepeat)<<2;
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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int nXSprite = sprite[pXSprite->reference].extra;
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gDudeSlope[nXSprite] = divscale(pTarget->z-pSprite->z, nDist, 10);
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if (nDist < 0x599 && klabs(nDeltaAngle) < 28)
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{
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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int hit = HitScan(pSprite, pSprite->z, dx, dy, 0, CLIPMASK1, 0);
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switch (hit)
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{
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case -1:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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break;
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case 3:
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if (pSprite->type != sprite[gHitInfo.hitsprite].type)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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}
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else
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimDodge);
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else
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aiNewState(actor, &tinycalebDodge);
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}
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break;
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default:
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycalebAttack);
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break;
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}
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}
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}
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return;
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}
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}
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XSECTOR *pXSector;
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int nXSector = sector[pSprite->sectnum].extra;
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if (nXSector > 0)
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pXSector = &xsector[nXSector];
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else
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pXSector = NULL;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &tinycalebSwimGoto);
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else
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aiNewState(actor, &tinycalebGoto);
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if (Chance(0x2000))
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sfxPlay3DSound(pSprite, 10000 + Random(5), -1, 0);
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pXSprite->target = -1;
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}
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static void calebThinkSwimGoto(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nAngle = getangle(dx, dy);
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int nDist = approxDist(dx, dy);
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aiChooseDirection(pSprite, pXSprite, nAngle);
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if (nDist < 512 && klabs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &tinycalebSwimSearch);
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aiThinkTarget(actor);
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}
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static void calebThinkSwimChase(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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if (pXSprite->target == -1)
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{
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aiNewState(actor, &tinycalebSwimGoto);
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return;
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}
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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assert(pXSprite->target >= 0 && pXSprite->target < kMaxSprites);
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spritetype *pTarget = &sprite[pXSprite->target];
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XSPRITE *pXTarget = &xsprite[pTarget->extra];
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int dx = pTarget->x-pSprite->x;
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int dy = pTarget->y-pSprite->y;
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aiChooseDirection(pSprite, pXSprite, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &tinycalebSwimSearch);
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return;
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}
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if (IsPlayerSprite(pTarget) && powerupCheck(&gPlayer[pTarget->type-kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &tinycalebSwimSearch);
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return;
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}
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int nDist = approxDist(dx, dy);
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = ((getangle(dx,dy)+1024-pSprite->ang)&2047)-1024;
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int height = pDudeInfo->eyeHeight+pSprite->z;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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if (cansee(pTarget->x, pTarget->y, pTarget->z, pTarget->sectnum, pSprite->x, pSprite->y, pSprite->z - height, pSprite->sectnum))
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{
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if (nDist < pDudeInfo->seeDist && klabs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(pXSprite, pXSprite->target);
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if (nDist < 0x400 && klabs(nDeltaAngle) < 85)
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aiNewState(actor, &tinycalebSwimAttack);
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else
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aiNewState(actor, &tinycaleb13967C);
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}
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}
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return;
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}
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aiNewState(actor, &tinycalebSwimGoto);
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pXSprite->target = -1;
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}
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static void sub_65D04(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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return;
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if (pXSprite->target == -1)
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pSprite->ang = (pSprite->ang+256)&2047;
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int nDist = approxDist(dx, dy);
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if (Random(64) < 32 && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = xvel[nSprite];
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int vy = yvel[nSprite];
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int t1 = dmulscale30(vx, nCos, vy, nSin);
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int t2 = dmulscale30(vx, nSin, -vy, nCos);
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if (pXSprite->target == -1)
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t1 += nAccel;
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else
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t1 += nAccel>>2;
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xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
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yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
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}
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static void sub_65F44(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
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int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
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pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
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int nAccel = pDudeInfo->frontSpeed<<2;
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if (klabs(nAng) > 341)
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{
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pXSprite->goalAng = (pSprite->ang+512)&2047;
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return;
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}
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int dx = pXSprite->targetX-pSprite->x;
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int dy = pXSprite->targetY-pSprite->y;
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int dz = z2 - z;
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int nDist = approxDist(dx, dy);
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if (Chance(0x600) && nDist <= 0x400)
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return;
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int nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int vx = xvel[nSprite];
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int vy = yvel[nSprite];
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int t1 = dmulscale30(vx, nCos, vy, nSin);
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int t2 = dmulscale30(vx, nSin, -vy, nCos);
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t1 += nAccel;
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xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
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yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
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zvel[nSprite] = -dz;
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}
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static void sub_661E0(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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auto pSprite = &actor->s();
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int nSprite = pSprite->index;
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO *pDudeInfo = getDudeInfo(pSprite->type);
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spritetype *pTarget = &sprite[pXSprite->target];
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int z = pSprite->z + getDudeInfo(pSprite->type)->eyeHeight;
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int z2 = pTarget->z + getDudeInfo(pTarget->type)->eyeHeight;
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int nAng = ((pXSprite->goalAng+1024-pSprite->ang)&2047)-1024;
|
|
int nTurnRange = (pDudeInfo->angSpeed<<2)>>4;
|
|
pSprite->ang = (pSprite->ang+ClipRange(nAng, -nTurnRange, nTurnRange))&2047;
|
|
int nAccel = pDudeInfo->frontSpeed<<2;
|
|
if (klabs(nAng) > 341)
|
|
{
|
|
pSprite->ang = (pSprite->ang+512)&2047;
|
|
return;
|
|
}
|
|
int dx = pXSprite->targetX-pSprite->x;
|
|
int dy = pXSprite->targetY-pSprite->y;
|
|
int dz = (z2 - z)<<3;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x4000) && nDist <= 0x400)
|
|
return;
|
|
int nCos = Cos(pSprite->ang);
|
|
int nSin = Sin(pSprite->ang);
|
|
int vx = xvel[nSprite];
|
|
int vy = yvel[nSprite];
|
|
int t1 = dmulscale30(vx, nCos, vy, nSin);
|
|
int t2 = dmulscale30(vx, nSin, -vy, nCos);
|
|
t1 += nAccel>>1;
|
|
xvel[nSprite] = dmulscale30(t1, nCos, t2, nSin);
|
|
yvel[nSprite] = dmulscale30(t1, nSin, -t2, nCos);
|
|
zvel[nSprite] = dz;
|
|
}
|
|
|
|
END_BLD_NS
|