mirror of
https://github.com/ZDoom/Raze.git
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443 lines
16 KiB
C++
443 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 "build.h"
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#include "blood.h"
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BEGIN_BLD_NS
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static void eelThinkTarget(DBloodActor*);
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static void eelThinkSearch(DBloodActor*);
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static void eelThinkGoto(DBloodActor*);
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static void eelThinkPonder(DBloodActor*);
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static void eelMoveDodgeUp(DBloodActor*);
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static void eelMoveDodgeDown(DBloodActor*);
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static void eelThinkChase(DBloodActor*);
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static void eelMoveForward(DBloodActor*);
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static void eelMoveSwoop(DBloodActor*);
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static void eelMoveAscend(DBloodActor* actor);
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static void eelMoveToCeil(DBloodActor*);
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AISTATE eelIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL };
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AISTATE eelFlyIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, eelThinkTarget, NULL };
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AISTATE eelChase = { kAiStateChase, 0, -1, 0, NULL, eelMoveForward, eelThinkChase, &eelIdle };
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AISTATE eelPonder = { kAiStateOther, 0, -1, 0, NULL, NULL, eelThinkPonder, NULL };
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AISTATE eelGoto = { kAiStateMove, 0, -1, 600, NULL, NULL, eelThinkGoto, &eelIdle };
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AISTATE eelBite = { kAiStateChase, 7, nEelBiteClient, 60, NULL, NULL, NULL, &eelChase };
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AISTATE eelRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &eelChase };
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AISTATE eelSearch = { kAiStateSearch, 0, -1, 120, NULL, eelMoveForward, eelThinkSearch, &eelIdle };
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AISTATE eelSwoop = { kAiStateOther, 0, -1, 60, NULL, eelMoveSwoop, eelThinkChase, &eelChase };
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AISTATE eelFly = { kAiStateMove, 0, -1, 0, NULL, eelMoveAscend, eelThinkChase, &eelChase };
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AISTATE eelTurn = { kAiStateMove, 0, -1, 60, NULL, aiMoveTurn, NULL, &eelChase };
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AISTATE eelHide = { kAiStateOther, 0, -1, 0, NULL, eelMoveToCeil, eelMoveForward, NULL };
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AISTATE eelDodgeUp = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeUp, NULL, &eelChase };
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AISTATE eelDodgeUpRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase };
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AISTATE eelDodgeUpLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeUp, NULL, &eelChase };
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AISTATE eelDodgeDown = { kAiStateMove, 0, -1, 120, NULL, eelMoveDodgeDown, NULL, &eelChase };
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AISTATE eelDodgeDownRight = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
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AISTATE eelDodgeDownLeft = { kAiStateMove, 0, -1, 90, NULL, eelMoveDodgeDown, NULL, &eelChase };
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void eelBiteSeqCallback(int, DBloodActor* actor)
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{
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spritetype* pSprite = &actor->s();
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/*
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* workaround for
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* pXSprite->target >= 0 && pXSprite->target < kMaxSprites in file NBlood/source/blood/src/aiboneel.cpp at line 86
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* The value of pXSprite->target is -1.
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* copied from lines 177:181
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* resolves this case, but may cause other issues?
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*/
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &eelSearch);
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return;
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}
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spritetype* pTarget = &actor->GetTarget()->s();
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int dx = bcos(pSprite->ang);
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int dy = bsin(pSprite->ang);
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assert(pSprite->type >= kDudeBase && pSprite->type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(pSprite->type);
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DUDEINFO* pDudeInfoT = getDudeInfo(pTarget->type);
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int height = (pSprite->yrepeat * pDudeInfo->eyeHeight) << 2;
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int height2 = (pTarget->yrepeat * pDudeInfoT->eyeHeight) << 2;
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actFireVector(actor, 0, 0, dx, dy, height2 - height, kVectorBoneelBite);
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}
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static void eelThinkTarget(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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DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
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if (pDudeExtraE->active && pDudeExtraE->thinkTime < 10)
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pDudeExtraE->thinkTime++;
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else if (pDudeExtraE->thinkTime >= 10 && pDudeExtraE->active)
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{
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pDudeExtraE->thinkTime = 0;
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pXSprite->goalAng += 256;
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POINT3D* pTarget = &actor->basePoint;
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aiSetTarget(actor, pTarget->x, pTarget->y, pTarget->z);
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aiNewState(actor, &eelTurn);
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return;
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}
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if (Chance(pDudeInfo->alertChance))
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{
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for (int p = connecthead; p >= 0; p = connectpoint2[p])
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{
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PLAYER* pPlayer = &gPlayer[p];
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if (pPlayer->pXSprite->health == 0 || powerupCheck(pPlayer, kPwUpShadowCloak) > 0)
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continue;
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int x = pPlayer->pSprite->x;
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int y = pPlayer->pSprite->y;
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int z = pPlayer->pSprite->z;
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int nSector = pPlayer->pSprite->sectnum;
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int dx = x - pSprite->x;
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int dy = y - pSprite->y;
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int nDist = approxDist(dx, dy);
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if (nDist > pDudeInfo->seeDist && nDist > pDudeInfo->hearDist)
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continue;
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if (!cansee(x, y, z, nSector, pSprite->x, pSprite->y, pSprite->z - ((pDudeInfo->eyeHeight * pSprite->yrepeat) << 2), pSprite->sectnum))
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continue;
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int nDeltaAngle = ((getangle(dx, dy) + 1024 - pSprite->ang) & 2047) - 1024;
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if (nDist < pDudeInfo->seeDist && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, pPlayer->actor);
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aiActivateDude(actor);
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}
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else if (nDist < pDudeInfo->hearDist)
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{
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pDudeExtraE->thinkTime = 0;
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aiSetTarget(actor, x, y, z);
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aiActivateDude(actor);
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}
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else
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continue;
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break;
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}
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}
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}
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static void eelThinkSearch(DBloodActor* actor)
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{
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auto pXSprite = &actor->x();
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aiChooseDirection(actor, pXSprite->goalAng);
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eelThinkTarget(actor);
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}
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static void eelThinkGoto(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(actor, nAngle);
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if (nDist < 512 && abs(pSprite->ang - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &eelSearch);
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eelThinkTarget(actor);
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}
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static void eelThinkPonder(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &eelSearch);
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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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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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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(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &eelSearch);
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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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int height2 = (getDudeInfo(pTarget->type)->eyeHeight * pTarget->yrepeat) << 2;
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int top, bottom;
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GetActorExtents(actor, &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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aiSetTarget(actor, actor->GetTarget());
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if (height2 - height < -0x2000 && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc && nDist < 0x1800 && nDist > 0xc00 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelDodgeDown);
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else if (height2 - height < 0xccc && nDist < 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelDodgeDown);
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else if (height2 - height < -0x2000 && nDist < 0x1400 && nDist > 0x800 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height < -0x2000 && abs(nDeltaAngle) < 85 && nDist > 0x1400)
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aiNewState(actor, &eelDodgeUp);
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else if (height2 - height > 0xccc)
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aiNewState(actor, &eelDodgeDown);
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else
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aiNewState(actor, &eelDodgeUp);
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return;
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}
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}
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aiNewState(actor, &eelGoto);
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actor->SetTarget(nullptr);
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}
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static void eelMoveDodgeUp(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 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 nCos = Cos(pSprite->ang);
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int nSin = Sin(pSprite->ang);
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int dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = -0x8000;
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}
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static void eelMoveDodgeDown(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 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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if (pXSprite->dodgeDir == 0)
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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 dx = actor->xvel;
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int dy = actor->yvel;
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int t1 = DMulScale(dx, nCos, dy, nSin, 30);
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int t2 = DMulScale(dx, nSin, -dy, nCos, 30);
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if (pXSprite->dodgeDir > 0)
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t2 += pDudeInfo->sideSpeed;
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else
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t2 -= pDudeInfo->sideSpeed;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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actor->zvel = 0x44444;
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}
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static void eelThinkChase(DBloodActor* actor)
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{
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auto pSprite = &actor->s();
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &eelGoto);
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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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spritetype* pTarget = &actor->GetTarget()->s();
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XSPRITE* pXTarget = &actor->GetTarget()->x();
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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(actor, getangle(dx, dy));
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if (pXTarget->health == 0)
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{
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aiNewState(actor, &eelSearch);
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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, &eelSearch);
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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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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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int top2, bottom2;
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GetSpriteExtents(pTarget, &top2, &bottom2);
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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 && abs(nDeltaAngle) <= pDudeInfo->periphery)
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{
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aiSetTarget(actor, actor->GetTarget());
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if (nDist < 0x399 && top2 > top && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelSwoop);
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else if (nDist <= 0x399 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelBite);
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else if (bottom2 > top && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelSwoop);
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else if (top2 < top && abs(nDeltaAngle) < 85)
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aiNewState(actor, &eelFly);
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}
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}
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return;
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}
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actor->SetTarget(nullptr);
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aiNewState(actor, &eelSearch);
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}
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static void eelMoveForward(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 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 - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > 341)
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return;
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if (actor->GetTarget() == nullptr)
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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 (nDist <= 0x399)
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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 = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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if (actor->GetTarget() == nullptr)
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t1 += nAccel;
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else
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t1 += nAccel >> 1;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
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actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
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}
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static void eelMoveSwoop(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 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 - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
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if (abs(nAng) > 341)
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return;
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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 (Chance(0x8000) && nDist <= 0x399)
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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 = actor->xvel;
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int vy = actor->yvel;
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int t1 = DMulScale(vx, nCos, vy, nSin, 30);
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int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
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t1 += nAccel >> 1;
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actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
actor->zvel = 0x22222;
|
|
}
|
|
|
|
static void eelMoveAscend(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;
|
|
int nTurnRange = (pDudeInfo->angSpeed << 2) >> 4;
|
|
pSprite->ang = (pSprite->ang + ClipRange(nAng, -nTurnRange, nTurnRange)) & 2047;
|
|
int nAccel = (pDudeInfo->frontSpeed - (((4 - gGameOptions.nDifficulty) << 26) / 120) / 120) << 2;
|
|
if (abs(nAng) > 341)
|
|
return;
|
|
int dx = pXSprite->targetX - pSprite->x;
|
|
int dy = pXSprite->targetY - pSprite->y;
|
|
int nDist = approxDist(dx, dy);
|
|
if (Chance(0x4000) && nDist <= 0x399)
|
|
return;
|
|
int nCos = Cos(pSprite->ang);
|
|
int nSin = Sin(pSprite->ang);
|
|
int vx = actor->xvel;
|
|
int vy = actor->yvel;
|
|
int t1 = DMulScale(vx, nCos, vy, nSin, 30);
|
|
int t2 = DMulScale(vx, nSin, -vy, nCos, 30);
|
|
t1 += nAccel >> 1;
|
|
actor->xvel = DMulScale(t1, nCos, t2, nSin, 30);
|
|
actor->yvel = DMulScale(t1, nSin, -t2, nCos, 30);
|
|
actor->zvel = -0x8000;
|
|
}
|
|
|
|
void eelMoveToCeil(DBloodActor* actor)
|
|
{
|
|
auto pXSprite = &actor->x();
|
|
auto pSprite = &actor->s();
|
|
int x = pSprite->x;
|
|
int y = pSprite->y;
|
|
int z = pSprite->z;
|
|
int nSector = pSprite->sectnum;
|
|
if (z - pXSprite->targetZ < 0x1000)
|
|
{
|
|
DUDEEXTRA_STATS* pDudeExtraE = &actor->dudeExtra.stats;
|
|
pDudeExtraE->active = 0;
|
|
pSprite->flags = 0;
|
|
aiNewState(actor, &eelIdle);
|
|
}
|
|
else
|
|
aiSetTarget(actor, x, y, sector[nSector].ceilingz);
|
|
}
|
|
|
|
END_BLD_NS
|