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https://github.com/ZDoom/Raze.git
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39109de22f
24x the same pattern merged into a subfunction.
491 lines
16 KiB
C++
491 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 MorphToBeast(DBloodActor*);
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static void beastThinkSearch(DBloodActor*);
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static void beastThinkGoto(DBloodActor*);
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static void beastThinkChase(DBloodActor*);
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static void beastThinkSwimGoto(DBloodActor*);
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static void beastThinkSwimChase(DBloodActor*);
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static void beastMoveForward(DBloodActor*);
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static void sub_628A0(DBloodActor*);
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static void sub_62AE0(DBloodActor*);
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static void sub_62D7C(DBloodActor*);
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AISTATE beastIdle = { kAiStateIdle, 0, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE beastChase = { kAiStateChase, 8, -1, 0, NULL, beastMoveForward, beastThinkChase, NULL };
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AISTATE beastDodge = { kAiStateMove, 8, -1, 60, NULL, aiMoveDodge, NULL, &beastChase };
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AISTATE beastGoto = { kAiStateMove, 8, -1, 600, NULL, beastMoveForward, beastThinkGoto, &beastIdle };
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AISTATE beastSlash = { kAiStateChase, 6, nSlashClient, 120, NULL, NULL, NULL, &beastChase };
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AISTATE beastStomp = { kAiStateChase, 7, nStompClient, 120, NULL, NULL, NULL, &beastChase };
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AISTATE beastSearch = { kAiStateSearch, 8, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastIdle };
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AISTATE beastRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastDodge };
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AISTATE beastTeslaRecoil = { kAiStateRecoil, 4, -1, 0, NULL, NULL, NULL, &beastDodge };
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AISTATE beastSwimIdle = { kAiStateIdle, 9, -1, 0, NULL, NULL, aiThinkTarget, NULL };
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AISTATE beastSwimChase = { kAiStateChase, 9, -1, 0, NULL, sub_628A0, beastThinkSwimChase, NULL };
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AISTATE beastSwimDodge = { kAiStateMove, 9, -1, 90, NULL, aiMoveDodge, NULL, &beastSwimChase };
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AISTATE beastSwimGoto = { kAiStateMove, 9, -1, 600, NULL, beastMoveForward, beastThinkSwimGoto, &beastSwimIdle };
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AISTATE beastSwimSearch = { kAiStateSearch, 9, -1, 120, NULL, beastMoveForward, beastThinkSearch, &beastSwimIdle };
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AISTATE beastSwimSlash = { kAiStateChase, 9, nSlashClient, 0, NULL, NULL, beastThinkSwimChase, &beastSwimChase };
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AISTATE beastSwimRecoil = { kAiStateRecoil, 5, -1, 0, NULL, NULL, NULL, &beastSwimDodge };
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AISTATE beastMorphToBeast = { kAiStateOther, -1, -1, 0, MorphToBeast, NULL, NULL, &beastIdle };
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AISTATE beastMorphFromCultist = { kAiStateOther, 2576, -1, 0, NULL, NULL, NULL, &beastMorphToBeast };
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AISTATE beast138FB4 = { kAiStateOther, 9, -1, 120, NULL, sub_62AE0, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FD0 = { kAiStateOther, 9, -1, 0, NULL, sub_62D7C, beastThinkSwimChase, &beastSwimChase };
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AISTATE beast138FEC = { kAiStateOther, 9, -1, 120, NULL, aiMoveTurn, NULL, &beastSwimChase };
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void SlashSeqCallback(int, DBloodActor* actor)
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{
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int dx = bcos(actor->int_ang());
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int dy = bsin(actor->int_ang());
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// Correct ?
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int dz = actor->int_pos().Z - target->int_pos().Z;
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dx += Random3(4000 - 700 * gGameOptions.nDifficulty);
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dy += Random3(4000 - 700 * gGameOptions.nDifficulty);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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actFireVector(actor, 0, 0, dx, dy, dz, kVectorGargSlash);
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sfxPlay3DSound(actor, 9012 + Random(2), -1, 0);
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}
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void StompSeqCallback(int, DBloodActor* actor)
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{
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int angx = bcos(actor->int_ang());
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int angy = bsin(actor->int_ang());
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auto pos = actor->spr.pos;
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const int vc = 400;
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auto pSector = actor->sector();
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int v1c = 5 + 2 * gGameOptions.nDifficulty;
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int v10 = 25 + 30 * gGameOptions.nDifficulty;
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const bool newSectCheckMethod = !cl_bloodvanillaenemies && !VanillaMode(); // use new sector checking logic
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auto sectorMap = GetClosestSpriteSectors(pSector, actor->spr.pos.XY(), vc, nullptr, newSectCheckMethod);
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int hit = HitScan(actor, actor->spr.pos.Z, angx, angy, 0, CLIPMASK1, 0);
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DBloodActor* actorh = nullptr;
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actHitcodeToData(hit, &gHitInfo, &actorh);
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BloodStatIterator it1(kStatDude);
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while (auto actor2 = it1.Next())
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{
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if (actor != actor2)
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{
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if (actor2->hasX())
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{
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if (actor2->spr.type == kDudeBeast)
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continue;
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if (actor2->spr.flags & 32)
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, vc << 4))
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{
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (abs(bottom - pSector->floorz) == 0)
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{
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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if (nDist2 <= vc)
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{
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int nDamage;
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if (nDist2 <= 0)
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nDamage = v1c + v10;
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else
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nDamage = v1c + v10 * ((vc - nDist2) / vc);
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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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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it1.Reset(kStatThing);
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while (auto actor2 = it1.Next())
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{
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if (actor2->spr.flags & 32)
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continue;
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if (CheckSector(sectorMap, actor2) && CheckProximity(actor2, pos, pSector, vc << 4))
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{
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if (actor2->xspr.locked)
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continue;
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double nDist2 = (actor->spr.pos.XY() - actor2->spr.pos.XY()).Length();
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if (nDist2 <= vc)
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{
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int nDamage;
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if (nDist2 <= 0)
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nDamage = v1c + v10;
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else
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nDamage = v1c + v10 * ((vc - nDist2) / vc);
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if (actor2->IsPlayerActor())
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gPlayer[actor2->spr.type - kDudePlayer1].quakeEffect += nDamage * 4;
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actDamageSprite(actor, actor2, kDamageFall, nDamage << 4);
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}
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}
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}
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sfxPlay3DSound(actor, 9015 + Random(2), -1, 0);
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}
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static void MorphToBeast(DBloodActor* actor)
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{
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actHealDude(actor, dudeInfo[51].startHealth, dudeInfo[51].startHealth);
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actor->spr.type = kDudeBeast;
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}
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static void beastThinkSearch(DBloodActor* actor)
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{
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aiChooseDirection(actor, actor->xspr.goalAng);
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aiThinkTarget(actor);
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}
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static void beastThinkGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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}
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aiThinkTarget(actor);
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}
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static void beastThinkChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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int dx = target->int_pos().X - actor->int_pos().X;
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int dy = target->int_pos().Y - actor->int_pos().Y;
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aiChooseDirection(actor, getangle(dx, dy));
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auto pSector = actor->sector();
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auto pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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if (target->xspr.health == 0)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSearch);
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else
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aiNewState(actor, &beastSearch);
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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 = getincangle(actor->int_ang(), getangle(dx, dy));
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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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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actor->dudeSlope = nDist == 0 ? 0 : DivScale(target->int_pos().Z - actor->int_pos().Z, nDist, 10);
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if (nDist < 0x1400 && nDist > 0xa00 && abs(nDeltaAngle) < 85 && (target->spr.flags & 2)
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&& target->IsPlayerActor() && Chance(0x8000))
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{
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int hit = HitScan(actor, actor->spr.pos.Z, dx, dy, 0, CLIPMASK1, 0);
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if (target->xspr.health > (unsigned)gPlayerTemplate[0].startHealth / 2)
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{
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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, &beastStomp);
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type)
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{
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if (!pXSector || !pXSector->Underwater)
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aiNewState(actor, &beastStomp);
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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, &beastSwimDodge);
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else
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aiNewState(actor, &beastDodge);
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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, &beastStomp);
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break;
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}
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}
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}
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if (nDist < 921 && abs(nDeltaAngle) < 28)
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{
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int hit = HitScan(actor, actor->spr.pos.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, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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break;
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case 3:
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if (actor->spr.type != gHitInfo.actor()->spr.type)
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{
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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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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, &beastSwimDodge);
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else
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aiNewState(actor, &beastDodge);
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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, &beastSwimSlash);
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else
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aiNewState(actor, &beastSlash);
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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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if (pXSector && pXSector->Underwater)
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aiNewState(actor, &beastSwimGoto);
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else
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aiNewState(actor, &beastGoto);
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actor->SetTarget(nullptr);
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}
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static void beastThinkSwimGoto(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, nAngle);
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if (nDist < 512 && abs(actor->int_ang() - nAngle) < pDudeInfo->periphery)
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aiNewState(actor, &beastSwimSearch);
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aiThinkTarget(actor);
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}
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static void beastThinkSwimChase(DBloodActor* actor)
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{
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if (actor->GetTarget() == nullptr)
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{
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aiNewState(actor, &beastSwimGoto);
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return;
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}
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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if (!actor->ValidateTarget(__FUNCTION__)) return;
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auto target = actor->GetTarget();
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auto dvec = target->spr.pos.XY() - actor->spr.pos.XY();
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int nAngle = getangle(dvec);
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int nDist = approxDist(dvec);
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aiChooseDirection(actor, nAngle);
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if (target->xspr.health == 0)
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{
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aiNewState(actor, &beastSwimSearch);
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return;
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}
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if (target->IsPlayerActor() && powerupCheck(&gPlayer[target->spr.type - kDudePlayer1], kPwUpShadowCloak) > 0)
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{
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aiNewState(actor, &beastSwimSearch);
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return;
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}
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if (nDist <= pDudeInfo->seeDist)
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{
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int nDeltaAngle = getincangle(actor->int_ang(), nAngle);
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double height = (pDudeInfo->eyeHeight * actor->spr.yrepeat) * REPEAT_SCALE;
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int top, bottom;
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GetActorExtents(actor, &top, &bottom);
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if (cansee(target->spr.pos, target->sector(), actor->spr.pos.plusZ(-height), actor->sector()))
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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 < 0x400 && abs(nDeltaAngle) < 85)
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aiNewState(actor, &beastSwimSlash);
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else
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{
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aiPlay3DSound(actor, 9009 + Random(2), AI_SFX_PRIORITY_1, -1);
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aiNewState(actor, &beast138FD0);
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}
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}
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}
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else
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aiNewState(actor, &beast138FD0);
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return;
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}
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aiNewState(actor, &beastSwimGoto);
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actor->SetTarget(nullptr);
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}
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static void beastMoveForward(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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if (abs(nAng) > DAngle60)
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return;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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int nDist = approxDist(dvec);
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if (nDist <= 0x400 && Random(64) < 32)
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return;
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actor->add_int_bvel_x(MulScale(pDudeInfo->frontSpeed, Cos(actor->int_ang()), 30));
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actor->add_int_bvel_y(MulScale(pDudeInfo->frontSpeed, Sin(actor->int_ang()), 30));
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}
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static void sub_628A0(DBloodActor* actor)
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{
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assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
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DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
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auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
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auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
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actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
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int nAccel = pDudeInfo->frontSpeed << 2;
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if (abs(nAng) > DAngle60)
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return;
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if (actor->GetTarget() == nullptr)
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actor->spr.angle += DAngle45;
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auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
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int nDist = approxDist(dvec);
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if (Random(64) < 32 && nDist <= 0x400)
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return;
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AdjustVelocity(actor, ADJUSTER{
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if (actor->GetTarget() == nullptr)
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t1 += FixedToFloat(nAccel);
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else
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t1 += FixedToFloat(nAccel * 0.25);
|
|
});
|
|
}
|
|
|
|
static void sub_62AE0(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
|
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
|
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
{
|
|
actor->xspr.goalAng = (actor->int_ang() + 512) & 2047;
|
|
return;
|
|
}
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
int dz = z2 - z;
|
|
if (Chance(0x600) && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
t1 += FixedToFloat(nAccel);
|
|
});
|
|
|
|
actor->set_int_bvel_z(-dz);
|
|
}
|
|
|
|
static void sub_62D7C(DBloodActor* actor)
|
|
{
|
|
assert(actor->spr.type >= kDudeBase && actor->spr.type < kDudeMax);
|
|
DUDEINFO* pDudeInfo = getDudeInfo(actor->spr.type);
|
|
if (!actor->ValidateTarget(__FUNCTION__)) return;
|
|
auto target = actor->GetTarget();
|
|
int z = actor->int_pos().Z + getDudeInfo(actor->spr.type)->eyeHeight;
|
|
int z2 = target->int_pos().Z + getDudeInfo(target->spr.type)->eyeHeight;
|
|
auto nAng = deltaangle(actor->spr.angle, DAngle::fromBuild(actor->xspr.goalAng));
|
|
auto nTurnRange = DAngle::fromQ16(pDudeInfo->angSpeed << 3);
|
|
actor->spr.angle += clamp(nAng, -nTurnRange, nTurnRange);
|
|
int nAccel = pDudeInfo->frontSpeed << 2;
|
|
if (abs(nAng) > DAngle60)
|
|
{
|
|
actor->spr.angle += DAngle90;
|
|
return;
|
|
}
|
|
auto dvec = actor->xspr.TargetPos.XY() - actor->spr.pos.XY();
|
|
int nDist = approxDist(dvec);
|
|
int dz = (z2 - z) << 3;
|
|
if (Chance(0x4000) && nDist <= 0x400)
|
|
return;
|
|
AdjustVelocity(actor, ADJUSTER{
|
|
t1 += FixedToFloat(nAccel * 0.5);
|
|
});
|
|
|
|
actor->set_int_bvel_z(dz);
|
|
}
|
|
|
|
END_BLD_NS
|