- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.

The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
This commit is contained in:
Christoph Oelckers 2016-01-10 17:52:41 +01:00
commit 1e2ce9a622
25 changed files with 1293 additions and 1286 deletions

View file

@ -81,7 +81,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
int r;
stuck = false;
dist = dest ? P_AproxDistance(player->mo->x-dest->x, player->mo->y-dest->y) : 0;
dist = dest ? player->mo->AproxDistance(dest) : 0;
if (missile &&
((!missile->velx || !missile->vely) || !Check_LOS(missile, SHOOTFOV*3/2)))
@ -96,14 +96,14 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
player->mo->pitch += 80;
//HOW TO MOVE:
if (missile && (P_AproxDistance(player->mo->x-missile->x, player->mo->y-missile->y)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
{
Pitch (missile);
angle = R_PointToAngle2(player->mo->x, player->mo->y, missile->x, missile->y);
cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
if ((P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000)
if ((player->mo->AproxDistance(oldx, oldy)<50000)
&& t_strafe<=0)
{
t_strafe = 5;
@ -156,7 +156,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
t_fight = AFTERTICS;
if (t_strafe <= 0 &&
(P_AproxDistance(player->mo->x-oldx, player->mo->y-oldy)<50000
(player->mo->AproxDistance(oldx, oldy)<50000
|| ((pr_botmove()%30)==10))
)
{
@ -168,7 +168,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
if (player->ReadyWeapon == NULL ||
P_AproxDistance(player->mo->x-enemy->x, player->mo->y-enemy->y) >
player->mo->AproxDistance(enemy) >
player->ReadyWeapon->MoveCombatDist)
{
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
@ -208,7 +208,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y);
matedist = P_AproxDistance(player->mo->x - mate->x, player->mo->y - mate->y);
matedist = player->mo->AproxDistance(mate);
if (matedist > (FRIEND_DIST*2))
cmd->ucmd.forwardmove = FORWARDRUN;
else if (matedist > FRIEND_DIST)