- 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.
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1f34372abc
commit
1e2ce9a622
25 changed files with 1293 additions and 1286 deletions
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@ -1669,8 +1669,7 @@ bool P_SeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax, bool preci
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if (actor->z + actor->height < target->z ||
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target->z + target->height < actor->z)
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{ // Need to seek vertically
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dist = P_AproxDistance (target->x - actor->x, target->y - actor->y);
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dist = dist / speed;
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dist = actor->AproxDistance (target) / speed;
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if (dist < 1)
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{
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dist = 1;
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@ -2380,7 +2379,7 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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{ // float down towards target if too close
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if (!(mo->flags & (MF_SKULLFLY | MF_INFLOAT)))
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{
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dist = P_AproxDistance (mo->x - mo->target->x, mo->y - mo->target->y);
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dist = mo->AproxDistance (mo->target);
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delta = (mo->target->z + (mo->height>>1)) - mo->z;
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if (delta < 0 && dist < -(delta*3))
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mo->z -= mo->FloatSpeed;
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@ -3392,7 +3391,7 @@ void AActor::Tick ()
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if (health > 0
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&& !players[i].Bot->enemy
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&& player ? !IsTeammate (players[i].mo) : true
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&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
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&& AproxDistance (players[i].mo) < MAX_MONSTER_TARGET_DIST
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&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
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{ //Probably a monster, so go kill it.
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players[i].Bot->enemy = this;
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@ -5788,7 +5787,7 @@ AActor * P_OldSpawnMissile(AActor * source, AActor * owner, AActor * dest, const
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th->velx = FixedMul (th->Speed, finecosine[an]);
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th->vely = FixedMul (th->Speed, finesine[an]);
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dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
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dist = source->AproxDistance (dest);
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if (th->Speed) dist = dist / th->Speed;
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if (dist < 1)
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@ -5849,7 +5848,7 @@ AActor *P_SpawnMissileZAimed (AActor *source, fixed_t z, AActor *dest, const PCl
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{
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an += pr_spawnmissile.Random2() << 20;
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}
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dist = P_AproxDistance (dest->x - source->x, dest->y - source->y);
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dist = source->AproxDistance (dest);
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speed = GetDefaultSpeed (type);
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dist /= speed;
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velz = dist != 0 ? (dest->z - source->z)/dist : speed;
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