- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
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parent
1e2ce9a622
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2c0f64cf9f
31 changed files with 92 additions and 115 deletions
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@ -99,7 +99,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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if (missile && (player->mo->AproxDistance(missile)<AVOID_DIST)) //try avoid missile got from P_Mobj.c thinking part.
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{
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Pitch (missile);
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angle = R_PointToAngle2(player->mo->x, player->mo->y, missile->x, missile->y);
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angle = player->mo->AngleTo(missile);
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cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
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cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
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@ -165,7 +165,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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sleft = !sleft;
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}
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angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
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angle = player->mo->AngleTo(enemy);
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if (player->ReadyWeapon == NULL ||
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player->mo->AproxDistance(enemy) >
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@ -206,7 +206,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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goto roam;
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}
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angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y);
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angle = player->mo->AngleTo(mate);
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matedist = player->mo->AproxDistance(mate);
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if (matedist > (FRIEND_DIST*2))
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@ -241,7 +241,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
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dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
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else //hide while t_fight, but keep view at enemy.
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angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
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angle = player->mo->AngleTo(enemy);
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} //Just a monster, so kill it.
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else
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dest = enemy;
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