- refactoring of R_PointToAngle2 when used to calculate direction between two actors.

This commit is contained in:
Christoph Oelckers 2016-01-10 20:46:26 +01:00
commit 2c0f64cf9f
31 changed files with 92 additions and 115 deletions

View file

@ -99,7 +99,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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);
angle = player->mo->AngleTo(missile);
cmd->ucmd.sidemove = sleft ? -SIDERUN : SIDERUN;
cmd->ucmd.forwardmove = -FORWARDRUN; //Back IS best.
@ -165,7 +165,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
sleft = !sleft;
}
angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
angle = player->mo->AngleTo(enemy);
if (player->ReadyWeapon == NULL ||
player->mo->AproxDistance(enemy) >
@ -206,7 +206,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
goto roam;
}
angle = R_PointToAngle2(player->mo->x, player->mo->y, mate->x, mate->y);
angle = player->mo->AngleTo(mate);
matedist = player->mo->AproxDistance(mate);
if (matedist > (FRIEND_DIST*2))
@ -241,7 +241,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
else //hide while t_fight, but keep view at enemy.
angle = R_PointToAngle2(player->mo->x, player->mo->y, enemy->x, enemy->y);
angle = player->mo->AngleTo(enemy);
} //Just a monster, so kill it.
else
dest = enemy;