- Rewrote MusicVolumes handling so it's a list and not an array.

- Removed I_SetMusicVolume(). It isn't used.
- Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor.

SVN r18 (trunk)
This commit is contained in:
Randy Heit 2006-03-03 03:57:01 +00:00
commit 75d072c09a
17 changed files with 135 additions and 175 deletions

View file

@ -344,10 +344,10 @@ bool P_HitFriend(AActor * self)
{
angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
P_AimLineAttack (self, self->angle, dist, 0);
P_AimLineAttack (self, angle, dist, 0);
if (linetarget != NULL && linetarget != self->target)
{
return P_IsFriend(self, linetarget);
return self->IsFriend (linetarget);
}
}
return false;
@ -1104,7 +1104,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
if (other)
{
AActor *targ = other->target;
if (targ && targ->target == other && pr_skiptarget() > 100 && P_IsFriend(lookee, targ) &&
if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
targ->health*2 >= targ->GetDefault()->health)
{
continue;
@ -1374,7 +1374,7 @@ void A_Look (AActor *actor)
if (targ && (targ->flags & MF_SHOOTABLE))
{
if (P_IsFriend(actor, targ)) // be a little more precise!
if (actor->IsFriend (targ)) // be a little more precise!
{
// If we find a valid target here, the wandering logic should *not*
// be activated! If would cause the seestate to be set twice.