- 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)
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cf11cbdb30
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17 changed files with 135 additions and 175 deletions
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@ -344,10 +344,10 @@ bool P_HitFriend(AActor * self)
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{
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angle_t angle = R_PointToAngle2 (self->x, self->y, self->target->x, self->target->y);
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fixed_t dist = P_AproxDistance (self->x-self->target->x, self->y-self->target->y);
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P_AimLineAttack (self, self->angle, dist, 0);
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P_AimLineAttack (self, angle, dist, 0);
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if (linetarget != NULL && linetarget != self->target)
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{
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return P_IsFriend(self, linetarget);
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return self->IsFriend (linetarget);
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}
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}
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return false;
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@ -1104,7 +1104,7 @@ AActor *LookForEnemiesInBlock (AActor *lookee, int index)
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if (other)
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{
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AActor *targ = other->target;
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if (targ && targ->target == other && pr_skiptarget() > 100 && P_IsFriend(lookee, targ) &&
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if (targ && targ->target == other && pr_skiptarget() > 100 && lookee->IsFriend (targ) &&
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targ->health*2 >= targ->GetDefault()->health)
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{
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continue;
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@ -1374,7 +1374,7 @@ void A_Look (AActor *actor)
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if (targ && (targ->flags & MF_SHOOTABLE))
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{
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if (P_IsFriend(actor, targ)) // be a little more precise!
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if (actor->IsFriend (targ)) // be a little more precise!
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{
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// If we find a valid target here, the wandering logic should *not*
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// be activated! If would cause the seestate to be set twice.
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