- renamed some functions and fixed a few more conversion errors.
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ec3be2531a
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33 changed files with 83 additions and 83 deletions
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@ -127,7 +127,7 @@ bool DBot::Check_LOS (AActor *to, angle_t vangle)
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if (vangle == 0)
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return false; //Looker seems to be blind.
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return absangle(player->mo->AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
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return absangle(player->mo->__f_AngleTo(to) - player->mo->_f_angle()) <= vangle/2;
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}
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//-------------------------------------
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@ -224,14 +224,14 @@ shootmissile:
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dist = player->mo->AproxDistance (enemy);
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m = dist / GetDefaultByType (player->ReadyWeapon->ProjectileType)->Speed;
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bglobal.SetBodyAt (enemy->X() + enemy->vel.x*m*2, enemy->Y() + enemy->vel.y*m*2, enemy->Z(), 1);
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angle = player->mo->AngleTo(bglobal.body1);
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angle = player->mo->__f_AngleTo(bglobal.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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}
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else
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{
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//Other weapons, mostly instant hit stuff.
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angle = player->mo->AngleTo(enemy);
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angle = player->mo->__f_AngleTo(enemy);
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aiming_penalty = 0;
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if (enemy->flags & MF_SHADOW)
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aiming_penalty += (pr_botdofire()%25)+10;
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@ -519,7 +519,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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{
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if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = actor->AngleTo(bglobal.body1);
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ang = actor->__f_AngleTo(bglobal.body1);
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return ang;
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}
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}
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@ -529,7 +529,7 @@ angle_t DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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{
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if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
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{
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ang = player->mo->AngleTo(enemy);
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ang = player->mo->__f_AngleTo(enemy);
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return ang;
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}
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}
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