- floatified MaxTargetRange and MeleeThreshold.
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c66ff5939d
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5 changed files with 19 additions and 19 deletions
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@ -348,7 +348,7 @@ bool P_CheckMeleeRange2 (AActor *actor)
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//=============================================================================
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bool P_CheckMissileRange (AActor *actor)
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{
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fixed_t dist;
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double dist;
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if (!P_CheckSight (actor, actor->target, SF_SEEPASTBLOCKEVERYTHING))
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return false;
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@ -387,15 +387,15 @@ bool P_CheckMissileRange (AActor *actor)
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// OPTIMIZE: get this from a global checksight
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// [RH] What?
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dist = actor->AproxDistance (actor->target) - 64*FRACUNIT;
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dist = actor->Distance2D (actor->target) - 64;
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if (actor->MeleeState == NULL)
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dist -= 128*FRACUNIT; // no melee attack, so fire more
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dist -= 128; // no melee attack, so fire more
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return actor->SuggestMissileAttack (dist);
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}
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bool AActor::SuggestMissileAttack (fixed_t dist)
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bool AActor::SuggestMissileAttack (double dist)
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{
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// new version encapsulates the different behavior in flags instead of virtual functions
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// The advantage is that this allows inheriting the missile attack attributes from the
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@ -407,11 +407,11 @@ bool AActor::SuggestMissileAttack (fixed_t dist)
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if (MeleeState != NULL && dist < meleethreshold)
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return false; // From the Revenant: close enough for fist attack
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if (flags4 & MF4_MISSILEMORE) dist >>= 1;
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if (flags4 & MF4_MISSILEEVENMORE) dist >>= 3;
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if (flags4 & MF4_MISSILEMORE) dist *= 0.5;
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if (flags4 & MF4_MISSILEEVENMORE) dist *= 0.125;
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int mmc = int(MinMissileChance * G_SkillProperty(SKILLP_Aggressiveness));
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return pr_checkmissilerange() >= MIN<int> (dist >> FRACBITS, mmc);
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return pr_checkmissilerange() >= MIN<int> (int(dist), mmc);
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}
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//=============================================================================
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