- Added customizable border textures. They will be defined with the
MAPINFO keyword 'bordertexture' and are settable per map. - Fixed: When used in DECORATE A_Explode must use A_ExplodeParms. - Added custom label support to A_Chase. To enable resurrection from the customizable version I also moved all A_VileChase stuff into p_enemy.cpp. SVN r437 (trunk)
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15 changed files with 294 additions and 213 deletions
233
src/p_enemy.cpp
233
src/p_enemy.cpp
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@ -43,6 +43,7 @@
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#include "a_sharedglobal.h"
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#include "a_doomglobal.h"
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#include "a_action.h"
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#include "thingdef.h"
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#include "gi.h"
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@ -1753,14 +1754,12 @@ nosee:
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}
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}
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/*
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==============
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=
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= A_Chase
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=
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= Actor has a melee attack, so it tries to close as fast as possible
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=
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*/
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//=============================================================================
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//
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// A_Chase
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//
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// Actor has a melee attack, so it tries to close as fast as possible
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//
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// [GrafZahl] integrated A_FastChase, A_SerpentChase and A_SerpentWalk into this
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// to allow the monsters using those functions to take advantage of the
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// enhancements.
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@ -2097,9 +2096,206 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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actor->flags &= ~MF_INCHASE;
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}
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//==========================================================================
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//
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// PIT_VileCheck
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//
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//==========================================================================
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static AActor *corpsehit;
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static AActor *vileobj;
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static fixed_t viletryx;
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static fixed_t viletryy;
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static FState *raisestate;
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static bool PIT_VileCheck (AActor *thing)
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{
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int maxdist;
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bool check;
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if (!(thing->flags & MF_CORPSE) )
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return true; // not a monster
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if (thing->tics != -1)
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return true; // not lying still yet
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raisestate = thing->FindState(NAME_Raise);
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if (raisestate == NULL)
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return true; // monster doesn't have a raise state
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// This may be a potential problem if this is used by something other
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// than an Arch Vile.
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//maxdist = thing->GetDefault()->radius + GetDefault<AArchvile>()->radius;
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// use the current actor's radius instead of the Arch Vile's default.
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maxdist = thing->GetDefault()->radius + vileobj->radius;
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if ( abs(thing->x - viletryx) > maxdist
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|| abs(thing->y - viletryy) > maxdist )
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return true; // not actually touching
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corpsehit = thing;
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corpsehit->momx = corpsehit->momy = 0;
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// [RH] Check against real height and radius
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fixed_t oldheight = corpsehit->height;
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fixed_t oldradius = corpsehit->radius;
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int oldflags = corpsehit->flags;
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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check = P_CheckPosition (corpsehit, corpsehit->x, corpsehit->y);
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corpsehit->flags = oldflags;
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corpsehit->radius = oldradius;
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corpsehit->height = oldheight;
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return !check;
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}
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//==========================================================================
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//
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// P_CheckForResurrection (formerly part of A_VileChase)
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// Check for ressurecting a body
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//
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//==========================================================================
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static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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{
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static TArray<AActor *> vilebt;
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int xl, xh, yl, yh;
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int bx, by;
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const AActor *info;
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AActor *temp;
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if (self->movedir != DI_NODIR)
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{
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const fixed_t absSpeed = abs (self->Speed);
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// check for corpses to raise
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viletryx = self->x + FixedMul (absSpeed, xspeed[self->movedir]);
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viletryy = self->y + FixedMul (absSpeed, yspeed[self->movedir]);
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xl = (viletryx - bmaporgx - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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xh = (viletryx - bmaporgx + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yl = (viletryy - bmaporgy - MAXRADIUS*2)>>MAPBLOCKSHIFT;
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yh = (viletryy - bmaporgy + MAXRADIUS*2)>>MAPBLOCKSHIFT;
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vileobj = self;
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validcount++;
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vilebt.Clear();
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for (bx = xl; bx <= xh; bx++)
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{
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for (by = yl; by <= yh; by++)
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{
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// Call PIT_VileCheck to check
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// whether object is a corpse
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// that can be raised.
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if (!P_BlockThingsIterator (bx, by, PIT_VileCheck, vilebt))
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{
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// got one!
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temp = self->target;
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self->target = corpsehit;
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A_FaceTarget (self);
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if (self->flags & MF_FRIENDLY)
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{
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// If this is a friendly Arch-Vile (which is turning the resurrected monster into its friend)
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// and the Arch-Vile is currently targetting the resurrected monster the target must be cleared.
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if (self->lastenemy == temp) self->lastenemy = NULL;
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if (temp == self->target) temp = NULL;
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}
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self->target = temp;
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// Make the state the monster enters customizable.
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FState * state = self->FindState(NAME_Heal);
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if (state != NULL)
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{
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self->SetState (state);
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}
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else if (usevilestates)
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{
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// For Dehacked compatibility this has to use the Arch Vile's
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// heal state as a default if the actor doesn't define one itself.
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const PClass *archvile = PClass::FindClass("Archvile");
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if (archvile != NULL)
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{
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self->SetState (archvile->ActorInfo->FindState(NAME_Heal));
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}
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}
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S_Sound (corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault ();
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corpsehit->SetState (raisestate);
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corpsehit->height = info->height; // [RH] Use real mobj height
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corpsehit->radius = info->radius; // [RH] Use real radius
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/*
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// Make raised corpses look ghostly
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if (corpsehit->alpha > TRANSLUC50)
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corpsehit->alpha /= 2;
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*/
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corpsehit->flags = info->flags;
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corpsehit->flags2 = info->flags2;
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corpsehit->flags3 = info->flags3;
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corpsehit->flags4 = info->flags4;
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corpsehit->health = info->health;
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corpsehit->target = NULL;
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corpsehit->lastenemy = NULL;
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// [RH] If it's a monster, it gets to count as another kill
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if (corpsehit->CountsAsKill())
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{
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level.total_monsters++;
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}
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// You are the Archvile's minion now, so hate what it hates
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corpsehit->CopyFriendliness (self, false);
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return true;
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}
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// A_Chase and variations
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//
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//==========================================================================
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enum ChaseFlags
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{
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CHF_FASTCHASE = 1,
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CHF_NOPLAYACTIVE = 2,
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CHF_NIGHTMAREFAST = 4,
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CHF_RESURRECT = 8
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};
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void A_Chase (AActor *actor)
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{
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
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int index=CheckIndex(3, &CallingState);
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if (index>=0)
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{
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int flags = EvalExpressionI (StateParameters[index+2], actor);
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if (flags & CHF_RESURRECT && P_CheckForResurrection(actor, false)) return;
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FState *melee = StateParameters[index]==0? NULL : P_GetState(actor, CallingState, StateParameters[index]);
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FState *missile = StateParameters[index+1]==0? NULL : P_GetState(actor, CallingState, StateParameters[index+1]);
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A_DoChase(actor, !!(flags&CHF_FASTCHASE), melee, missile, !(flags&CHF_NOPLAYACTIVE),
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!!(flags&CHF_NIGHTMAREFAST));
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}
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else // this is the old default A_Chase
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{
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
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}
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}
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void A_FastChase (AActor *actor)
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@ -2107,6 +2303,25 @@ void A_FastChase (AActor *actor)
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A_DoChase (actor, true, actor->MeleeState, actor->MissileState, true, true);
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}
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void A_VileChase (AActor *actor)
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{
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if (!P_CheckForResurrection(actor, true))
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A_DoChase (actor, false, actor->MeleeState, actor->MissileState, true, !!(gameinfo.gametype & GAME_Raven));
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}
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void A_ExtChase(AActor * self)
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{
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// Now that A_Chase can handle state label parameters, this function has become rather useless...
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int index=CheckIndex(4, &CallingState);
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if (index<0) return;
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A_DoChase(self, false,
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EvalExpressionI (StateParameters[index], self) ? self->MeleeState:NULL,
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EvalExpressionI (StateParameters[index+1], self) ? self->MissileState:NULL,
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EvalExpressionN (StateParameters[index+2], self),
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!!EvalExpressionI (StateParameters[index+3], self));
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}
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//=============================================================================
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//
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// A_FaceTarget
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