Migrate vec to OFVector3D
FossilOrigin-Name: 2e931ae3e1bb8a3ac23d368cfacc7394d07f295bd0bc56a40e0c70190d019d8b
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4ce99636d3
commit
6f64252d65
15 changed files with 141 additions and 136 deletions
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@ -126,7 +126,7 @@ monsterclear() // called after map start of when toggling edit mode to
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bool
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los(float lx, float ly, float lz, float bx, float by, float bz,
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vec &v) // height-correct line of sight for monster shooting/seeing
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OFVector3D &v) // height-correct line of sight for monster shooting/seeing
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{
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if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
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return false;
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@ -162,7 +162,7 @@ los(float lx, float ly, float lz, float bx, float by, float bz,
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};
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bool
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enemylos(dynent *m, vec &v)
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enemylos(dynent *m, OFVector3D &v)
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{
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v = m->o;
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return los(m->o.x, m->o.y, m->o.z, m->enemy->o.x, m->enemy->o.y,
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@ -253,7 +253,7 @@ monsteraction(
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case M_SLEEP: // state classic sp monster start in, wait for visual
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// contact
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{
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vec target;
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OFVector3D target;
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if (editmode || !enemylos(m, target))
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return; // skip running physics
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normalise(m, enemyyaw);
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@ -283,7 +283,7 @@ monsteraction(
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// and may want to shoot at any time
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m->targetyaw = enemyyaw;
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if (m->trigger < lastmillis) {
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vec target;
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OFVector3D target;
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if (!enemylos(
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m, target)) // no visual contact anymore, let
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// monster get as close as possible
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@ -380,7 +380,8 @@ monsterthink()
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continue;
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if (OUTBORD(e.x, e.y))
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continue;
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vec v = {(float)e.x, (float)e.y, (float)S(e.x, e.y)->floor};
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OFVector3D v =
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OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
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loopv(monsters) if (monsters[i]->state == CS_DEAD)
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{
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if (lastmillis - monsters[i]->lastaction < 2000) {
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