/source/sw/src/bunny.cpp |
---|
857,16 → 857,13 |
int CanSeePlayer(short SpriteNum); |
short tang; |
#define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x)) |
tang = getangle(psp->x - sp->x, psp->y - sp->y); |
if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7, |
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS)) |
sp->ang = NORM_ANGLE(sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6); |
sp->ang = NORM_ANGLE(sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6); |
else |
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6)); |
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6)); |
DoActorSetSpeed(SpriteNum, FAST_SPEED); |
/source/sw/src/game.h |
---|
388,6 → 388,15 |
#define STD_RANDOM_RANGE(range) (StdRandomRange(range)) |
#define STD_RANDOM() (rand()) |
#if 0 |
// TODO: PedanticMode |
#define RANDOM_NEG(x,y) (PedanticMode \ |
? ((RANDOM_P2(((x)<<(y))<<1) - (x))<<(y)) \ |
: (RANDOM_P2(((x)<<(y))<<1) - ((x) <<(y)))) |
#else |
#define RANDOM_NEG(x,y) ((RANDOM_P2(((x)<<(y))<<1) - (x))<<(y)) |
#endif |
#define MOVEx(vel,ang) (((int)(vel) * (int)sintable[NORM_ANGLE((ang) + 512)]) >> 14) |
#define MOVEy(vel,ang) (((int)(vel) * (int)sintable[NORM_ANGLE((ang))]) >> 14) |
/source/sw/src/ripper.cpp |
---|
1090,15 → 1090,13 |
int CanSeePlayer(short SpriteNum); |
short tang; |
#define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x)) |
tang = getangle(psp->x - sp->x, psp->y - sp->y); |
if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7, |
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS)) |
sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6)); |
sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6)); |
else |
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6)); |
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6)); |
DoActorSetSpeed(SpriteNum, FAST_SPEED); |
/source/sw/src/ripper2.cpp |
---|
1097,8 → 1097,6 |
int CanSeePlayer(short SpriteNum); |
short tang; |
#define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x)) |
tang = getangle(psp->x - sp->x, psp->y - sp->y); |
// Always jump at player if mad. |
1106,10 → 1104,10 |
//{ |
if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7, |
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS)) |
sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6)); |
sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256, 6) >> 6)); |
else |
sp->ang = NORM_ANGLE(tang); |
// sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6)); |
// sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256, 6) >> 6)); |
//} else |
// sp->ang = NORM_ANGLE(tang); |