8272,7 → 8272,7 |
} |
|
int |
MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit) |
MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/) |
{ |
SPRITEp sp = &sprite[Weapon]; |
USERp u = User[Weapon]; |
8355,7 → 8355,7 |
|
// combination of vector manipulation |
int |
ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit) |
ComboMissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/) |
{ |
SPRITEp sp = &sprite[Weapon]; |
USERp u = User[Weapon]; |
8691,8 → 8691,8 |
oy = sp->y; |
oz = sp->z; |
|
//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range, int16_t dang_shift, int16_t turn_limit, int16_t z_limit) |
//MissileSeek(Weapon, 20, 1024, 6, 80, 6); |
//MissileSeek(int16_t Weapon, int16_t delay_tics, int16_t aware_range/*, int16_t dang_shift, int16_t turn_limit, int16_t z_limit*/) |
//MissileSeek(Weapon, 20, 1024/*, 6, 80, 6*/); |
DoBlurExtend(Weapon, 0, 4); |
|
dax = MOVEx(sp->xvel, sp->ang); |
10185,7 → 10185,7 |
|
if (TEST(u->Flags, SPR_FIND_PLAYER)) |
{ |
//MissileSeek(Weapon, 10, 768, 3, 48, 6); |
//MissileSeek(Weapon, 10, 768/*, 3, 48, 6*/); |
VectorMissileSeek(Weapon, 30, 16, 128, 768); |
} |
|
10477,7 → 10477,7 |
USERp u = User[Weapon]; |
int32_t dax, day, daz; |
|
MissileSeek(Weapon, 30, 768, 4, 48, 6); |
MissileSeek(Weapon, 30, 768/*, 4, 48, 6*/); |
DoBlurExtend(Weapon, 0, 4); |
|
dax = MOVEx(sp->xvel, sp->ang); |
10528,7 → 10528,7 |
|
// only seek on Electro's after a hit on an actor |
if (u->Counter > 0) |
MissileSeek(Weapon, 30, 512, 3, 52, 2); |
MissileSeek(Weapon, 30, 512/*, 3, 52, 2*/); |
|
dax = MOVEx(sp->xvel, sp->ang); |
day = MOVEy(sp->xvel, sp->ang); |