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Add randomness to AI aim
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@ -138,6 +138,11 @@
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*/
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#define SFG_DAMAGE_RANDOMNESS 64
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/**
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Height of monster collision BBox in RCL_Units.
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*/
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#define SFG_MONSTER_COLLISION_HEIGHT 1024
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/**
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Specifies key repeat delay, in ms.
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*/
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@ -518,7 +523,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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/* explosion */ SFG_PROJECTILE_ATTRIBUTE(0,400),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(18,1000),
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/* fireball */ SFG_PROJECTILE_ATTRIBUTE(11,1000),
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/* plasma */ SFG_PROJECTILE_ATTRIBUTE(20,500),
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/* dust */ SFG_PROJECTILE_ATTRIBUTE(0,450),
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/* bullet */ SFG_PROJECTILE_ATTRIBUTE(28,1000)
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9
main.c
9
main.c
@ -1921,8 +1921,13 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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pos.x = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[0]);
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pos.y = SFG_MONSTER_COORD_TO_RCL_UNITS(monster->coords[1]);
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dir.x = SFG_player.camera.position.x - pos.x;
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dir.y = SFG_player.camera.position.y - pos.y;
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dir.x = SFG_player.camera.position.x - pos.x
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- 128 * SFG_MONSTER_AIM_RANDOMNESS +
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SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
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dir.y = SFG_player.camera.position.y - pos.y
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- 128 * SFG_MONSTER_AIM_RANDOMNESS +
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SFG_random() * SFG_MONSTER_AIM_RANDOMNESS;
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dir = RCL_normalize(dir);
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10
settings.h
10
settings.h
@ -199,17 +199,23 @@
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*/
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#define SFG_MONSTER_SOUND_PROBABILITY 64
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/**
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Affects how precise monsters are in aiming, specify random range in
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fourths of a game square. Should be power of 2 for performance.
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*/
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#define SFG_MONSTER_AIM_RANDOMNESS 4
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//------ developer/debug settings ------
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/**
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Developer cheat for having infinite ammo in all weapons.
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*/
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#define SFG_INFINITE_AMMO 0
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#define SFG_INFINITE_AMMO 1
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/**
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Developer cheat for immortality.
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*/
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#define SFG_IMMORTAL 0
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#define SFG_IMMORTAL 1
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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