Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2024-11-09 13:44:53 +02:00
371 changed files with 6539 additions and 13390 deletions
+3 -3
View File
@@ -481,7 +481,7 @@ INT8 CreatureDecideActionYellow( SOLDIERTYPE * pSoldier )
if (pSoldier->aiData.bMobility != CREATURE_IMMOBILE)
{
// determine direction from this soldier in which the noise lies
ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo));
ubNoiseDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sNoiseGridNo);
// if soldier is not already facing in that direction,
// and the noise source is close enough that it could possibly be seen
@@ -849,7 +849,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
if (!TileIsOutOfBounds(sClosestOpponent))
{
// determine direction from this soldier to the closest opponent
ubOpponentDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
ubOpponentDir = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if soldier is not already facing in that direction,
// and the opponent is close enough that he could possibly be seen
@@ -1410,7 +1410,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
}
else if (GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints) // turn to face enemy
{
bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
bDirection = GetDirectionFromCenterCellXYGridNo(pSoldier->sGridNo, sClosestOpponent);
// if we're not facing towards him
if (pSoldier->ubDirection != bDirection && ValidCreatureTurn( pSoldier, bDirection ) )