User:Jwaffe - EDukeWiki

# User:Jwaffe

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// Defines the motion characteristics of an actor enum amoveflags_t {

       face_player         = 1,
       geth                = 2,
       getv                = 4,
       random_angle        = 8,
       face_player_slow    = 16,
       spin                = 32,
       face_player_smart   = 64,
       fleeenemy           = 128,
       jumptoplayer        = 257,
       seekplayer          = 512,
       furthestdir         = 1024,
       dodgebullet         = 4096

};

T2 = T5 = 0; // AC_MOVE_ID, AC_ACTION_ID

vm.g_t[0]: Actor's count

vm.g_t[1] ID of the actor's current move

vm.g_t[2] Action count

vm.g_t[3] Current frame offset

vm.g_t[4] Actor action

vm.g_t[5] the ID of the actor's current ai

http://wiki.eduke32.com/wiki/Move

faceplayer actor faces the player.

geth use horizontal velocity.

getv use vertical velocity.

randomangle actor will face random direction.

faceplayerslow same as faceplayer, but done gradually.

spin spin in a clockwise circle.

faceplayersmart same as faceplayer, but with a slight "lead" on position.

fleeenemy actor faces away from the player.

jumptoplayer actor will move vertically and then fall as if jumping.

seekplayer actor will try to find the best path to the nearest player.

furthestdir actor faces the furthest distance from the closest player.

dodgebullet actor attempts to avoid all shots directed at him. The actor will not avoid GROWSPARK.

A_Execute /* int32_t g_i = iActor (actor's sprite index),

g_p = iPlayer,

g_x =lDist;

       int32_t *g_t =actor[iactor].t_data[0];

       spritetype *g_sp = &sprite[iActor];

       int32_t g_flags = 0;

*/

WIP lotag reference

premap.c / prelevel(

       for (i=0; i<numsectors; i++)
       {
           sector[i].extra = 256;

           switch (sector[i].lotag)
           {
           case ST_20_CEILING_DOOR:
           case ST_22_SPLITTING_DOOR:
               if (sector[i].floorz > sector[i].ceilingz)
                   sector[i].lotag |= 32768;
               continue;
           }

           if (sector[i].ceilingstat &1) // parallax sky
           {
               if (waloff[sector[i].ceilingpicnum] == 0)
               {
                   if (sector[i].ceilingpicnum == LA) // 89, Los Angeles city sky, it's actually 5 different pieces
                       for (j = 0; j < 5; j++)
                           tloadtile(sector[i].ceilingpicnum + j, 0); // load all 5 parts
               }

               if (sector[i].ceilingpicnum == CLOUDYSKIES && g_numClouds < 127)
                   clouds[g_numClouds++] = i;

               if (g_player[0].ps->one_parallax_sectnum == -1) // treat the first parallax sky sector we encounter as one_parallax_sectnum
                   g_player[0].ps->one_parallax_sectnum = i;
           }

one_parallax_sectnum should have first parallax sector's #

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