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Fix spello "targett"
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@ -64,7 +64,7 @@
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*
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* 125 5/20/99 1:15a Chris
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* Improved BNode Path Following for end points on the path. Fixed bugs
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* with non-auto targetting
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* with non-auto targeting
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*
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* 124 5/18/99 10:57a Chris
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* Various bug fixes
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@ -36,7 +36,7 @@
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* Bail from anim update if no anim data.
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*
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* 477 11/02/99 12:17p Chris
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* Improved the targetting code (no max dist when in the same room as
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* Improved the targeting code (no max dist when in the same room as
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* target)
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*
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* 476 10/24/99 10:46p Chris
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@ -81,7 +81,7 @@
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* He now only dodges player shots
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*
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* 463 7/26/99 1:16p Chris
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* GB now dodges player (and targetted robot) shots
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* GB now dodges player (and targeted robot) shots
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*
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* 462 5/24/99 3:23p Chris
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* Fixed team anarchy bug.
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@ -114,7 +114,7 @@
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*
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* 453 5/20/99 1:15a Chris
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* Improved BNode Path Following for end points on the path. Fixed bugs
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* with non-auto targetting
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* with non-auto targeting
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*
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* 452 5/19/99 2:16a Chris
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* Fixed gunboys in coop (will not fire on teammates now)
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@ -627,7 +627,7 @@
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*
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* 298 12/03/98 2:31p Chris
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* The auto-avoid friends flag is now cooler now (they avoid at greater
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* distances when they are within thier circle distance from a targetted
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* distances when they are within thier circle distance from a targeted
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* enemy)
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*
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* 297 12/03/98 12:24p Chris
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@ -814,7 +814,7 @@
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* 239 9/30/98 4:40p Chris
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*
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* 238 9/30/98 4:36p Chris
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* Fixed a targetting bug
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* Fixed a targeting bug
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*
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* 237 9/30/98 3:49p Chris
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* Changed comment
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@ -825,7 +825,7 @@
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* same as prev
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*
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* 234 9/28/98 7:03p Chris
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* Improved targetting of objects by AIs
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* Improved targeting of objects by AIs
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*
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* 233 9/28/98 6:23p Chris
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* Changed multi_anim to custom_anim
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@ -834,7 +834,7 @@
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* Added birth animations
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*
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* 231 9/28/98 1:15p Chris
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* Fixed the targetting of parents(oops) after parent-collide-timeout
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* Fixed the targeting of parents(oops) after parent-collide-timeout
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*
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* 230 9/28/98 10:34a Chris
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* Fixed a semi-colon bug
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@ -905,7 +905,7 @@
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* 208 7/28/98 5:41p Chris
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*
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* 207 7/28/98 5:04p Chris
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* Added some new multiplayer support (for dodging and targetting)
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* Added some new multiplayer support (for dodging and targeting)
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*
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* 206 7/24/98 6:06p Chris
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* Initial robot leading code -- needs multiple wb support
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@ -1075,7 +1075,7 @@
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* Print the notify number a robot gets when it is invalid
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*
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* 148 5/20/98 10:22a Chris
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* Improved targetting stuff
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* Improved targeting stuff
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*
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* 147 5/20/98 10:19a Chris
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* Fixed some bugs with status_reg's and circle distance
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@ -5708,12 +5708,12 @@ bool AIObjFriend(object *obj, object *target) {
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int team = AIGetTeam(obj);
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int t_team = AIGetTeam(target);
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// If this object is targetting you - it is your enemy
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// If this object is targeting you - it is your enemy
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if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) {
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return false;
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}
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// If its neutral and not targetting you -- its not an enemy (unless your hostile)
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// If its neutral and not targeting you -- its not an enemy (unless your hostile)
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if (team == AIF_TEAM_HOSTILE)
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return false;
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@ -5772,7 +5772,7 @@ bool AIObjEnemy(object *obj, object *target) {
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int team = AIGetTeam(obj);
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int t_team = AIGetTeam(target);
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// If this object is targetting you - it is your enemy
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// If this object is targeting you - it is your enemy
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if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) {
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return true;
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}
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@ -5782,7 +5782,7 @@ bool AIObjEnemy(object *obj, object *target) {
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return false;
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}
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// If its neutral and not targetting you -- its not an enemy (unless your hostile)
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// If its neutral and not targeting you -- its not an enemy (unless your hostile)
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if ((team != AIF_TEAM_HOSTILE) && (t_team == AIF_TEAM_NEUTRAL && target->ai_info->target_handle != obj->handle)) {
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return false;
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}
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@ -5944,7 +5944,7 @@ void AIDetermineTarget(object *obj) {
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} else // Team PTMC :)
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{
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if (Game_mode & GM_MULTI) {
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// Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player)
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// Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player)
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for (i = 0; i < MAX_PLAYERS; i++) {
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if ((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING)) {
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object *target = &Objects[Players[i].objnum];
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@ -96,7 +96,7 @@
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* Tweaked min fire spread for diff levels
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*
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* 258 5/10/99 11:57p Chris
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* Now related objects are not targetted by an omega cannon (I.e. things
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* Now related objects are not targeted by an omega cannon (I.e. things
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* like a flag or something attached)
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*
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* 257 5/09/99 11:57p Jason
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@ -179,7 +179,7 @@
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* Added 13 new fields. AI fire spread works.
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*
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* 68 7/28/98 5:04p Chris
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* Added some new multiplayer support (for dodging and targetting)
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* Added some new multiplayer support (for dodging and targeting)
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*
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* 67 7/24/98 6:06p Chris
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* Initial robot leading code -- needs multiple wb support
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@ -1383,7 +1383,7 @@ void matcen::DoThinkFrame() {
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if ((!(m_status & MSTAT_NOT_HURT_PLAYER)) && (m_prod_mode == MMODE_PREPROD || m_prod_mode == MMODE_POSTPROD)) {
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float damage = MATCEN_DAMAGE_PER_SECOND * Frametime;
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if (Game_mode & GM_MULTI) {
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// Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player)
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// Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player)
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for (int i = 0; i < MAX_PLAYERS; ++i) {
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if (!((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING)))
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continue;
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@ -3365,7 +3365,7 @@ Sets the target for an AI object
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Parameters:
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Object - the object whose AI target is being set
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Target - the object to be targetted for attack
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Target - the object to be targeted for attack
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$$END
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*/
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void aAISetTarget(int objhandle, int targethandle) { AI_Value(objhandle, VF_SET, AIV_I_TARGET_HANDLE, &targethandle); }
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