# HG changeset patch # User Grumpy7 # Date 1382163308 -7200 # Node ID 25655815623af69682556794b238348b0a83f887 # Parent df873a01767afc72c83e569fc9731aa16d4774dd Actor::AI_Pursue3 cleaned up diff -r df873a01767a -r 25655815623a Actor.cpp --- a/Actor.cpp Sat Oct 19 07:56:16 2013 +0200 +++ b/Actor.cpp Sat Oct 19 08:15:08 2013 +0200 @@ -2297,31 +2297,19 @@ //----- (00402686) -------------------------------------------------------- void Actor::AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, AIDirection *a4) { - //unsigned int v4; // edi@1 int v5; // eax@1 Actor *v6; // ebx@1 int v7; // ecx@1 - char v8; // zf@1 - //AIDirection *v9; // esi@7 - signed int v10; // edx@12 signed __int16 v12; // cx@19 - int v13; // edx@25 __int16 v14; // ax@25 - unsigned __int16 v15; // ax@26 unsigned __int16 v16; // ax@28 - int v17; // [sp-8h] [bp-54h]@12 - //AIDirection *v18; // [sp-4h] [bp-50h]@12 AIDirection a3; // [sp+Ch] [bp-40h]@8 - AIDirection v20; // [sp+28h] [bp-24h]@8 - int v21; // [sp+44h] [bp-8h]@1 - //unsigned int v22; // [sp+48h] [bp-4h]@1 + AIDirection* v20; // [sp+28h] [bp-24h]@8 v5 = 0; v6 = &pActors[uActorID]; - v21 = a2; v7 = PID(OBJECT_Actor,uActorID); - v8 = v6->pMonsterInfo.uFlying == 0; - if ( !v8 && !pParty->bFlying ) + if ( v6->pMonsterInfo.uFlying != 0 && !pParty->bFlying ) { if ( v6->pMonsterInfo.uMissleAttack1Type && uCurrentlyLoadedLevelType == LEVEL_Outdoor ) v5 = v6->uActorRadius + 512; @@ -2330,7 +2318,7 @@ } if ( !a4 ) { - memcpy(&v20, Actor::GetDirectionInfo(v7, a2, &a3, v5), sizeof(v20)); + v20 = Actor::GetDirectionInfo(v7, a2, &a3, v5); } if ( MonsterStats::BelongsToSupertype(v6->pMonsterInfo.uID, MONSTER_SUPERTYPE_TREANT) ) { @@ -2338,11 +2326,11 @@ uActionLength = 256; return Actor::AI_StandOrBored(uActorID, 4, uActionLength, a4); } - if ( (double)(signed int)a4->uDistance < 307.2 ) + if ( a4->uDistance < 307.2 ) { if ( !uActionLength ) uActionLength = 256; - return Actor::AI_StandOrBored(uActorID, v21, uActionLength, a4); + return Actor::AI_StandOrBored(uActorID, a2, uActionLength, a4); } if ( uActionLength ) { @@ -2358,13 +2346,12 @@ if ( v6->uCurrentActionLength > 128 ) v6->uCurrentActionLength = 128; } - v13 = rand() % 2; v14 = LOWORD(a4->uYawAngle); - if ( v13 ) - v15 = v14 + 256; + if ( rand() % 2 ) + v14 += 256; else - v15 = v14 - 256; - v6->uYawAngle = v15; + v14 -= 256; + v6->uYawAngle = v14; v16 = LOWORD(a4->uPitchAngle); v6->uCurrentActionTime = 0; v6->uPitchAngle = v16;