DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide) { // [BC] This is handled server-side. if ( NETWORK_InClientMode() ) { return; } if (self->target == NULL) return; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { // [BC] Set the thing's state. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) SERVERCOMMANDS_SetThingFrame( self, self->FindState("Grenade") ); self->SetState (self->FindState("Grenade")); } if (self->target->z != self->z) { if (self->z + self->height + 54*FRACUNIT < self->ceilingz) { // [BC] Set the thing's state. if ( NETWORK_GetState( ) == NETSTATE_SERVER ) SERVERCOMMANDS_SetThingFrame( self, self->FindState("Jump") ); self->SetState (self->FindState("Jump")); } } }
void A_InquisitorDecide (AActor *self) { if (self->target == NULL) return; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { self->SetState (&AInquisitor::States[S_INQ_ATK2]); } if (self->target->z != self->z) { if (self->z + self->height + 54*FRACUNIT < self->ceilingz) { self->SetState (&AInquisitor::States[S_INQ_BAR]); } } }
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide) { if (self->target == NULL) return; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { self->SetState (self->FindState("Grenade")); } if (self->target->Z() != self->Z()) { if (self->Top() + 54*FRACUNIT < self->ceilingz) { self->SetState (self->FindState("Jump")); } } }