From 15f3801d8ea1307d9e6a78ae997df1e58c61ebe1 Mon Sep 17 00:00:00 2001 From: danij Date: Tue, 3 Jan 2012 15:49:19 +0000 Subject: [PATCH] Cleanup --- doomsday/plugins/jdoom64/src/p_enemy.c | 68 -------------------------- 1 file changed, 68 deletions(-) diff --git a/doomsday/plugins/jdoom64/src/p_enemy.c b/doomsday/plugins/jdoom64/src/p_enemy.c index 36587234e2..b52f7bed35 100644 --- a/doomsday/plugins/jdoom64/src/p_enemy.c +++ b/doomsday/plugins/jdoom64/src/p_enemy.c @@ -453,74 +453,6 @@ static void newChaseDir(mobj_t *actor) doNewChaseDir(actor, deltaX, deltaY); } -/** - * If allaround is false, only look 180 degrees in front. - * - * @return @c true, if a player is targeted. - */ -static boolean Mobj_LookForPlayers(mobj_t *actor, boolean allAround) -{ - int c, stop, playerCount; - player_t *player; - angle_t an; - float dist; - - playerCount = 0; - for(c = 0; c < MAXPLAYERS; ++c) - { - if(players[c].plr->inGame) - playerCount++; - } - - // Are there any players? - if(!playerCount) - return false; - - c = 0; - stop = (actor->lastLook - 1) & 3; - - for(;; actor->lastLook = (actor->lastLook + 1) & 3) - { - if(!players[actor->lastLook].plr->inGame) - continue; - - if(c++ == 2 || actor->lastLook == stop) - { // Done looking. - return false; - } - - player = &players[actor->lastLook]; - - if(player->health <= 0) - continue; // Player is already dead. - - if(!P_CheckSight(actor, player->plr->mo)) - continue; // Player is out of sight. - - if(!allAround) - { - an = R_PointToAngle2(actor->pos[VX], - actor->pos[VY], - player->plr->mo->pos[VX], - player->plr->mo->pos[VY]); - an -= actor->angle; - - if(an > ANG90 && an < ANG270) - { - dist = - P_ApproxDistance(player->plr->mo->pos[VX] - actor->pos[VX], - player->plr->mo->pos[VY] - actor->pos[VY]); - // If real close, react anyway. - if(dist > MELEERANGE) - continue; // Behind back. - } - } - - actor->target = player->plr->mo; - return true; - } -} - static int massacreMobj(thinker_t* th, void* context) { int* count = (int*) context;