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Partially fixed ID_TR5_LARSON
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1fda4bd6dd
4 changed files with 4 additions and 4 deletions
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Build/savegame.1
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Build/savegame.1
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@ -1734,7 +1734,7 @@ void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int isViolent)
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case STALK_MOOD:
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if (creature->alerted && info->zoneNumber != info->enemyZone)
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{
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if (info->distance > (WALL_SIZE*3))
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if (info->distance > 3072)
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creature->mood = STALK_MOOD;
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else
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creature->mood = BORED_MOOD;
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@ -120,7 +120,7 @@ int Targetable(ITEM_INFO* item, AI_INFO* info)
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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ITEM_INFO* enemy = creature->enemy;
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if (enemy != NULL && enemy->hitPoints > 0 && enemy->data != NULL && info->ahead && info->distance < SQUARE(2048))
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if (enemy != NULL && enemy->hitPoints > 0 && enemy->data != NULL && info->ahead && info->distance < SQUARE(8192))
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{
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GAME_VECTOR start, target;
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@ -285,7 +285,7 @@ void ControlLarson(short itemNumber)
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joint0 = info.angle >> 1;
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joint2 = info.angle >> 1;
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if (info.ahead)
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joint1 =info.xAngle;
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joint1 = info.xAngle;
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if (creature->mood)
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{
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@ -331,7 +331,7 @@ void ControlLarson(short itemNumber)
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}
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item->firedWeapon = 2;
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}
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if (creature->mood == 2 && GetRandomControl() > 0x2000)
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if (creature->mood == ESCAPE_MOOD && GetRandomControl() > 0x2000)
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item->requiredAnimState = 1;
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break;
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