Partially fixed ID_TR5_LARSON

This commit is contained in:
MontyTRC89 2020-01-09 09:32:52 +01:00
parent 3895ac3f66
commit 1fda4bd6dd
4 changed files with 4 additions and 4 deletions

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@ -1734,7 +1734,7 @@ void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int isViolent)
case STALK_MOOD:
if (creature->alerted && info->zoneNumber != info->enemyZone)
{
if (info->distance > (WALL_SIZE*3))
if (info->distance > 3072)
creature->mood = STALK_MOOD;
else
creature->mood = BORED_MOOD;

View file

@ -120,7 +120,7 @@ int Targetable(ITEM_INFO* item, AI_INFO* info)
CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
ITEM_INFO* enemy = creature->enemy;
if (enemy != NULL && enemy->hitPoints > 0 && enemy->data != NULL && info->ahead && info->distance < SQUARE(2048))
if (enemy != NULL && enemy->hitPoints > 0 && enemy->data != NULL && info->ahead && info->distance < SQUARE(8192))
{
GAME_VECTOR start, target;

View file

@ -285,7 +285,7 @@ void ControlLarson(short itemNumber)
joint0 = info.angle >> 1;
joint2 = info.angle >> 1;
if (info.ahead)
joint1 =info.xAngle;
joint1 = info.xAngle;
if (creature->mood)
{
@ -331,7 +331,7 @@ void ControlLarson(short itemNumber)
}
item->firedWeapon = 2;
}
if (creature->mood == 2 && GetRandomControl() > 0x2000)
if (creature->mood == ESCAPE_MOOD && GetRandomControl() > 0x2000)
item->requiredAnimState = 1;
break;