by phantombeta » Fri Dec 07, 2018 1:03 pm
Graf Zahl wrote:What are you doing here? This is all extracting code from the innermost logic of the engine.
I need P_CheckFor3DFloorHit in my AI to handle drop-offs, and thought I might as well export P_CheckFor3DCeilingHit.
As for CheckMonsterUseSpecials, I need such a function in my monsters' custom AI and movement code so they can reliably open doors and trigger lifts. Otherwise, all this code I wrote is literally useless.
Basically, I'm using custom AI to make monsters smarter, and so I can have a much better invisibility powerup, along with using custom movement code so monsters navigate better instead of getting stuck bouncing between walls all the time. This involves making monsters move in way more directions than 8, which means I can't use TryWalk or MonsterMove - and without those or CheckMonsterUseSpecials, monsters are quite useless, as they can't activate doors and lifts.
(Basically, CheckMonsterUseSpecials exists for the same reason I wanted to export the spechit array.)
[quote="Graf Zahl"]What are you doing here? This is all extracting code from the innermost logic of the engine.[/quote]
I need P_CheckFor3DFloorHit in my AI to handle drop-offs, and thought I might as well export P_CheckFor3DCeilingHit.
As for CheckMonsterUseSpecials, I need such a function in my monsters' custom AI and movement code so they can reliably open doors and trigger lifts. Otherwise, all this code I wrote is literally useless.
Basically, I'm using custom AI to make monsters smarter, and so I can have a much better invisibility powerup, along with using custom movement code so monsters navigate better instead of getting stuck bouncing between walls all the time. This involves making monsters move in way more directions than 8, which means I can't use TryWalk or MonsterMove - and without those or CheckMonsterUseSpecials, monsters are quite useless, as they can't activate doors and lifts.
(Basically, CheckMonsterUseSpecials exists for the same reason I wanted to export the spechit array.)