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address feedback again
1 parent 9924bbc commit 5d5dca7

1 file changed

Lines changed: 7 additions & 10 deletions

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code/ai/aicode.cpp

Lines changed: 7 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -330,11 +330,7 @@ static inline float ai_guard_threshold(const object* guarded_objp, float thresho
330330
}
331331
}
332332

333-
if (guarded_objp != nullptr) {
334-
return (MAX_GUARD_DIST + guarded_objp->radius) * threshold;
335-
}
336-
337-
return threshold * MAX_GUARD_DIST;
333+
return threshold;
338334
}
339335

340336
/**
@@ -5131,9 +5127,10 @@ int maybe_resume_previous_mode(object *objp, ai_info *aip)
51315127

51325128
// If guarding ship is far away from guardee and enemy is far away from guardee,
51335129
// then stop chasing and resume guarding.
5134-
if (dist > ai_guard_threshold(guard_objp, 6.0f)) {
5130+
if (dist > ai_guard_threshold(guard_objp, (MAX_GUARD_DIST + guard_objp->radius) * 6))
5131+
{
51355132
if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
5136-
if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > ai_guard_threshold(guard_objp, 6.0f)) {
5133+
if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > ai_guard_threshold(guard_objp, (MAX_GUARD_DIST + guard_objp->radius) * 6)) {
51375134
Assert(aip->previous_mode == AIM_GUARD);
51385135
aip->mode = aip->previous_mode;
51395136
aip->submode = AIS_GUARD_PATROL;
@@ -10531,7 +10528,7 @@ int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
1053110528

1053210529
dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
1053310530

10534-
if (dist < ai_guard_threshold(guarded_objp, 3.0f)) {
10531+
if (dist < ai_guard_threshold(guarded_objp, (MAX_GUARD_DIST + guarded_objp->radius) * 3)) {
1053510532
dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
1053610533
if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
1053710534
closest_dist_to_guarding_obj = dist_to_guarding_obj;
@@ -10575,7 +10572,7 @@ void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
1057510572
if (Ship_info[eshipp->ship_info_index].class_type >= 0 && (Ship_types[Ship_info[eshipp->ship_info_index].class_type].flags[Ship::Type_Info_Flags::AI_guards_attack]))
1057610573
{
1057710574
dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
10578-
if (dist < ai_guard_threshold(guarded_objp, 3.0f))
10575+
if (dist < ai_guard_threshold(guarded_objp, (MAX_GUARD_DIST + guarded_objp->radius) * 3))
1057910576
{
1058010577
guard_object_was_hit(guarding_objp, enemy_objp);
1058110578
} else if ((dist < ai_guard_threshold(guarded_objp, 3000.0f)) &&
@@ -10606,7 +10603,7 @@ void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
1060610603
if ( asteroid_objp->type == OBJ_ASTEROID ) {
1060710604
// Attack asteroid if near guarded ship
1060810605
dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
10609-
if (dist < ai_guard_threshold(guarded_objp, 2.0f)) {
10606+
if (dist < ai_guard_threshold(guarded_objp, (MAX_GUARD_DIST + guarded_objp->radius) * 2)) {
1061010607
dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
1061110608
if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
1061210609
if( dist_to_self < closest_danger_asteroid_dist ) {

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