… | |
… | |
1550 | /* From map.c |
1550 | /* From map.c |
1551 | * This is used by get_player to determine where the other |
1551 | * This is used by get_player to determine where the other |
1552 | * creature is. get_rangevector takes into account map tiling, |
1552 | * creature is. get_rangevector takes into account map tiling, |
1553 | * so you just can not look the the map coordinates and get the |
1553 | * so you just can not look the the map coordinates and get the |
1554 | * righte value. distance_x/y are distance away, which |
1554 | * righte value. distance_x/y are distance away, which |
1555 | * can be negativbe. direction is the crossfire direction scheme |
1555 | * can be negative. direction is the crossfire direction scheme |
1556 | * that the creature should head. part is the part of the |
1556 | * that the creature should head. part is the part of the |
1557 | * monster that is closest. |
1557 | * monster that is closest. |
1558 | * |
1558 | * |
1559 | * get_rangevector looks at op1 and op2, and fills in the |
1559 | * get_rangevector looks at op1 and op2, and fills in the |
1560 | * structure for op1 to get to op2. |
1560 | * structure for op1 to get to op2. |