Old TR3 way.
| 2321 | |
| 2322 | // Old TR3 way. |
| 2323 | void FindAITarget(CreatureInfo* creature, short objectNumber) |
| 2324 | { |
| 2325 | const auto& item = g_Level.Items[creature->ItemNumber]; |
| 2326 | |
| 2327 | int i; |
| 2328 | ItemInfo* targetItem; |
| 2329 | for (i = 0, targetItem = &g_Level.Items[0]; i < g_Level.NumItems; i++, targetItem++) |
| 2330 | { |
| 2331 | if (targetItem->ObjectNumber != objectNumber) |
| 2332 | continue; |
| 2333 | |
| 2334 | if (targetItem->RoomNumber == NO_VALUE) |
| 2335 | continue; |
| 2336 | |
| 2337 | if (SameZone(creature, targetItem) && |
| 2338 | targetItem->Pose.Orientation.y == item.ItemFlags[3]) |
| 2339 | { |
| 2340 | creature->Enemy = targetItem; |
| 2341 | break; |
| 2342 | } |
| 2343 | } |
| 2344 | } |
| 2345 | |
| 2346 | void FindAITargetObject(CreatureInfo* creature, int objectNumber) |
| 2347 | { |
nothing calls this directly
no test coverage detected