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41 results

b_bot.c

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  • b_bot.c 18.36 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 2007-2016 by John "JTE" Muniz.
    // Copyright (C) 2011-2024 by Sonic Team Junior.
    //
    // This program is free software distributed under the
    // terms of the GNU General Public License, version 2.
    // See the 'LICENSE' file for more details.
    //-----------------------------------------------------------------------------
    /// \file  b_bot.c
    /// \brief Basic bot handling
    
    #include "doomdef.h"
    #include "d_player.h"
    #include "g_game.h"
    #include "r_main.h"
    #include "p_local.h"
    #include "b_bot.h"
    #include "lua_hook.h"
    #include "i_system.h" // I_BaseTiccmd
    
    void B_UpdateBotleader(player_t *player)
    {
    	UINT32 i;
    	fixed_t dist;
    	fixed_t neardist = INT32_MAX;
    	player_t *nearplayer = NULL;
    	//Find new botleader
    	for (i = 0; i < MAXPLAYERS; i++)
    	{
    		if (players[i].bot || players[i].playerstate != PST_LIVE || players[i].spectator || !players[i].mo)
    			continue;
    
    		if (!player->botleader)
    		{
    			player->botleader = &players[i]; // set default
    			return;
    		}
    
    		if (!player->mo)
    			return;
    
    		//Update best candidate based on nearest distance
    		dist = R_PointToDist2(player->mo->x, player->mo->y, players[i].mo->x, players[i].mo->y);
    		if (neardist > dist)
    		{
    			neardist = dist;
    			nearplayer = &players[i];
    		}
    	}
    	//Set botleader to best candidate (or null if none available)
    	player->botleader = nearplayer;
    }
    
    static inline void B_ResetAI(botmem_t *mem)
    {
    	mem->thinkstate = AI_FOLLOW;
    	mem->catchup_tics = 0;
    }
    
    static void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd)
    {
    	boolean forward=false, backward=false, left=false, right=false, jump=false, spin=false;
    
    	player_t *player = sonic->player, *bot = tails->player;
    	ticcmd_t *pcmd = &player->cmd;
    	botmem_t *mem = &bot->botmem;
    	boolean water = (tails->eflags & MFE_UNDERWATER);
    	SINT8 flip = P_MobjFlip(tails);
    	boolean _2d = (tails->flags2 & MF2_TWOD) || twodlevel;
    	fixed_t scale = tails->scale;
    	boolean jump_last = (bot->lastbuttons & BT_JUMP);
    	boolean spin_last = (bot->lastbuttons & BT_SPIN);
    
    	fixed_t dist = P_AproxDistance(sonic->x - tails->x, sonic->y - tails->y);
    	fixed_t zdist = flip * (sonic->z - tails->z);
    	angle_t ang = sonic->angle;
    	fixed_t pmom = P_AproxDistance(sonic->momx, sonic->momy);
    	fixed_t bmom = P_AproxDistance(tails->momx, tails->momy);
    	fixed_t followmax = 128 * 8 * scale; // Max follow distance before AI begins to enter catchup state
    	fixed_t followthres = 92 * scale; // Distance that AI will try to reach
    	fixed_t followmin = 32 * scale;
    	fixed_t comfortheight = 96 * scale;
    	fixed_t touchdist = 24 * scale;
    	boolean stalled = (bmom < scale >> 1) && dist > followthres; // Helps to see if the AI is having trouble catching up
    	boolean samepos = (sonic->x == tails->x && sonic->y == tails->y);
    	boolean blocked = bot->blocked;
    
    	if (!samepos)
    		ang = R_PointToAngle2(tails->x, tails->y, sonic->x, sonic->y);
    
    	// Lua can handle it!
    	if (LUA_HookBotAI(sonic, tails, cmd))
    		return;
    
    	// We can't follow Sonic if he's not around!
    	if (!sonic || sonic->health <= 0)
    	{
    		mem->thinkstate = AI_STANDBY;
    		return;
    	}
    	else if (mem->thinkstate == AI_STANDBY)
    		mem->thinkstate = AI_FOLLOW;
    
    	if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC)
    	{
    		boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC);
    		if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant)
    			cmd->buttons |= BT_JUMP;
    		if (isrelevant)
    		{
    			cmd->forwardmove = sonic->player->cmd.forwardmove;
    			cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16;
    			if (sonic->angle < tails->angle)
    				cmd->angleturn = -cmd->angleturn;
    		} else if (dist > FixedMul(512*FRACUNIT, tails->scale))
    			cmd->buttons |= BT_JUMP;
    		return;
    	}
    
    	// Adapted from clairebun's tails_AI.wad
    
    	// Check water
    	if (water)
    	{
    		followmin = 0;
    		followthres = 16*scale;
    		followmax >>= 1;
    		if (mem->thinkstate == AI_THINKFLY)
    			mem->thinkstate = AI_FOLLOW;
    	}
    
    	// Update catchup_tics
    	if (mem->thinkstate == AI_SPINFOLLOW)
    	{
    		mem->catchup_tics = 0;
    	}
    	else if (dist > followmax || zdist > comfortheight || stalled)
    	{
    		mem->catchup_tics = min(mem->catchup_tics + 2, 70);
    		if (mem->catchup_tics >= 70)
    			mem->thinkstate = AI_CATCHUP;
    	}
    	else
    	{
    		mem->catchup_tics = max(mem->catchup_tics - 1, 0);
    		if (mem->thinkstate == AI_CATCHUP)
    			mem->thinkstate = AI_FOLLOW;
    	}
    
    	// Orientation
    	// cmd->angleturn won't be relative to player angle, since we're not going through G_BuildTiccmd.
    	if (bot->pflags & (PF_SPINNING|PF_STARTDASH))
    	{
    		cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
    	}
    	else if (mem->thinkstate == AI_FLYCARRY)
    	{
    		cmd->angleturn = sonic->player->cmd.angleturn;
    	}
    	else
    	{
    		cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT
    	}
    
    	// ********
    	// FLY MODE
    	// exiting check
    	if (player->exiting && mem->thinkstate == AI_THINKFLY)
    		mem->thinkstate = AI_FOLLOW;
    	else
    	{
    		// Activate co-op flight
    		if (mem->thinkstate == AI_THINKFLY && player->pflags & PF_JUMPED)
    		{
    			if (!jump_last)
    			{
    				jump = true;
    				mem->thinkstate = AI_FLYSTANDBY;
    				bot->pflags |= PF_CANCARRY;
    			}
    		}
    
    		// Check positioning
    		// Thinker for co-op flight
    		if (!(water || pmom || bmom)
    			&& (dist < touchdist && !samepos)
    			&& !(pcmd->forwardmove || pcmd->sidemove || player->dashspeed)
    			&& P_IsObjectOnGround(sonic) && P_IsObjectOnGround(tails)
    			&& !(player->pflags & PF_STASIS)
    			&& !(player->exiting)
    			&& bot->charability == CA_FLY)
    				mem->thinkstate = AI_THINKFLY;
    		else if (mem->thinkstate == AI_THINKFLY)
    			mem->thinkstate = AI_FOLLOW;
    
    		// Set carried state
    		if (player->powers[pw_carry] == CR_PLAYER && sonic->tracer == tails)
    		{
    			mem->thinkstate = AI_FLYCARRY;
    		}
    
    		// Ready for takeoff
    		if (mem->thinkstate == AI_FLYSTANDBY)
    		{
    			if (zdist < -64*scale || (flip * tails->momz) > scale) // Make sure we're not too high up
    				spin = true;
    			else if (!jump_last)
    				jump = true;
    
    			// Abort if the player moves away or spins
    			if (dist > followthres || player->dashspeed)
    				mem->thinkstate = AI_FOLLOW;
    		}
    		// Read player inputs while carrying
    		else if (mem->thinkstate == AI_FLYCARRY)
    		{
    			cmd->forwardmove = pcmd->forwardmove;
    			cmd->sidemove = pcmd->sidemove;
    			if (pcmd->buttons & BT_SPIN)
    			{
    				spin = true;
    				jump = false;
    			}
    			else if (!jump_last)
    				jump = true;
    			// End flymode
    			if (player->powers[pw_carry] != CR_PLAYER)
    			{
    				mem->thinkstate = AI_FOLLOW;
    			}
    		}
    	}
    
    	if (P_IsObjectOnGround(tails) && !(pcmd->buttons & BT_JUMP) && (mem->thinkstate == AI_FLYSTANDBY || mem->thinkstate == AI_FLYCARRY))
    		mem->thinkstate = AI_FOLLOW;
    
    	// ********
    	// SPINNING
    	if (!(player->pflags & (PF_SPINNING|PF_STARTDASH)) && mem->thinkstate == AI_SPINFOLLOW)
    		mem->thinkstate = AI_FOLLOW;
    	else if ((mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_SPINFOLLOW)
    		&& bot->charability2 == CA2_SPINDASH)
    	{
    		if (!_2d)
    		{
    			// Spindash
    			if (player->dashspeed)
    			{
    				if (dist < followthres && dist > touchdist) // Do positioning
    				{
    					cmd->angleturn = (ang) >> 16; // NOT FRACBITS DAMNIT
    					cmd->forwardmove = 50;
    					mem->thinkstate = AI_SPINFOLLOW;
    				}
    				else if (dist < touchdist)
    				{
    					if (!bmom && (!(bot->pflags & PF_SPINNING) || (bot->dashspeed && bot->pflags & PF_SPINNING)))
    					{
    						cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
    						spin = true;
    					}
    					mem->thinkstate = AI_SPINFOLLOW;
    				}
    				else
    					mem->thinkstate = AI_FOLLOW;
    			}
    			// Spin
    			else if (player->dashspeed == bot->dashspeed && player->pflags & PF_SPINNING)
    			{
    				if (bot->pflags & PF_SPINNING || !spin_last)
    				{
    					spin = true;
    					cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
    					cmd->forwardmove = MAXPLMOVE;
    					mem->thinkstate = AI_SPINFOLLOW;
    				}
    				else
    					mem->thinkstate = AI_FOLLOW;
    			}
    		}
    		// 2D mode
    		else
    		{
    			if (((player->dashspeed && !bmom) || (player->dashspeed == bot->dashspeed && (player->pflags & PF_SPINNING)))
    				&& ((bot->pflags & PF_SPINNING) || !spin_last))
    			{
    				spin = true;
    				mem->thinkstate = AI_SPINFOLLOW;
    			}
    			else
    				mem->thinkstate = AI_FOLLOW;
    		}
    	}
    
    	// ********
    	// FOLLOW
    	if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP)
    	{
    		// Too far
    		if (mem->thinkstate == AI_CATCHUP || dist > followthres)
    		{
    			if (!_2d)
    				cmd->forwardmove = MAXPLMOVE;
    			else if (sonic->x > tails->x)
    				cmd->sidemove = MAXPLMOVE;
    			else
    				cmd->sidemove = -MAXPLMOVE;
    		}
    		// Within threshold
    		else if (dist > followmin && abs(zdist) < 192*scale)
    		{
    			if (!_2d)
    				cmd->forwardmove = FixedHypot(pcmd->forwardmove, pcmd->sidemove);
    			else
    				cmd->sidemove = pcmd->sidemove;
    		}
    		// Below min
    		else if (dist < followmin)
    		{
    			// Copy inputs
    			cmd->angleturn = (sonic->angle) >> 16; // NOT FRACBITS DAMNIT
    			cmd->forwardmove = 8 * pcmd->forwardmove / 10;
    			cmd->sidemove = 8 * pcmd->sidemove / 10;
    		}
    	}
    
    	// ********
    	// JUMP
    	if (mem->thinkstate == AI_FOLLOW || mem->thinkstate == AI_CATCHUP || (mem->thinkstate == AI_SPINFOLLOW && player->pflags & PF_JUMPED))
    	{
    		// Flying catch-up
    		if (bot->charability == CA_FLY && bot->pflags & PF_THOKKED)
    		{
    			cmd->forwardmove = min(MAXPLMOVE, (dist/scale)>>3);
    			if (zdist < -64*scale)
    				spin = true;
    			else if (zdist > 0 && !jump_last)
    				jump = true;
    		}
    
    		// Just landed
    		if (tails->eflags & MFE_JUSTHITFLOOR)
    			jump = false;
    		// Start jump
    		else if (!jump_last && !(bot->pflags & PF_JUMPED) //&& !(player->pflags & PF_SPINNING)
    			&& ((zdist > 32*scale && player->pflags & PF_JUMPED) // Following
    				|| (zdist > 64*scale && mem->thinkstate == AI_CATCHUP) // Vertical catch-up
    				|| (stalled && mem->catchup_tics > 20 && bot->powers[pw_carry] == CR_NONE)
    				//|| (bmom < scale>>3 && dist > followthres && !(bot->powers[pw_carry])) // Stopped & not in carry state
    				|| (bot->pflags & PF_SPINNING && !(bot->pflags & PF_JUMPED)))) // Spinning
    					jump = true;
    		// Hold jump
    		else if (bot->pflags & PF_JUMPED && jump_last && tails->momz*flip > 0 && (zdist > 0 || mem->thinkstate == AI_CATCHUP))
    			jump = true;
    		// Start flying
    		else if (bot->pflags & PF_JUMPED && mem->thinkstate == AI_CATCHUP && !jump_last && bot->charability == CA_FLY)
    			jump = true;
    	}
    
    	// ********
    	// HISTORY
    	//jump_last = jump;
    	//spin_last = spin;
    
    	// Turn the virtual keypresses into ticcmd_t.
    	B_KeysToTiccmd(tails, cmd, forward, backward, left, right, false, false, jump, spin);
    
    	// Update our status
    	mem->lastForward = forward;
    	mem->lastBlocked = blocked;
    }
    
    void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
    {
    	G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
    
    	// Can't build a ticcmd if we aren't spawned...
    	if (!player->mo)
    		return;
    
    	if (player->playerstate == PST_DEAD)
    	{
    		if (B_CheckRespawn(player))
    			cmd->buttons |= BT_JUMP;
    		return;
    	}
    
    	// Bot AI isn't programmed in analog.
    	if (!dedicated)
    		CV_SetValue(&cv_analog[1], false);
    
    	// Let Lua scripts build ticcmds
    	if (LUA_HookTiccmd(player, cmd, HOOK(BotTiccmd)))
    		return;
    
    	// Make sure we have a valid main character to follow
    	B_UpdateBotleader(player);
    	if (!player->botleader)
    		return;
    
    	// Single Player Tails AI
    	//B_BuildTailsTiccmd(players[consoleplayer].mo, player->mo, cmd);
    	B_BuildTailsTiccmd(player->botleader->mo, player->mo, cmd);
    }
    
    void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
    {
    	player_t *player = mo->player;
    	// don't try to do stuff if your sonic is in a minecart or something
    	if (player->botleader && player->botleader->powers[pw_carry] && player->botleader->powers[pw_carry] != CR_PLAYER)
    		return;
    	// Turn the virtual keypresses into ticcmd_t.
    	if (twodlevel || mo->flags2 & MF2_TWOD) {
    		if (player->botleader->climbing
    		|| mo->player->pflags & PF_GLIDING) {
    			// Don't mess with bot inputs during these unhandled movement conditions.
    			// The normal AI doesn't use abilities, so custom AI should be sending us exactly what it wants anyway.
    			if (forward)
    				cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
    			if (backward)
    				cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
    			if (left || strafeleft)
    				cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
    			if (right || straferight)
    				cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
    		} else {
    			// In standard 2D mode, interpret "forward" as "the way you're facing" and everything else as "the way you're not facing"
    			if (left || right)
    				backward = true;
    			left = right = false;
    			if (forward) {
    				if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
    					right = true;
    				else
    					left = true;
    			} else if (backward) {
    				if (mo->angle < ANGLE_90 || mo->angle > ANGLE_270)
    					left = true;
    				else
    					right = true;
    			}
    			if (left || strafeleft)
    				cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
    			if (right || straferight)
    				cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
    		}
    	} else {
    		angle_t angle;
    		if (forward)
    			cmd->forwardmove += MAXPLMOVE<<FRACBITS>>16;
    		if (backward)
    			cmd->forwardmove -= MAXPLMOVE<<FRACBITS>>16;
    		if (left)
    			cmd->angleturn += 1280;
    		if (right)
    			cmd->angleturn -= 1280;
    		if (strafeleft)
    			cmd->sidemove -= MAXPLMOVE<<FRACBITS>>16;
    		if (straferight)
    			cmd->sidemove += MAXPLMOVE<<FRACBITS>>16;
    
    		// cap inputs so the bot can't accelerate faster diagonally
    		angle = R_PointToAngle2(0, 0, cmd->sidemove << FRACBITS, cmd->forwardmove << FRACBITS);
    		{
    			INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
    			INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
    			cmd->forwardmove = max(min(cmd->forwardmove, maxforward), -maxforward);
    			cmd->sidemove = max(min(cmd->sidemove, maxside), -maxside);
    		}
    	}
    	if (jump)
    		cmd->buttons |= BT_JUMP;
    	if (spin)
    		cmd->buttons |= BT_SPIN;
    }
    
    void B_MoveBlocked(player_t *player)
    {
    	(void)player;
    	player->blocked = true;
    }
    
    boolean B_CheckRespawn(player_t *player)
    {
    	mobj_t *sonic;
    	mobj_t *tails = player->mo;
    
    	//We don't have a main player to spawn to!
    	if (!player->botleader)
    		return false;
    
    	sonic = player->botleader->mo;
    	// We can't follow Sonic if he's not around!
    	if (!sonic || sonic->health <= 0)
    		return false;
    
    	// B_RespawnBot doesn't do anything if the condition above this isn't met
    	{
    		UINT8 shouldForce = LUA_Hook2Mobj(sonic, tails, MOBJ_HOOK(BotRespawn));
    
    		if (P_MobjWasRemoved(sonic) || P_MobjWasRemoved(tails))
    			return (shouldForce == 1); // mobj was removed
    
    		if (shouldForce == 1)
    			return true;
    		else if (shouldForce == 2)
    			return false;
    	}
    
    	// Check if Sonic is busy first.
    	// If he's doing any of these things, he probably doesn't want to see us.
    	if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_BOUNCING)
    	|| (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)
    	|| (sonic->player->powers[pw_carry] && sonic->player->powers[pw_carry] != CR_PLAYER))
    		return false;
    
    	// Low ceiling, do not want!
    	if (sonic->eflags & MFE_VERTICALFLIP)
    	{
    		if (sonic->z - sonic->floorz < (sonic->player->exiting ? 5 : 2)*sonic->height)
    			return false;
    	}
    	else if (sonic->ceilingz - sonic->z < (sonic->player->exiting ? 6 : 3)*sonic->height)
    		return false;
    
    	// If you're dead, wait a few seconds to respawn.
    	if (player->playerstate == PST_DEAD) {
    		if (player->deadtimer > 4*TICRATE)
    			return true;
    		return false;
    	}
    
    	// If you can't see Sonic, I guess we should?
    	if (!P_CheckSight(sonic, tails) && P_AproxDistance(P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y), tails->z-sonic->z) > FixedMul(1024*FRACUNIT, tails->scale))
    		return true;
    	return false;
    }
    
    void B_RespawnBot(INT32 playernum)
    {
    	player_t *player = &players[playernum];
    	fixed_t x,y,z;
    	mobj_t *sonic;
    	mobj_t *tails;
    
    	if (!player->botleader)
    		return;
    
    	sonic = player->botleader->mo;
    	if (!sonic || sonic->health <= 0)
    		return;
    
    	B_ResetAI(&player->botmem);
    
    	player->bot = BOT_2PAI;
    	P_SpawnPlayer(playernum);
    	tails = player->mo;
    
    	x = sonic->x;
    	y = sonic->y;
    	if (sonic->eflags & MFE_VERTICALFLIP) {
    		tails->eflags |= MFE_VERTICALFLIP;
    		z = sonic->z - (512*sonic->scale);
    		if (z < sonic->floorz)
    			z = sonic->floorz;
    	} else {
    		z = sonic->z + sonic->height + (512*sonic->scale);
    		if (z > sonic->ceilingz - sonic->height)
    			z = sonic->ceilingz - sonic->height;
    	}
    
    	if (sonic->flags2 & MF2_OBJECTFLIP)
    		tails->flags2 |= MF2_OBJECTFLIP;
    	if (sonic->flags2 & MF2_TWOD)
    		tails->flags2 |= MF2_TWOD;
    	if (sonic->eflags & MFE_UNDERWATER)
    		tails->eflags |= MFE_UNDERWATER;
    	player->powers[pw_underwater] = sonic->player->powers[pw_underwater];
    	player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime];
    	player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots];
    	player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol];
    	player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
    
    	P_SetOrigin(tails, x, y, z);
    	if (player->charability == CA_FLY)
    	{
    		P_SetMobjState(tails, S_PLAY_FLY);
    		tails->player->powers[pw_tailsfly] = (UINT16)-1;
    	}
    	else
    		P_SetMobjState(tails, S_PLAY_FALL);
    	P_SetScale(tails, sonic->scale, false);
    	tails->destscale = sonic->destscale;
    	tails->old_scale = sonic->old_scale;
    }
    
    void B_HandleFlightIndicator(player_t *player)
    {
    	mobj_t *tails = player->mo;
    	botmem_t *mem = &player->botmem;
    	boolean shouldExist;
    
    	if (!tails)
    		return;
    
    	shouldExist = (mem->thinkstate == AI_THINKFLY) && player->botleader
    		&& player->bot == BOT_2PAI && player->playerstate == PST_LIVE;
    
    	// check whether the indicator doesn't exist
    	if (P_MobjWasRemoved(tails->hnext))
    	{
    		// if it shouldn't exist, everything is fine
    		if (!shouldExist)
    			return;
    
    		// otherwise, spawn it
    		P_SetTarget(&tails->hnext, P_SpawnMobjFromMobj(tails, 0, 0, 0, MT_OVERLAY));
    		if (P_MobjWasRemoved(tails->hnext))
    			return;  // we can't spawn one, so it can't exist
    
    		P_SetTarget(&tails->hnext->target, tails);
    		P_SetTarget(&tails->hnext->hprev, tails);
    		P_SetMobjState(tails->hnext, S_FLIGHTINDICATOR);
    	}
    
    	// if the mobj isn't a flight indicator, let's not mess with it
    	if (tails->hnext->type != MT_OVERLAY || (tails->hnext->state != states+S_FLIGHTINDICATOR))
    		return;
    
    	// if it shouldn't exist, remove it
    	if (!shouldExist)
    	{
    		P_RemoveMobj(tails->hnext);
    		P_SetTarget(&tails->hnext, NULL);
    		return;
    	}
    
    	// otherwise, update its visibility
    	tails->hnext->drawonlyforplayer = player->botleader; // Hide it from the other player in splitscreen, and yourself when spectating
    	if (P_IsLocalPlayer(player->botleader)) // Only display it on your own view. Don't display it for spectators
    		tails->hnext->flags2 &= ~MF2_DONTDRAW;
    	else
    		tails->hnext->flags2 |= MF2_DONTDRAW;
    }