RingRacers/src/objects/shrink.c
James R 8430489673 Replace darktimer/darkness with g_darkness
Modifies netsave.

- Instead of setting a timer, set a start time and end
  time
- Interpolated darkness value itself doesn't need to be
  netsynced
2024-01-05 15:56:24 -08:00

829 lines
19 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2022 by Sally "TehRealSalt" Cochenour
// Copyright (C) 2022 by Kart Krew
//
// 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 shrink.c
/// \brief Shrink laser item code.
#include "../doomdef.h"
#include "../doomstat.h"
#include "../info.h"
#include "../k_kart.h"
#include "../k_objects.h"
#include "../m_random.h"
#include "../p_local.h"
#include "../r_main.h"
#include "../s_sound.h"
#include "../g_game.h"
#include "../z_zone.h"
#include "../k_waypoint.h"
#include "../music.h"
//
// ███████╗██╗██╗░░██╗███╗░░░███╗███████╗
// ██╔════╝██║╚██╗██╔╝████╗░████║██╔════╝
// █████╗░░██║░╚███╔╝░██╔████╔██║█████╗░░
// ██╔══╝░░██║░██╔██╗░██║╚██╔╝██║██╔══╝░░
// ██║░░░░░██║██╔╝╚██╗██║░╚═╝░██║███████╗
// ╚═╝░░░░░╚═╝╚═╝░░╚═╝╚═╝░░░░░╚═╝╚══════╝
//
// FIXME (because it was completely unsearchable): vertical flip
//
#define POHBEE_HOVER (128 << FRACBITS)
#define POHBEE_SPEED (128 << FRACBITS)
#define POHBEE_TIME (30 * TICRATE)
#define POHBEE_DIST (4096 << FRACBITS)
#define GUN_SWING (ANGLE_90 - ANG10)
#define GUN_SWINGTIME (4 * TICRATE)
#define CHAIN_SIZE (52)
#define EXTRA_FOR_FIRST (7)
enum
{
POHBEE_MODE_SPAWN,
POHBEE_MODE_ACT,
POHBEE_MODE_DESPAWN,
};
#define pohbee_mode(o) ((o)->cusval)
#define pohbee_timer(o) ((o)->reactiontime)
#define pohbee_waypoint_cur(o) ((o)->extravalue1)
#define pohbee_waypoint_dest(o) ((o)->extravalue2)
#define pohbee_height(o) ((o)->movefactor)
#define pohbee_destangle(o) ((o)->movedir)
#define pohbee_owner(o) ((o)->target)
#define pohbee_guns(o) ((o)->hnext)
#define gun_offset(o) ((o)->movecount)
#define gun_numsegs(o) ((o)->extravalue1)
#define gun_pohbee(o) ((o)->target)
#define gun_laser(o) ((o)->tracer)
#define gun_chains(o) ((o)->hprev)
#define gun_overlay(o) ((o)->itnext)
#define chain_index(o) ((o)->extravalue1)
enum
{
LASER_SHRINK,
LASER_GROW,
};
static skincolornum_t ShrinkLaserColor(mobj_t *pohbee)
{
UINT8 laserState = LASER_SHRINK;
player_t *owner = NULL;
if (pohbee_owner(pohbee) != NULL && P_MobjWasRemoved(pohbee_owner(pohbee)) == false)
{
owner = pohbee_owner(pohbee)->player;
}
if (owner != NULL && P_IsDisplayPlayer(owner) == true)
{
laserState = LASER_GROW;
if (r_splitscreen > 0 && (leveltime & 1))
{
// TODO: make this properly screen dependent,
// instead of flashing.
laserState = LASER_SHRINK;
}
}
switch (laserState)
{
default:
case LASER_SHRINK:
return SKINCOLOR_KETCHUP;
case LASER_GROW:
return SKINCOLOR_SAPPHIRE;
}
}
static boolean ShrinkLaserActive(mobj_t *pohbee)
{
return (pohbee_mode(pohbee) == POHBEE_MODE_ACT);
}
static void PohbeeMoveTo(mobj_t *pohbee, fixed_t destx, fixed_t desty, fixed_t destz)
{
pohbee->momx = destx - pohbee->x;
pohbee->momy = desty - pohbee->y;
pohbee->momz = destz - pohbee->z;
}
static fixed_t GenericDistance(
fixed_t curx, fixed_t cury, fixed_t curz,
fixed_t destx, fixed_t desty, fixed_t destz)
{
return P_AproxDistance(P_AproxDistance(destx - curx, desty - cury), destz - curz);
}
static fixed_t PohbeeWaypointZ(mobj_t *pohbee, mobj_t *dest)
{
return dest->z + (pohbee_height(pohbee) + FixedMul(POHBEE_HOVER, mapobjectscale) * P_MobjFlip(dest));
}
static void PohbeeSpawn(mobj_t *pohbee)
{
waypoint_t *curWaypoint = NULL;
waypoint_t *destWaypoint = NULL;
fixed_t distLeft = INT32_MAX;
fixed_t newX = pohbee->x;
fixed_t newY = pohbee->y;
fixed_t newZ = pohbee->z;
boolean finalize = false;
const boolean useshortcuts = false;
const boolean huntbackwards = false;
boolean pathfindsuccess = false;
path_t pathtofinish = {0};
size_t pathIndex = 0;
curWaypoint = K_GetWaypointFromIndex((size_t)pohbee_waypoint_cur(pohbee));
destWaypoint = K_GetWaypointFromIndex((size_t)pohbee_waypoint_dest(pohbee));
if (curWaypoint == NULL || destWaypoint == NULL)
{
// Waypoints aren't valid.
// Just transition into the next state.
pohbee_mode(pohbee) = POHBEE_MODE_ACT;
return;
}
distLeft = FixedMul(POHBEE_SPEED, mapobjectscale);
while (distLeft > 0)
{
fixed_t wpX = curWaypoint->mobj->x;
fixed_t wpY = curWaypoint->mobj->y;
fixed_t wpZ = PohbeeWaypointZ(pohbee, curWaypoint->mobj);
fixed_t distToNext = GenericDistance(
newX, newY, newZ,
wpX, wpY, wpZ
);
if (distToNext > distLeft)
{
// Only made it partially there.
newX += FixedMul(FixedDiv(wpX - newX, distToNext), distLeft);
newY += FixedMul(FixedDiv(wpY - newY, distToNext), distLeft);
newZ += FixedMul(FixedDiv(wpZ - newZ, distToNext), distLeft);
distLeft = 0;
}
else
{
// Close enough to the next waypoint,
// move there and remove the distance.
newX = wpX;
newY = wpY;
newZ = wpZ;
distLeft -= distToNext;
if (curWaypoint == destWaypoint)
{
// Reached the end.
finalize = true;
break;
}
// Create waypoint path to our destination.
// Crazy over-engineered, just to catch when
// waypoints are insanely close to each other :P
if (pathfindsuccess == false)
{
pathfindsuccess = K_PathfindToWaypoint(
curWaypoint, destWaypoint,
&pathtofinish,
useshortcuts, huntbackwards
);
if (pathfindsuccess == false)
{
// Path isn't valid.
// Just transition into the next state.
finalize = true;
break;
}
}
pathIndex++;
if (pathIndex >= pathtofinish.numnodes)
{
// Successfully reached the end of the path.
finalize = true;
break;
}
// Now moving to the next waypoint.
curWaypoint = (waypoint_t *)pathtofinish.array[pathIndex].nodedata;
pohbee_waypoint_cur(pohbee) = (INT32)K_GetWaypointHeapIndex(curWaypoint);
}
}
PohbeeMoveTo(pohbee, newX, newY, newZ);
pohbee_destangle(pohbee) = K_MomentumAngle(pohbee);
if (finalize == true)
{
// Move to next state
pohbee_mode(pohbee) = POHBEE_MODE_ACT;
pohbee_destangle(pohbee) += ANGLE_180;
}
if (pathfindsuccess == true)
{
Z_Free(pathtofinish.array);
}
}
static void PohbeeAct(mobj_t *pohbee)
{
pohbee_timer(pohbee)--;
if (pohbee_timer(pohbee) <= 0)
{
// Move to next state
pohbee_mode(pohbee) = POHBEE_MODE_DESPAWN;
pohbee->fuse = 5*TICRATE;
}
}
static void PohbeeDespawn(mobj_t *pohbee)
{
pohbee->momz = 16 * pohbee->scale * P_MobjFlip(pohbee);
}
static void DoGunSwing(mobj_t *gun, mobj_t *pohbee)
{
const angle_t angle = gun->angle + ANGLE_90;
const tic_t swingTimer = leveltime + gun_offset(gun);
const angle_t swingAmt = swingTimer * (ANGLE_MAX / GUN_SWINGTIME);
const fixed_t swingCos = FINECOSINE(swingAmt >> ANGLETOFINESHIFT);
const angle_t pitch = -ANGLE_90 + FixedMul(swingCos, GUN_SWING);
const fixed_t dist = gun_numsegs(gun) * CHAIN_SIZE * gun->scale;
fixed_t offsetX = FixedMul(
dist, FixedMul(
FINECOSINE(angle >> ANGLETOFINESHIFT),
FINECOSINE(pitch >> ANGLETOFINESHIFT)
)
);
fixed_t offsetY = FixedMul(
dist, FixedMul(
FINESINE(angle >> ANGLETOFINESHIFT),
FINECOSINE(pitch >> ANGLETOFINESHIFT)
)
);
fixed_t offsetZ = FixedMul(
dist, FINESINE(pitch >> ANGLETOFINESHIFT)
);
PohbeeMoveTo(gun, pohbee->x + offsetX, pohbee->y + offsetY, pohbee->z + offsetZ);
}
static void ShrinkLaserThinker(mobj_t *pohbee, mobj_t *gun, mobj_t *laser)
{
const fixed_t gunX = gun->x + gun->momx;
const fixed_t gunY = gun->y + gun->momy;
const fixed_t gunZ = P_GetMobjFeet(gun) + gun->momz;
PohbeeMoveTo(laser, gunX, gunY, gun->floorz);
if (ShrinkLaserActive(pohbee) == true)
{
mobj_t *particle = NULL;
laser->renderflags &= ~RF_DONTDRAW;
laser->color = ShrinkLaserColor(pohbee);
if (leveltime & 1)
{
laser->spritexscale = 5*FRACUNIT/2;
}
else
{
laser->spritexscale = FRACUNIT;
}
laser->spriteyscale = FixedDiv(FixedDiv(gunZ - gun->floorz, mapobjectscale), laser->info->height);
particle = P_SpawnMobjFromMobj(laser, 0, 0, 0, MT_SHRINK_PARTICLE);
particle->sprxoff = P_RandomRange(PR_DECORATION, -16, 16) * laser->scale;
particle->spryoff = P_RandomRange(PR_DECORATION, -16, 16) * laser->scale;
P_SetTarget(&gun_pohbee(particle), pohbee);
particle->color = laser->color;
P_SetScale(particle, particle->scale * 2);
particle->destscale = 0;
//particle->momz = 2 * particle->scale * P_MobjFlip(particle);
if (S_SoundPlaying(laser, sfx_beam01) == false)
{
S_StartSound(laser, sfx_beam01);
}
}
else
{
laser->renderflags |= RF_DONTDRAW;
if (S_SoundPlaying(laser, sfx_beam01) == true)
{
S_StopSound(laser);
}
}
}
static void DoGunChains(mobj_t *gun, mobj_t *pohbee)
{
const fixed_t gunX = gun->x + gun->momx;
const fixed_t gunY = gun->y + gun->momy;
const fixed_t gunZ = P_GetMobjHead(gun) + gun->momz;
const fixed_t beeX = pohbee->x + pohbee->momx;
const fixed_t beeY = pohbee->y + pohbee->momy;
const fixed_t beeZ = P_GetMobjFeet(pohbee) + pohbee->momz;
const fixed_t offsetX = (beeX - gunX) / gun_numsegs(gun);
const fixed_t offsetY = (beeY - gunY) / gun_numsegs(gun);
const fixed_t offsetZ = (beeZ - gunZ) / gun_numsegs(gun);
mobj_t *chain = NULL;
fixed_t curX = gunX + (offsetX / 2);
fixed_t curY = gunY + (offsetY / 2);
fixed_t curZ = gunZ + (offsetZ / 2);
chain = gun_chains(gun);
while (chain != NULL && P_MobjWasRemoved(chain) == false)
{
PohbeeMoveTo(chain, curX, curY, curZ);
curX += offsetX;
curY += offsetY;
curZ += offsetZ;
chain = gun_chains(chain);
}
}
static void ShrinkGunThinker(mobj_t *gun)
{
mobj_t *pohbee = gun_pohbee(gun);
skincolornum_t gunColor = SKINCOLOR_GREY;
if (pohbee == NULL || P_MobjWasRemoved(pohbee) == true)
{
P_RemoveMobj(gun);
return;
}
if (pohbee_mode(pohbee) == POHBEE_MODE_SPAWN)
{
gun->angle = pohbee->angle;
}
if (pohbee_owner(pohbee) != NULL && P_MobjWasRemoved(pohbee_owner(pohbee)) == false
&& pohbee_owner(pohbee)->player != NULL)
{
gunColor = pohbee_owner(pohbee)->player->skincolor;
}
gun->color = gunColor;
if (gun_overlay(gun) != NULL && P_MobjWasRemoved(gun_overlay(gun)) == false)
{
gun_overlay(gun)->color = ShrinkLaserColor(pohbee);
}
DoGunSwing(gun, pohbee);
if (gun_laser(gun) != NULL && P_MobjWasRemoved(gun_laser(gun)) == false)
{
ShrinkLaserThinker(pohbee, gun, gun_laser(gun));
}
DoGunChains(gun, pohbee);
}
void Obj_PohbeeThinker(mobj_t *pohbee)
{
mobj_t *gun = NULL;
K_SetItemCooldown(KITEM_SHRINK, 20*TICRATE);
pohbee->momx = pohbee->momy = pohbee->momz = 0;
pohbee->spritexscale = pohbee->spriteyscale = 2*FRACUNIT;
switch (pohbee_mode(pohbee))
{
case POHBEE_MODE_SPAWN:
PohbeeSpawn(pohbee);
break;
case POHBEE_MODE_ACT:
PohbeeAct(pohbee);
break;
case POHBEE_MODE_DESPAWN:
PohbeeDespawn(pohbee);
break;
default:
// failsafe
pohbee_mode(pohbee) = POHBEE_MODE_SPAWN;
break;
}
pohbee->angle += AngleDeltaSigned(pohbee_destangle(pohbee), pohbee->angle) / 8;
gun = pohbee_guns(pohbee);
while (gun != NULL && P_MobjWasRemoved(gun) == false)
{
ShrinkGunThinker(gun);
gun = pohbee_guns(gun);
}
}
void Obj_PohbeeRemoved(mobj_t *pohbee)
{
mobj_t *gun = pohbee_guns(pohbee);
while (gun != NULL && P_MobjWasRemoved(gun) == false)
{
mobj_t *nextGun = pohbee_guns(gun);
P_RemoveMobj(gun);
gun = nextGun;
}
P_SetTarget(&pohbee_guns(pohbee), NULL);
}
void Obj_ShrinkGunRemoved(mobj_t *gun)
{
mobj_t *chain = NULL;
if (gun_laser(gun) != NULL && P_MobjWasRemoved(gun_laser(gun)) == false)
{
P_RemoveMobj(gun_laser(gun));
}
P_SetTarget(&gun_laser(gun), NULL);
chain = gun_chains(gun);
while (chain != NULL && P_MobjWasRemoved(chain) == false)
{
mobj_t *nextChain = gun_chains(chain);
P_RemoveMobj(chain);
chain = nextChain;
}
P_SetTarget(&gun_chains(gun), NULL);
}
boolean Obj_ShrinkLaserCollide(mobj_t *gun, mobj_t *victim)
{
mobj_t *pohbee = gun_pohbee(gun);
mobj_t *owner = NULL;
INT32 prevTimer = 0;
if (pohbee == NULL || P_MobjWasRemoved(pohbee) == true)
{
return true;
}
if (ShrinkLaserActive(pohbee) == false)
{
return true;
}
if (victim->player->shrinkLaserDelay > 0)
{
victim->player->shrinkLaserDelay = TICRATE;
return true;
}
victim->player->shrinkLaserDelay = TICRATE;
owner = pohbee_owner(pohbee);
prevTimer = victim->player->growshrinktimer;
if (owner != NULL && victim == owner)
{
// Belongs to us. Give us Grow!
if (prevTimer < 0)
{
// Take away Shrink.
K_RemoveGrowShrink(victim->player);
}
victim->player->growshrinktimer += 6*TICRATE;
S_StartSound(victim, sfx_kc5a);
if (victim->player->roundconditions.consecutive_grow_lasers < UINT8_MAX)
{
victim->player->roundconditions.consecutive_grow_lasers++;
if (victim->player->roundconditions.consecutive_grow_lasers > victim->player->roundconditions.best_consecutive_grow_lasers)
{
victim->player->roundconditions.best_consecutive_grow_lasers
= victim->player->roundconditions.consecutive_grow_lasers;
}
}
if (prevTimer <= 0)
{
victim->scalespeed = mapobjectscale/TICRATE;
victim->destscale = FixedMul(mapobjectscale, GROW_SCALE);
if (K_PlayerShrinkCheat(victim->player) == true)
{
victim->destscale = FixedMul(victim->destscale, SHRINK_SCALE);
}
if (P_IsLocalPlayer(victim->player) == false && victim->player->invincibilitytimer == 0)
{
// don't play this if the player has invincibility -- that takes priority
S_StartSound(victim, sfx_alarmg);
}
}
}
else
{
if (prevTimer > 0)
{
// Dock some Grow time.
// (Hack-adjacent: Always make sure there's a tic left so standard timer handling can remove the effect properly.)
victim->player->growshrinktimer -= min(3*TICRATE/2, victim->player->growshrinktimer - 1);
S_StartSound(victim, sfx_s3k40);
}
else
{
// Start shrinking!
victim->player->growshrinktimer -= 5*TICRATE;
S_StartSound(victim, sfx_kc59); // I don't think you ever get to hear this while the pohbee laser is in your teeth, but best effort.
if (prevTimer >= 0)
{
//K_DropItems(victim->player);
victim->scalespeed = mapobjectscale/TICRATE;
victim->destscale = FixedMul(mapobjectscale, SHRINK_SCALE);
if (K_PlayerShrinkCheat(victim->player) == true)
{
victim->destscale = FixedMul(victim->destscale, SHRINK_SCALE);
}
}
}
}
return true;
}
static waypoint_t *GetPohbeeWaypoint(waypoint_t *anchor, const UINT32 traveldist, const boolean huntbackwards)
{
const boolean useshortcuts = false;
boolean pathfindsuccess = false;
path_t pathtofinish = {0};
waypoint_t *ret = NULL;
pathfindsuccess = K_PathfindThruCircuitSpawnable(
anchor, traveldist,
&pathtofinish,
useshortcuts, huntbackwards
);
if (pathfindsuccess == true)
{
ret = (waypoint_t *)pathtofinish.array[ pathtofinish.numnodes - 1 ].nodedata;
Z_Free(pathtofinish.array);
}
else
{
ret = anchor;
}
return ret;
}
static waypoint_t *GetPohbeeStart(waypoint_t *anchor)
{
const UINT32 traveldist = FixedMul(POHBEE_DIST >> 1, mapobjectscale) / FRACUNIT;
const boolean huntbackwards = true;
return GetPohbeeWaypoint(anchor, traveldist, huntbackwards);
}
static waypoint_t *GetPohbeeEnd(waypoint_t *anchor)
{
const UINT32 traveldist = FixedMul(POHBEE_DIST, mapobjectscale) / FRACUNIT;
const boolean huntbackwards = false;
return GetPohbeeWaypoint(anchor, traveldist, huntbackwards);
}
static void CreatePohbee(player_t *owner, waypoint_t *start, waypoint_t *end, UINT8 numLasers)
{
mobj_t *pohbee = NULL;
fixed_t size = 0;
INT32 baseSegs = INT32_MAX;
INT32 segVal = INT32_MAX;
mobj_t *prevGun = NULL;
size_t i, j;
if (owner == NULL || owner->mo == NULL || P_MobjWasRemoved(owner->mo) == true
|| start == NULL || end == NULL
|| numLasers == 0)
{
// Invalid inputs
return;
}
// Calculate number of chain segments added per laser.
size = FixedMul(end->mobj->radius, 3*FRACUNIT/2);
segVal = max(1, 1 + ((size / start->mobj->scale) / CHAIN_SIZE) / numLasers);
baseSegs = segVal * numLasers;
// Valid spawning conditions,
// we can start creating each individual part.
pohbee = P_SpawnMobjFromMobj(start->mobj, 0, 0, (baseSegs * CHAIN_SIZE * FRACUNIT) + POHBEE_HOVER * 3, MT_SHRINK_POHBEE);
P_SetTarget(&pohbee_owner(pohbee), owner->mo);
pohbee_mode(pohbee) = POHBEE_MODE_SPAWN;
pohbee_timer(pohbee) = POHBEE_TIME;
pohbee_height(pohbee) = size;
pohbee_waypoint_cur(pohbee) = (INT32)K_GetWaypointHeapIndex(start);
pohbee_waypoint_dest(pohbee) = (INT32)K_GetWaypointHeapIndex(end);
prevGun = pohbee;
for (i = 0; i < numLasers; i++)
{
const UINT8 numSegs = segVal * (i + 1);
mobj_t *gun = P_SpawnMobjFromMobj(pohbee, 0, 0, 0, MT_SHRINK_GUN);
mobj_t *overlay = NULL;
mobj_t *laser = NULL;
mobj_t *prevChain = NULL;
P_SetTarget(&gun_pohbee(gun), pohbee);
P_SetTarget(&pohbee_guns(prevGun), gun);
gun_numsegs(gun) = numSegs;
gun_offset(gun) = P_RandomKey(PR_ITEM_SHRINK, GUN_SWINGTIME);
overlay = P_SpawnMobjFromMobj(gun, 0, 0, 0, MT_OVERLAY);
P_SetTarget(&overlay->target, gun);
P_SetTarget(&gun_overlay(gun), overlay);
P_SetMobjState(overlay, S_SHRINK_GUN_OVERLAY);
laser = P_SpawnMobjFromMobj(gun, 0, 0, 0, MT_SHRINK_LASER);
P_SetTarget(&gun_laser(gun), laser);
prevChain = gun;
for (j = 0; j < numSegs; j++)
{
mobj_t *chain = P_SpawnMobjFromMobj(gun, 0, 0, 0, MT_SHRINK_CHAIN);
P_SetTarget(&gun_chains(prevChain), chain);
chain_index(chain) = j;
prevChain = chain;
}
prevGun = gun;
}
}
void Obj_CreateShrinkPohbees(player_t *owner)
{
UINT8 ownerPos = 1;
struct {
waypoint_t *start;
waypoint_t *end;
UINT8 lasers;
boolean first;
} pohbees[MAXPLAYERS];
size_t numPohbees = 0;
size_t i, j;
if (owner == NULL || owner->mo == NULL || P_MobjWasRemoved(owner->mo) == true)
{
return;
}
ownerPos = owner->position;
g_darkness.start = leveltime;
g_darkness.end = leveltime + POHBEE_TIME + DARKNESS_FADE_TIME;
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *player = NULL;
waypoint_t *endWaypoint = NULL;
if (playeringame[i] == false)
{
// Not valid.
continue;
}
player = &players[i];
if (player->spectator == true)
{
// Not playing.
continue;
}
if (player->position > ownerPos)
{
// Too far behind.
continue;
}
if (player->nextwaypoint == NULL)
{
// No waypoint?
continue;
}
endWaypoint = GetPohbeeEnd(player->nextwaypoint);
for (j = 0; j < numPohbees; j++)
{
if (pohbees[j].end == endWaypoint)
{
// Increment laser count for the already existing poh-bee,
// if another one would occupy the same space.
pohbees[j].lasers++;
break;
}
}
if (j == numPohbees)
{
// Push a new poh-bee
pohbees[j].start = GetPohbeeStart(player->nextwaypoint);
pohbees[j].end = endWaypoint;
pohbees[j].lasers = 1;
pohbees[j].first = (player->position == 1);
numPohbees++;
}
}
for (i = 0; i < numPohbees; i++)
{
// omg pobby hi!!!
CreatePohbee(owner, pohbees[i].start, pohbees[i].end, pohbees[i].lasers);
if (pohbees[i].first == true)
{
// Add a chain of extra ones for 1st place.
waypoint_t *prev = pohbees[i].end;
for (j = 0; j < EXTRA_FOR_FIRST; j++)
{
waypoint_t *new = GetPohbeeEnd(prev);
CreatePohbee(owner, prev, new, 1);
prev = new;
}
}
}
}