500 lines
10 KiB
C++
500 lines
10 KiB
C++
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/*
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================================================================
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CEILING STEERING FOR CRAWLER
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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*/
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#include "g_local.h"
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#include "ceilingsteering.h"
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#include "actor.h"
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/****************************************************************************
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CeilingObstacleAvoidance Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Steering, CeilingObstacleAvoidance, NULL );
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ResponseDef CeilingObstacleAvoidance::Responses[] =
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{
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{ NULL, NULL }
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};
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CeilingObstacleAvoidance::CeilingObstacleAvoidance()
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{
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avoidwalls = true;
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}
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void CeilingObstacleAvoidance::AvoidWalls (qboolean avoid)
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{
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avoidwalls = avoid;
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}
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void CeilingObstacleAvoidance::ShowInfo (Actor &self)
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{
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Steering::ShowInfo( self );
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gi.printf( "\navoidwalls: %d\n", avoidwalls );
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}
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qboolean CeilingObstacleAvoidance::Evaluate (Actor &self)
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{
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Vector predictedposition;
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Vector normal;
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Vector angles;
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Vector dir;
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Vector right;
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Vector delta;
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float urgency;
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float dot;
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trace_t tracef;
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Entity *ent;
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ResetForces();
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angles = self.movedir.toAngles();
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angles.AngleVectors( NULL, &right, NULL );
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origin = self.worldorigin;
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origin.z -= 1;
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predictedposition = origin + self.movedir * self.movespeed;//maxspeed;
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tracef = G_Trace( origin, self.mins, self.maxs, predictedposition, &self, self.edict->clipmask, "CeilingObstacleAvoidance forward" );
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if ( tracef.fraction < 1 )
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{
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urgency = 1.0 - tracef.fraction;
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normal = tracef.plane.normal;
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ent = tracef.ent->entity;
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if ( ent->getSolidType() != SOLID_BSP )
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{
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dot = -( right * ( ent->worldorigin - self.worldorigin ) );
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}
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else
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{
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if ( !avoidwalls )
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{
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return true;
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}
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dot = right * normal;
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}
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if ( dot < 0 )
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{
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// turn left
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steeringforce = Vector( 0, 90, 0 );;
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}
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else
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{
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// turn right
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steeringforce = Vector( 0, -90, 0 );;
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}
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}
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else
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{
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return true;
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}
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steeringforce *= urgency;
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return true;
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}
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/****************************************************************************
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CeilingObstacleAvoidance2 Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Steering, CeilingObstacleAvoidance2, NULL );
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ResponseDef CeilingObstacleAvoidance2::Responses[] =
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{
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{ NULL, NULL }
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};
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CeilingObstacleAvoidance2::CeilingObstacleAvoidance2()
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{
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avoidwalls = true;
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}
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void CeilingObstacleAvoidance2::AvoidWalls (qboolean avoid)
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{
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avoidwalls = avoid;
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}
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void CeilingObstacleAvoidance2::ShowInfo (Actor &self)
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{
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Steering::ShowInfo( self );
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gi.printf( "\navoidwalls: %d\n", avoidwalls );
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}
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qboolean CeilingObstacleAvoidance2::Evaluate (Actor &self)
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{
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Vector predictedposition;
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Vector normal;
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Vector angles;
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Vector dir;
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Vector right;
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Vector delta;
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float urgency;
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float dot;
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trace_t tracef;
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Entity *ent;
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ResetForces();
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angles = self.movedir.toAngles();
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angles.AngleVectors( NULL, &right, NULL );
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origin = self.worldorigin;
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origin.z -= 1;
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predictedposition = origin + self.movedir * self.movespeed;//maxspeed;
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tracef = G_Trace( origin, self.mins, self.maxs, predictedposition, &self, self.edict->clipmask, "ObstacleAvoidance2 forward" );
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if ( tracef.fraction < 1 )
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{
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urgency = 1.0 - tracef.fraction;
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normal = tracef.plane.normal;
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ent = tracef.ent->entity;
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if ( ent->getSolidType() != SOLID_BSP )
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{
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dot = -( right * ( ent->worldorigin - self.worldorigin ) );
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}
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else
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{
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if ( !avoidwalls )
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{
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return true;
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}
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dot = right * normal;
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}
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if ( dot < 0 )
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{
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// turn left
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steeringforce = Vector( 0, 22, 0 ) * urgency;
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}
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else
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{
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// turn right
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steeringforce = Vector( 0, 22, 0 ) * urgency;
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}
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}
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else
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{
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return true;
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}
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steeringforce *= urgency;
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return true;
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}
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/****************************************************************************
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CeilingChase Class Definition
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****************************************************************************/
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CLASS_DECLARATION( Steering, CeilingChase, NULL );
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ResponseDef CeilingChase::Responses[] =
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{
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{ NULL, NULL }
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};
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CeilingChase::CeilingChase()
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{
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goalent = NULL;
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goal = vec_zero;
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usegoal = false;
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}
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void CeilingChase::SetGoalPos (Vector goalpos)
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{
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goal = goalpos;
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usegoal = true;
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goalent = NULL;
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}
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void CeilingChase::SetTarget (Entity *ent)
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{
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goalent = ent;
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usegoal = false;
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}
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void CeilingChase::ShowInfo (Actor &self)
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{
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Steering::ShowInfo( self );
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gi.printf( "\nseek:\n" );
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seek.ShowInfo( self );
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gi.printf( "goal: ( %f, %f, %f )\n", goal.x, goal.y, goal.z );
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if ( goalent )
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{
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gi.printf( "\ngoalent: #%d '%s'\n", goalent->entnum, goalent->targetname.c_str() );
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}
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else
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{
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gi.printf( "\ngoalent: NULL\n" );
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}
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gi.printf( "avoid:\n" );
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avoid.ShowInfo( self );
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gi.printf( "\ntime: %f\n", avoidtime );
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gi.printf( "usegoal: %d\n", usegoal );
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gi.printf( "wander: %d\n", wander );
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gi.printf( "stuck: %d\n", stuck );
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gi.printf( "avoidvec : ( %f, %f, %f )\n", avoidvec.x, avoidvec.y, avoidvec.z );
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}
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void CeilingChase::Begin (Actor &self)
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{
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seek.Begin( self );
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avoid.AvoidWalls( false );
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avoid.Begin( self );
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turnto.Begin( self );
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anim = self.animname;
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stuck = 0;
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wander = 0;
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}
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Vector CeilingChase::ChooseRandomDirection (Actor &self)
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{
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Vector dir;
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Vector ang;
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Vector bestdir;
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float bestfraction;
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trace_t trace;
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trace_t groundtrace;
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int i;
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int j;
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int t;
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int u;
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Vector s;
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Vector start;
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Vector end;
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Vector groundend;
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s = Vector( 0, 0, -STEPSIZE );
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start = self.worldorigin + s;
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// quantize to nearest 45 degree
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u = ( ( int )( self.worldangles.y * ( 1 / 45 ) + 22.5 ) ) * 45;
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bestfraction = -1;
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//
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// in case we don't find anything!
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//
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bestdir = self.worldorigin - ( Vector( self.orientation[ 0 ] ) * 100 );
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for( i = 0; i <= 180; i += 20 )
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{
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if ( rand() < 0.3 )
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{
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i += 20;
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}
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t = i;
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if ( rand() < 0.5 )
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{
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// sometimes we choose left first, other times right.
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t = -t;
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}
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for( j = -1; j < 2; j += 2 )
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{
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if ( ( j == 1 ) && ( i == 180 ) )
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{
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ang.y = self.worldangles.y + ( t * j );
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}
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else
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{
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ang.y = u + t * j;
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}
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ang.AngleVectors( &dir, NULL, NULL );
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end = self.worldorigin + dir * 140 + s;
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trace = G_Trace( start, self.mins, self.maxs, end, &self,
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self.edict->clipmask, "CeilingChase::ChooseRandomDirection 1" );
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if ( ( trace.fraction > bestfraction ) && ( !trace.startsolid ) && !( trace.allsolid ) )
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{
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if ( trace.endpos != avoidvec )
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{
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// check if we're near the ground
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end = self.worldorigin + dir * 32 + s;
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groundend = end;
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groundend.z += STEPSIZE * 2;
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groundtrace = G_Trace( end, self.mins, self.maxs, groundend, &self,
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self.edict->clipmask, "CeilingChase::ChooseRandomDirection 2" );
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if ( groundtrace.fraction != 1 )
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{
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bestdir = trace.endpos;
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bestfraction = trace.fraction;
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}
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}
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}
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if ( i == 0 )
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{
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break;
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}
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}
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}
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return bestdir;
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}
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qboolean CeilingChase::Evaluate (Actor &self)
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{
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qboolean result;
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trace_t trace;
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if ( !usegoal && ( !goalent || goalent->deadflag ) )
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{
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return false;
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}
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ResetForces();
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if ( !wander )
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{
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if ( self.lastmove == STEPMOVE_OK )
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{
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stuck = 0;
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}
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else
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{
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stuck++;
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if ( stuck >= 2 )
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{
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stuck = 3;
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wander = 1;
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}
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}
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}
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switch( wander )
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{
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case 1 :
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stuck--;
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if ( !stuck )
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{
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wander = 0;
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break;
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}
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wanderstart = self.worldorigin;
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avoidvec = ChooseRandomDirection( self );
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wandertime = level.time + 1;
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wander = 2;
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case 2 :
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seek.SetTargetPosition( avoidvec );
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seek.SetTargetVelocity( vec_zero );
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seek.SetPosition( self.worldorigin );
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seek.SetDir( self.movedir );
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seek.SetMaxSpeed( self.movespeed );
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result = seek.Evaluate( self );
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if ( result )
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{
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if ( ( level.time > wandertime ) && ( self.lastmove != STEPMOVE_OK ) )
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{
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wander = 0;
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stuck = 0;
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}
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self.Accelerate( seek.steeringforce );
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return true;
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}
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wander = 0;
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break;
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turnto.SetDirection( ( wanderstart - self.worldorigin ).toYaw() );
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wander = 3;
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wandertime = level.time + 1;
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case 3 :
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if ( level.time < wandertime )
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{
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turnto.Evaluate( self );
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self.Accelerate( turnto.steeringforce );
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return true;
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}
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wander = 0;
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break;
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}
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if ( goalent && ( goalent->edict->solid != SOLID_NOT ) && ( goalent->edict->solid != SOLID_TRIGGER ) )
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{
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trace = G_Trace( self.worldorigin, self.mins, self.maxs, self.worldorigin +
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Vector( self.orientation[ 0 ] ) * self.movespeed * 0.1, &self, self.edict->clipmask, "CeilingChase" );
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if ( trace.ent->entity == goalent )
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{
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return false;
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}
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}
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if ( goalent )
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{
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seek.SetTargetPosition( goalent->worldorigin );
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seek.SetTargetVelocity( goalent->velocity );
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}
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else
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{
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seek.SetTargetPosition( goal );
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seek.SetTargetVelocity( vec_zero );
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}
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seek.SetPosition( self.worldorigin );
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seek.SetDir( self.movedir );
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seek.SetMaxSpeed( self.movespeed );
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result = seek.Evaluate( self );
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steeringforce = seek.steeringforce;
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if ( !result )
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{
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return false;
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}
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if ( avoidtime < level.time )
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{
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avoid.SetMaxSpeed( self.movespeed );
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avoid.SetPosition( self.worldorigin );
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avoid.SetDir( self.movedir );
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avoid.Evaluate( self );
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if ( avoid.steeringforce == vec_zero )
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{
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avoidtime = level.time + 0.1;
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}
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else
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{
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steeringforce += avoid.steeringforce;
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}
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}
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self.Accelerate( steeringforce );
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return true;
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}
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void CeilingChase::End (Actor &self)
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{
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seek.End( self );
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avoid.End( self );
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turnto.End( self );
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}
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