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695 lines
19 KiB
C
695 lines
19 KiB
C
/*
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Copyright (C) 1998 Steve Yeager
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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///////////////////////////////////////////////////////////////////////
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//
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// ACE - Quake II Bot Base Code
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//
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// Version 1.0
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//
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// This file is Copyright(c), Steve Yeager 1998, All Rights Reserved
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//
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//
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// All other files are Copyright(c) Id Software, Inc.
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//
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// Please see liscense.txt in the source directory for the copyright
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// information regarding those files belonging to Id Software, Inc.
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//
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// Should you decide to release a modified version of ACE, you MUST
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// include the following text (minus the BEGIN and END lines) in the
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// documentation for your modification.
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//
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// --- BEGIN ---
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//
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// The ACE Bot is a product of Steve Yeager, and is available from
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// the ACE Bot homepage, at http://www.axionfx.com/ace.
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//
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// This program is a modification of the ACE Bot, and is therefore
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// in NO WAY supported by Steve Yeager.
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//
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// --- END ---
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//
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// I, Steve Yeager, hold no responsibility for any harm caused by the
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// use of this source code, especially to small children and animals.
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// It is provided as-is with no implied warranty or support.
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//
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// I also wish to thank and acknowledge the great work of others
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// that has helped me to develop this code.
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//
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// John Cricket - For ideas and swapping code.
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// Ryan Feltrin - For ideas and swapping code.
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// SABIN - For showing how to do true client based movement.
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// BotEpidemic - For keeping us up to date.
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// Telefragged.com - For giving ACE a home.
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// Microsoft - For giving us such a wonderful crash free OS.
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// id - Need I say more.
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//
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// And to all the other testers, pathers, and players and people
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// who I can't remember who the heck they were, but helped out.
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//
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///////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////
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// acebot_movement.c - This file contains all of the
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// movement routines for the ACE bot
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//
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///////////////////////////////////////////////////////////////////////
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#include "g_local.h"
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#include "acebot.h"
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// Platform states
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#define STATE_TOP 0
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#define STATE_BOTTOM 1
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#define STATE_UP 2
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#define STATE_DOWN 3
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///////////////////////////////////////////////////////////////////////
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// Checks if bot can move (really just checking the ground)
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// Also, this is not a real accurate check, but does a
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// pretty good job and looks for lava/slime.
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///////////////////////////////////////////////////////////////////////
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qboolean ACEMV_CanMove(edict_t *self, int direction)
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{
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vec3_t forward, right;
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vec3_t offset,start,end;
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vec3_t angles;
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trace_t tr;
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// Now check to see if move will move us off an edge
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VectorCopy(self->s.angles,angles);
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if(direction == MOVE_LEFT)
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angles[1] += 90;
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else if(direction == MOVE_RIGHT)
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angles[1] -= 90;
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else if(direction == MOVE_BACK)
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angles[1] -=180;
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// Set up the vectors
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AngleVectors (angles, forward, right, NULL);
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VectorSet(offset, 36, 0, 24);
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G_ProjectSource (self->s.origin, offset, forward, right, start);
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VectorSet(offset, 36, 0, -400);
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G_ProjectSource (self->s.origin, offset, forward, right, end);
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tr = gi.trace(start, NULL, NULL, end, self, MASK_OPAQUE);
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if(tr.fraction > 0.3 && tr.fraction != 1 || tr.contents & (CONTENTS_LAVA|CONTENTS_SLIME))
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{
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if(debug_mode)
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debug_printf("%s: move blocked\n",self->client->pers.netname);
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return false;
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}
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return true; // yup, can move
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}
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///////////////////////////////////////////////////////////////////////
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// Handle special cases of crouch/jump
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//
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// If the move is resolved here, this function returns
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// true.
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///////////////////////////////////////////////////////////////////////
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qboolean ACEMV_SpecialMove(edict_t *self, usercmd_t *ucmd)
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{
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vec3_t dir,forward,right,start,end,offset;
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vec3_t top;
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trace_t tr;
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// Get current direction
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VectorCopy(self->client->ps.viewangles,dir);
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dir[YAW] = self->s.angles[YAW];
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AngleVectors (dir, forward, right, NULL);
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VectorSet(offset, 18, 0, 0);
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G_ProjectSource (self->s.origin, offset, forward, right, start);
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offset[0] += 18;
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G_ProjectSource (self->s.origin, offset, forward, right, end);
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// trace it
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start[2] += 18; // so they are not jumping all the time
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end[2] += 18;
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tr = gi.trace (start, self->mins, self->maxs, end, self, MASK_MONSTERSOLID);
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if(tr.allsolid)
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{
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// Check for crouching
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start[2] -= 14;
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end[2] -= 14;
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// Set up for crouching check
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VectorCopy(self->maxs,top);
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top[2] = 0.0; // crouching height
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tr = gi.trace (start, self->mins, top, end, self, MASK_PLAYERSOLID);
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// Crouch
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if(!tr.allsolid)
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{
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ucmd->forwardmove = 400;
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ucmd->upmove = -400;
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return true;
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}
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// Check for jump
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start[2] += 32;
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end[2] += 32;
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tr = gi.trace (start, self->mins, self->maxs, end, self, MASK_MONSTERSOLID);
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if(!tr.allsolid)
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{
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ucmd->forwardmove = 400;
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ucmd->upmove = 400;
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return true;
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}
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}
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return false; // We did not resolve a move here
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}
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///////////////////////////////////////////////////////////////////////
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// Checks for obstructions in front of bot
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//
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// This is a function I created origianlly for ACE that
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// tries to help steer the bot around obstructions.
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//
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// If the move is resolved here, this function returns true.
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///////////////////////////////////////////////////////////////////////
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qboolean ACEMV_CheckEyes(edict_t *self, usercmd_t *ucmd)
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{
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vec3_t forward, right;
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vec3_t leftstart, rightstart,focalpoint;
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vec3_t upstart,upend;
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vec3_t dir,offset;
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trace_t traceRight,traceLeft,traceUp, traceFront; // for eyesight
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// Get current angle and set up "eyes"
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VectorCopy(self->s.angles,dir);
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AngleVectors (dir, forward, right, NULL);
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// Let them move to targets by walls
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if(!self->movetarget)
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VectorSet(offset,200,0,4); // focalpoint
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else
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VectorSet(offset,36,0,4); // focalpoint
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G_ProjectSource (self->s.origin, offset, forward, right, focalpoint);
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// Check from self to focalpoint
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// Ladder code
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VectorSet(offset,36,0,0); // set as high as possible
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G_ProjectSource (self->s.origin, offset, forward, right, upend);
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traceFront = gi.trace(self->s.origin, self->mins, self->maxs, upend, self, MASK_OPAQUE);
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if(traceFront.contents & 0x8000000) // using detail brush here cuz sometimes it does not pick up ladders...??
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{
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ucmd->upmove = 400;
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ucmd->forwardmove = 400;
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return true;
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}
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// If this check fails we need to continue on with more detailed checks
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if(traceFront.fraction == 1)
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{
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ucmd->forwardmove = 400;
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return true;
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}
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VectorSet(offset, 0, 18, 4);
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G_ProjectSource (self->s.origin, offset, forward, right, leftstart);
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offset[1] -= 36; // want to make sure this is correct
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//VectorSet(offset, 0, -18, 4);
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G_ProjectSource (self->s.origin, offset, forward, right, rightstart);
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traceRight = gi.trace(rightstart, NULL, NULL, focalpoint, self, MASK_OPAQUE);
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traceLeft = gi.trace(leftstart, NULL, NULL, focalpoint, self, MASK_OPAQUE);
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// Wall checking code, this will degenerate progressivly so the least cost
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// check will be done first.
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// If open space move ok
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if(traceRight.fraction != 1 || traceLeft.fraction != 1 || strcmp(traceLeft.ent->classname,"func_door")!=0)
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{
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// Special uppoint logic to check for slopes/stairs/jumping etc.
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VectorSet(offset, 0, 18, 24);
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G_ProjectSource (self->s.origin, offset, forward, right, upstart);
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VectorSet(offset,0,0,200); // scan for height above head
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G_ProjectSource (self->s.origin, offset, forward, right, upend);
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traceUp = gi.trace(upstart, NULL, NULL, upend, self, MASK_OPAQUE);
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VectorSet(offset,200,0,200*traceUp.fraction-5); // set as high as possible
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G_ProjectSource (self->s.origin, offset, forward, right, upend);
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traceUp = gi.trace(upstart, NULL, NULL, upend, self, MASK_OPAQUE);
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// If the upper trace is not open, we need to turn.
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if(traceUp.fraction != 1)
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{
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if(traceRight.fraction > traceLeft.fraction)
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self->s.angles[YAW] += (1.0 - traceLeft.fraction) * 45.0;
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else
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self->s.angles[YAW] += -(1.0 - traceRight.fraction) * 45.0;
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ucmd->forwardmove = 400;
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return true;
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}
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////
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// Make the change in angles a little more gradual, not so snappy
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// Subtle, but noticeable.
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//
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// Modified from the original id ChangeYaw code...
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///////////////////////////////////////////////////////////////////////
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void ACEMV_ChangeBotAngle (edict_t *ent)
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{
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float ideal_yaw;
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float ideal_pitch;
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float current_yaw;
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float current_pitch;
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float move;
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float speed;
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vec3_t ideal_angle;
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// Normalize the move angle first
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VectorNormalize(ent->move_vector);
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current_yaw = anglemod(ent->s.angles[YAW]);
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current_pitch = anglemod(ent->s.angles[PITCH]);
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vectoangles (ent->move_vector, ideal_angle);
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ideal_yaw = anglemod(ideal_angle[YAW]);
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ideal_pitch = anglemod(ideal_angle[PITCH]);
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// Yaw
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if (current_yaw != ideal_yaw)
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{
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move = ideal_yaw - current_yaw;
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speed = ent->yaw_speed;
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if (ideal_yaw > current_yaw)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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ent->s.angles[YAW] = anglemod (current_yaw + move);
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}
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// Pitch
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if (current_pitch != ideal_pitch)
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{
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move = ideal_pitch - current_pitch;
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speed = ent->yaw_speed;
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if (ideal_pitch > current_pitch)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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ent->s.angles[PITCH] = anglemod (current_pitch + move);
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}
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}
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///////////////////////////////////////////////////////////////////////
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// Set bot to move to it's movetarget. (following node path)
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///////////////////////////////////////////////////////////////////////
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void ACEMV_MoveToGoal(edict_t *self, usercmd_t *ucmd)
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{
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// If a rocket or grenade is around deal with it
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// Simple, but effective (could be rewritten to be more accurate)
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if(strcmp(self->movetarget->classname,"rocket")==0 ||
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strcmp(self->movetarget->classname,"grenade")==0 ||
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strcmp(self->movetarget->classname,"homing rocket")==0)
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{
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VectorSubtract (self->movetarget->s.origin, self->s.origin, self->move_vector);
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ACEMV_ChangeBotAngle(self);
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if(debug_mode)
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debug_printf("%s: Oh crap a rocket!\n",self->client->pers.netname);
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// strafe left/right
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if(rand()%1 && ACEMV_CanMove(self, MOVE_LEFT))
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ucmd->sidemove = -400;
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else if(ACEMV_CanMove(self, MOVE_RIGHT))
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ucmd->sidemove = 400;
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return;
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}
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else
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{
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// Set bot's movement direction
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VectorSubtract (self->movetarget->s.origin, self->s.origin, self->move_vector);
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ACEMV_ChangeBotAngle(self);
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ucmd->forwardmove = 400;
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return;
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}
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}
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///////////////////////////////////////////////////////////////////////
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// Main movement code. (following node path)
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///////////////////////////////////////////////////////////////////////
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void ACEMV_Move(edict_t *self, usercmd_t *ucmd)
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{
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vec3_t dist;
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int current_node_type=-1;
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int next_node_type=-1;
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int i;
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// Get current and next node back from nav code.
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if(!ACEND_FollowPath(self))
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{
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self->state = STATE_WANDER;
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self->wander_timeout = level.time + 1.0;
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return;
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}
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current_node_type = nodes[self->current_node].type;
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next_node_type = nodes[self->next_node].type;
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///////////////////////////
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// Move To Goal
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///////////////////////////
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if (self->movetarget)
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ACEMV_MoveToGoal(self,ucmd);
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////////////////////////////////////////////////////////
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// Grapple
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///////////////////////////////////////////////////////
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if(next_node_type == NODE_GRAPPLE)
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{
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ACEMV_ChangeBotAngle(self);
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ACEIT_ChangeWeapon(self,FindItem("grapple"));
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ucmd->buttons = BUTTON_ATTACK;
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return;
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}
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// Reset the grapple if hangin on a graple node
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if(current_node_type == NODE_GRAPPLE)
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{
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CTFPlayerResetGrapple(self);
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return;
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}
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////////////////////////////////////////////////////////
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// Platforms
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///////////////////////////////////////////////////////
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if(current_node_type != NODE_PLATFORM && next_node_type == NODE_PLATFORM)
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{
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// check to see if lift is down?
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for(i=0;i<num_items;i++)
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if(item_table[i].node == self->next_node)
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if(item_table[i].ent && // Knightmare- fix crash
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item_table[i].ent->moveinfo.state != STATE_BOTTOM) // crashes here
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return; // Wait for elevator
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}
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if(current_node_type == NODE_PLATFORM && next_node_type == NODE_PLATFORM)
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{
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// Move to the center
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self->move_vector[2] = 0; // kill z movement
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if(VectorLength(self->move_vector) > 10)
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ucmd->forwardmove = 200; // walk to center
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ACEMV_ChangeBotAngle(self);
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return; // No move, riding elevator
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}
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////////////////////////////////////////////////////////
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// Jumpto Nodes
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///////////////////////////////////////////////////////
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if(next_node_type == NODE_JUMP ||
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(current_node_type == NODE_JUMP && next_node_type != NODE_ITEM && nodes[self->next_node].origin[2] > self->s.origin[2]))
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{
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// Set up a jump move
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ucmd->forwardmove = 400;
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ucmd->upmove = 400;
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ACEMV_ChangeBotAngle(self);
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VectorCopy(self->move_vector,dist);
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VectorScale(dist,440,self->velocity);
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return;
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}
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////////////////////////////////////////////////////////
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// Ladder Nodes
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///////////////////////////////////////////////////////
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if(next_node_type == NODE_LADDER && nodes[self->next_node].origin[2] > self->s.origin[2])
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{
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// Otherwise move as fast as we can
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ucmd->forwardmove = 400;
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self->velocity[2] = 320;
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ACEMV_ChangeBotAngle(self);
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return;
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}
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// If getting off the ladder
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if(current_node_type == NODE_LADDER && next_node_type != NODE_LADDER &&
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nodes[self->next_node].origin[2] > self->s.origin[2])
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{
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ucmd->forwardmove = 400;
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ucmd->upmove = 200;
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self->velocity[2] = 200;
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ACEMV_ChangeBotAngle(self);
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return;
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}
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////////////////////////////////////////////////////////
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// Water Nodes
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///////////////////////////////////////////////////////
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if(current_node_type == NODE_WATER)
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{
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// We need to be pointed up/down
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ACEMV_ChangeBotAngle(self);
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// If the next node is not in the water, then move up to get out.
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if(next_node_type != NODE_WATER && !(gi.pointcontents(nodes[self->next_node].origin) & MASK_WATER)) // Exit water
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ucmd->upmove = 400;
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ucmd->forwardmove = 300;
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return;
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}
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// Falling off ledge?
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if(!self->groundentity)
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{
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ACEMV_ChangeBotAngle(self);
|
|
|
|
self->velocity[0] = self->move_vector[0] * 360;
|
|
self->velocity[1] = self->move_vector[1] * 360;
|
|
|
|
return;
|
|
}
|
|
|
|
// Check to see if stuck, and if so try to free us
|
|
// Also handles crouching
|
|
if(VectorLength(self->velocity) < 37)
|
|
{
|
|
// Keep a random factor just in case....
|
|
if(random() > 0.1 && ACEMV_SpecialMove(self, ucmd))
|
|
return;
|
|
|
|
self->s.angles[YAW] += random() * 180 - 90;
|
|
|
|
ucmd->forwardmove = 400;
|
|
|
|
return;
|
|
}
|
|
|
|
// Otherwise move as fast as we can
|
|
ucmd->forwardmove = 400;
|
|
|
|
ACEMV_ChangeBotAngle(self);
|
|
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
// Wandering code (based on old ACE movement code)
|
|
///////////////////////////////////////////////////////////////////////
|
|
void ACEMV_Wander(edict_t *self, usercmd_t *ucmd)
|
|
{
|
|
vec3_t temp;
|
|
|
|
// Do not move
|
|
if(self->next_move_time > level.time)
|
|
return;
|
|
|
|
// Special check for elevators, stand still until the ride comes to a complete stop.
|
|
if(self->groundentity != NULL && self->groundentity->use == Use_Plat)
|
|
if(self->groundentity->moveinfo.state == STATE_UP ||
|
|
self->groundentity->moveinfo.state == STATE_DOWN) // only move when platform not
|
|
{
|
|
self->velocity[0] = 0;
|
|
self->velocity[1] = 0;
|
|
self->velocity[2] = 0;
|
|
self->next_move_time = level.time + 0.5;
|
|
return;
|
|
}
|
|
|
|
|
|
// Is there a target to move to
|
|
if (self->movetarget)
|
|
ACEMV_MoveToGoal(self,ucmd);
|
|
|
|
////////////////////////////////
|
|
// Swimming?
|
|
////////////////////////////////
|
|
VectorCopy(self->s.origin,temp);
|
|
temp[2]+=24;
|
|
|
|
if(gi.pointcontents (temp) & MASK_WATER)
|
|
{
|
|
// If drowning and no node, move up
|
|
if(self->client->next_drown_time > 0)
|
|
{
|
|
ucmd->upmove = 1;
|
|
self->s.angles[PITCH] = -45;
|
|
}
|
|
else
|
|
ucmd->upmove = 15;
|
|
|
|
ucmd->forwardmove = 300;
|
|
}
|
|
else
|
|
self->client->next_drown_time = 0; // probably shound not be messing with this, but
|
|
|
|
////////////////////////////////
|
|
// Lava?
|
|
////////////////////////////////
|
|
temp[2]-=48;
|
|
if(gi.pointcontents(temp) & (CONTENTS_LAVA|CONTENTS_SLIME))
|
|
{
|
|
// safe_bprintf(PRINT_MEDIUM,"lava jump\n");
|
|
self->s.angles[YAW] += random() * 360 - 180;
|
|
ucmd->forwardmove = 400;
|
|
ucmd->upmove = 400;
|
|
return;
|
|
}
|
|
|
|
if(ACEMV_CheckEyes(self,ucmd))
|
|
return;
|
|
|
|
// Check for special movement if we have a normal move (have to test)
|
|
if(VectorLength(self->velocity) < 37)
|
|
{
|
|
if(random() > 0.1 && ACEMV_SpecialMove(self,ucmd))
|
|
return;
|
|
|
|
self->s.angles[YAW] += random() * 180 - 90;
|
|
|
|
if(!M_CheckBottom(self) || !self->groundentity) // if there is ground continue otherwise wait for next move
|
|
ucmd->forwardmove = 400;
|
|
|
|
return;
|
|
}
|
|
|
|
ucmd->forwardmove = 400;
|
|
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
// Attack movement routine
|
|
//
|
|
// NOTE: Very simple for now, just a basic move about avoidance.
|
|
// Change this routine for more advanced attack movement.
|
|
///////////////////////////////////////////////////////////////////////
|
|
void ACEMV_Attack (edict_t *self, usercmd_t *ucmd)
|
|
{
|
|
float c;
|
|
vec3_t target;
|
|
vec3_t angles;
|
|
|
|
// Randomly choose a movement direction
|
|
c = random();
|
|
|
|
if(c < 0.2 && ACEMV_CanMove(self,MOVE_LEFT))
|
|
ucmd->sidemove -= 400;
|
|
else if(c < 0.4 && ACEMV_CanMove(self,MOVE_RIGHT))
|
|
ucmd->sidemove += 400;
|
|
|
|
if(c < 0.6 && ACEMV_CanMove(self,MOVE_FORWARD))
|
|
ucmd->forwardmove += 400;
|
|
else if(c < 0.8 && ACEMV_CanMove(self,MOVE_FORWARD))
|
|
ucmd->forwardmove -= 400;
|
|
|
|
if(c < 0.95)
|
|
ucmd->upmove -= 200;
|
|
else
|
|
ucmd->upmove += 200;
|
|
|
|
// Set the attack
|
|
ucmd->buttons = BUTTON_ATTACK;
|
|
|
|
// Aim
|
|
VectorCopy(self->enemy->s.origin,target);
|
|
|
|
// modify attack angles based on accuracy (mess this up to make the bot's aim not so deadly)
|
|
// target[0] += (random()-0.5) * 20;
|
|
// target[1] += (random()-0.5) * 20;
|
|
|
|
// Set direction
|
|
VectorSubtract (target, self->s.origin, self->move_vector);
|
|
vectoangles (self->move_vector, angles);
|
|
VectorCopy(angles,self->s.angles);
|
|
|
|
// if(debug_mode)
|
|
// debug_printf("%s attacking %s\n",self->client->pers.netname,self->enemy->client->pers.netname);
|
|
}
|