jedi-academy/code/game/AI_Civilian.cpp
2013-04-04 17:35:38 -05:00

43 lines
No EOL
1.5 KiB
C++

// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "Q3_Interface.h"
extern qboolean NPC_CheckSurrender( void );
extern void NPC_BehaviorSet_Default( int bState );
void NPC_BSCivilian_Default( int bState )
{
if ( NPC->enemy
&& NPC->s.weapon == WP_NONE
&& NPC_CheckSurrender() )
{//surrendering, do nothing
}
else if ( NPC->enemy
&& NPC->s.weapon == WP_NONE
&& bState != BS_HUNT_AND_KILL
&& !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
{//if in battle and have no weapon, run away, fixme: when in BS_HUNT_AND_KILL, they just stand there
if ( !NPCInfo->goalEntity
|| bState != BS_FLEE //not fleeing
|| ( NPC_BSFlee()//have reached our flee goal
&& NPC->enemy//still have enemy (NPC_BSFlee checks enemy and can clear it)
&& DistanceSquared( NPC->currentOrigin, NPC->enemy->currentOrigin ) < 16384 )//enemy within 128
)
{//run away!
NPC_StartFlee( NPC->enemy, NPC->enemy->currentOrigin, AEL_DANGER_GREAT, 5000, 10000 );
}
}
else
{//not surrendering
//FIXME: if unarmed and a jawa/ugnuaght, constantly look for enemies/players to run away from?
//FIXME: if we have a weapon and an enemy, set out playerTeam to the opposite of our enemy..???
NPC_BehaviorSet_Default(bState);
}
if ( !VectorCompare( NPC->client->ps.moveDir, vec3_origin ) )
{//moving
if ( NPC->client->ps.legsAnim == BOTH_COWER1 )
{//stop cowering anim on legs
NPC->client->ps.legsAnimTimer = 0;
}
}
}