mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
c4ded89ad7
fix fteqcc issue unintentionally stripping things added model event support. added support for a couple of extra twiddles in the iqm format. modelviewer now highlights meshes (to display hitmesh areas). modelviewer now shows ragdolls, because I can. fixed some nq download issues/crashes/fallbacks. fixed 8bit bmp palette issue. added capturethrottlesize cvar to throttle recording speed if disk space is getting low (to avoid Maverick's demo encoder getting swamped). com_protocolname can now list multiple protocol names to list multiple server types. only the first will be reported to other clients however. can now be compiled without support for q1bsp or q1mdl. not useful, but hey. increase max_channels, by as much as is necessary. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5038 fc73d0e0-1445-4013-8a0c-d673dee63da5
629 lines
15 KiB
C
629 lines
15 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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// sv_move.c -- monster movement
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#include "quakedef.h"
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#include "pr_common.h"
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#if defined(CSQC_DAT) || !defined(CLIENTONLY)
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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hull_t *Q1BSP_ChooseHull(model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset);
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//this function is axial. major axis determines ground. if it switches slightly, a new axis may become the ground...
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qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up)
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{
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid;
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int a0,a1,a2; //logical x, y, z
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int sign;
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mins[0] = fabs(up[0]);
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mins[1] = fabs(up[1]);
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mins[2] = fabs(up[2]);
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if (mins[2] > mins[0] && mins[2] > mins[1])
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{
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a0 = 0;
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a1 = 1;
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a2 = 2;
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}
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else
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{
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a2 = mins[1] > mins[0];
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a0 = 1 - a2;
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a1 = 2;
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}
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sign = (up[a2]>0)?1:-1;
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VectorAdd (ent->v->origin, ent->v->mins, mins);
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#ifdef Q1BSPS
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if (world->worldmodel->fromgame == fg_quake || world->worldmodel->fromgame == fg_halflife)
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{
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//quake's hulls are weird. sizes are defined as from mins to mins+hullsize. the actual maxs is ignored other than for its size.
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hull_t *hull;
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hull = Q1BSP_ChooseHull(world->worldmodel, ent->xv->hull, ent->v->mins, ent->v->maxs, start);
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VectorAdd (mins, start, mins);
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VectorSubtract (mins, hull->clip_mins, maxs);
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VectorAdd (maxs, hull->clip_maxs, maxs);
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}
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else
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#endif
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VectorAdd (ent->v->origin, ent->v->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[a2] = (sign<0)?maxs[a2]:mins[a2] - sign;
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[a0] = x ? maxs[a0] : mins[a0];
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start[a1] = y ? maxs[a1] : mins[a1];
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if (!(World_PointContents (world, start) & FTECONTENTS_SOLID))
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[a2] = (sign<0)?maxs[a2]:mins[a2];
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// the midpoint must be within 16 of the bottom
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start[a0] = stop[a0] = (mins[a0] + maxs[a0])*0.5;
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start[a1] = stop[a1] = (mins[a1] + maxs[a1])*0.5;
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stop[a2] = start[a2] - 2*movevars.stepheight*sign;
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
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if (trace.fraction == 1.0)
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return false;
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mid = trace.endpos[2];
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mid = (mid-start[a2]-(movevars.stepheight*sign)) / (stop[a2]-start[a2]);
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[a0] = stop[a0] = x ? maxs[a0] : mins[a0];
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start[a1] = stop[a1] = y ? maxs[a1] : mins[a1];
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
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if (trace.fraction == 1.0 || trace.fraction > mid)//mid - trace.endpos[2] > movevars.stepheight)
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return false;
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}
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c_yes++;
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals, trace_t *trace), struct globalvars_s *set_trace_globs)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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wedict_t *enemy = world->edicts;
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int eflags = ent->v->flags;
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vec3_t eaxis[3];
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if (!axis)
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{
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//fixme?
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World_GetEntGravityAxis(ent, eaxis);
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axis = eaxis;
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}
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#ifndef CLIENTONLY
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if (progstype != PROG_H2 || world != &sv.world)
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#endif
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eflags &= ~FLH2_NOZ|FLH2_HUNTFACE;
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// try the move
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VectorCopy (ent->v->origin, oldorg);
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VectorAdd (ent->v->origin, move, neworg);
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// flying monsters don't step up
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if ((eflags & (FL_SWIM | FL_FLY)) && !(eflags & (FLH2_NOZ|FLH2_HUNTFACE)))
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (ent->v->origin, move, neworg);
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if (!noenemy)
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{
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enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy);
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if (i == 0 && enemy->entnum)
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{
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VectorSubtract(ent->v->origin, ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin, end);
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dz = DotProduct(end, axis[2]);
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if (eflags & FLH2_HUNTFACE) /*get the ent's origin_z to match its victims face*/
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dz += ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->view_ofs[2];
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if (dz > 40)
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VectorMA(neworg, -8, axis[2], neworg);
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if (dz < 30)
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VectorMA(neworg, 8, axis[2], neworg);
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}
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}
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trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
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if (set_move_trace)
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set_move_trace(world->progs, set_trace_globs, &trace);
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if (trace.fraction == 1)
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{
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if ( (eflags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID))
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continue; // swim monster left water
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VectorCopy (trace.endpos, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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if (noenemy || !enemy->entnum)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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VectorMA(neworg, movevars.stepheight, axis[2], neworg);
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VectorMA(neworg, movevars.stepheight*-2, axis[2], end);
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(world->progs, set_trace_globs, &trace);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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//move up by an extra step, if needed
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VectorMA(neworg, -movevars.stepheight, axis[2], neworg);
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(world->progs, set_trace_globs, &trace);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->v->origin, move, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->v->origin);
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if (!World_CheckBottom (world, ent, axis[2]))
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{
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v->origin);
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return false;
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}
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
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}
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ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent);
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// the move is ok
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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//============================================================================
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qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3])
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{
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if (ent->xv->gravitydir[0] || ent->xv->gravitydir[1] || ent->xv->gravitydir[2])
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{
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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VectorNegate(ent->xv->gravitydir, axis[2]);
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VectorNormalize(axis[2]);
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PerpendicularVector(axis[0], axis[2]);
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VectorNormalize(axis[0]);
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CrossProduct(axis[2], axis[0], axis[1]);
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VectorNormalize(axis[1]);
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return true;
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}
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else
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{
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VectorSet(axis[0], 1, 0, 0);
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VectorSet(axis[1], 0, 1, 0);
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VectorSet(axis[2], 0, 0, 1);
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return false;
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}
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}
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/*
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==============
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PF_changeyaw
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This was a major timewaster in progs, so it was converted to C
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==============
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*/
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float World_changeyaw (wedict_t *ent)
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{
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float ideal, current, move, speed;
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vec3_t surf[3];
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if (World_GetEntGravityAxis(ent, surf))
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{
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//complex matrix stuff
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float mat[16];
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float surfm[16], invsurfm[16];
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float viewm[16];
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vec3_t view[4];
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vec3_t vang;
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/*calc current view matrix relative to the surface*/
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ent->v->angles[PITCH] *= -1;
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AngleVectors(ent->v->angles, view[0], view[1], view[2]);
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VectorNegate(view[1], view[1]);
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World_GetEntGravityAxis(ent, surf);
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Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
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Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
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/*calc current view matrix relative to the surface*/
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Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
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Matrix4_Multiply(viewm, invsurfm, mat);
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/*convert that back to angles*/
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Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
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VectorAngles(view[0], view[2], vang);
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/*edit it*/
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ideal = ent->v->ideal_yaw;
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speed = ent->v->yaw_speed;
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move = ideal - anglemod(vang[YAW]);
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if (move > 180)
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move -= 360;
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else if (move < -180)
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move += 360;
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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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vang[YAW] = anglemod(vang[YAW] + move);
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/*clamp pitch, kill roll. monsters don't pitch/roll.*/
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vang[PITCH] = 0;
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vang[ROLL] = 0;
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move = ideal - vang[YAW];
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/*turn those angles back to a matrix*/
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AngleVectors(vang, view[0], view[1], view[2]);
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VectorNegate(view[1], view[1]);
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Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
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/*rotate back into world space*/
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Matrix4_Multiply(mat, surfm, viewm);
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/*and figure out the final result*/
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Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
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VectorAngles(view[0], view[2], ent->v->angles);
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//make sure everything is sane
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ent->v->angles[PITCH] = anglemod(ent->v->angles[PITCH]);
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ent->v->angles[YAW] = anglemod(ent->v->angles[YAW]);
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ent->v->angles[ROLL] = anglemod(ent->v->angles[ROLL]);
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return move;
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}
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//FIXME: gravitydir. reorient the angles to change the yaw with respect to the current ground surface.
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current = anglemod( ent->v->angles[1] );
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ideal = ent->v->ideal_yaw;
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speed = ent->v->yaw_speed;
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if (current == ideal)
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return 0;
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move = ideal - current;
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if (ideal > current)
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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->v->angles[1] = anglemod (current + move);
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return ideal - ent->v->angles[1];
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}
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3])
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{
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vec3_t move, oldorigin;
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float delta, s;
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ent->v->ideal_yaw = yaw;
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delta = World_changeyaw(ent);
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yaw = yaw*M_PI*2 / 360;
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s = cos(yaw)*dist;
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VectorScale(axis[0], s, move);
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s = sin(yaw)*dist;
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VectorMA(move, s, axis[1], move);
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//FIXME: Hexen2: ent flags & FL_SET_TRACE
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VectorCopy (ent->v->origin, oldorigin);
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if (World_movestep (world, ent, move, axis, false, false, NULL, NULL))
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{
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delta = anglemod(delta);
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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//FIXME: surely this is noticably inefficient?
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VectorCopy (oldorigin, ent->v->origin);
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}
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World_LinkEdict (world, ent, true);
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return true;
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}
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World_LinkEdict (world, ent, true);
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return false;
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}
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|
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/*
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======================
|
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SV_FixCheckBottom
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|
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======================
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*/
|
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void World_FixCheckBottom (wedict_t *ent)
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{
|
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// Con_Printf ("SV_FixCheckBottom\n");
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ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
|
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#define DI_NODIR -1
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|
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void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3])
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{
|
|
float deltax,deltay;
|
|
float d[3];
|
|
float tdir, olddir, turnaround;
|
|
|
|
olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
|
|
turnaround = anglemod(olddir - 180);
|
|
|
|
VectorSubtract(enemy->v->origin, actor->v->origin, d);
|
|
deltax = DotProduct(d, axis[0]);
|
|
deltay = DotProduct(d, axis[1]);
|
|
if (deltax>10)
|
|
d[1]= 0;
|
|
else if (deltax<-10)
|
|
d[1]= 180;
|
|
else
|
|
d[1]= DI_NODIR;
|
|
if (deltay<-10)
|
|
d[2]= 270;
|
|
else if (deltay>10)
|
|
d[2]= 90;
|
|
else
|
|
d[2]= DI_NODIR;
|
|
|
|
// try direct route
|
|
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
|
{
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? 45 : 315;
|
|
else
|
|
tdir = d[2] == 90 ? 135 : 215;
|
|
|
|
if (tdir != turnaround && World_StepDirection(world, actor, tdir, dist, axis))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if ( ((rand()&3) & 1) || fabs(deltay)>fabs(deltax))
|
|
{
|
|
tdir=d[1];
|
|
d[1]=d[2];
|
|
d[2]=tdir;
|
|
}
|
|
|
|
if (d[1]!=DI_NODIR && d[1]!=turnaround
|
|
&& World_StepDirection(world, actor, d[1], dist, axis))
|
|
return;
|
|
|
|
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
|
&& World_StepDirection(world, actor, d[2], dist, axis))
|
|
return;
|
|
|
|
/* there is no direct path to the player, so pick another direction */
|
|
|
|
if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist, axis))
|
|
return;
|
|
|
|
if (rand()&1) /*randomly determine direction of search*/
|
|
{
|
|
for (tdir=0 ; tdir<=315 ; tdir += 45)
|
|
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for (tdir=315 ; tdir >=0 ; tdir -= 45)
|
|
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
|
|
return;
|
|
}
|
|
|
|
if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist, axis) )
|
|
return;
|
|
|
|
actor->v->ideal_yaw = olddir; // can't move
|
|
|
|
// if a bridge was pulled out from underneath a monster, it may not have
|
|
// a valid standing position at all
|
|
|
|
if (!World_CheckBottom (world, actor, axis[2]))
|
|
World_FixCheckBottom (actor);
|
|
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_CloseEnough
|
|
|
|
======================
|
|
*/
|
|
qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
|
|
return false;
|
|
if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_MoveToGoal
|
|
|
|
======================
|
|
*/
|
|
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
|
|
{
|
|
wedict_t *goal;
|
|
vec3_t axis[3];
|
|
|
|
ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self);
|
|
goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity);
|
|
|
|
if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// if the next step hits the enemy, return immediately
|
|
if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) )
|
|
return true;
|
|
|
|
|
|
World_GetEntGravityAxis(ent, axis);
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 ||
|
|
!World_StepDirection (world, ent, ent->v->ideal_yaw, dist, axis))
|
|
{
|
|
World_NewChaseDir (world, ent, goal, dist, axis);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#endif
|