SERVER: Fix TryWalkToEnemy false reporting on non-fully-obscured objects

This commit is contained in:
cypress 2023-10-30 14:08:49 -04:00
parent 4f9754c208
commit fcadbeb7c5

View file

@ -510,10 +510,20 @@ void(float dist) Window_Hop =
float() TryWalkToEnemy =
{
//was tracebox
float TraceResult;
TraceResult = tracemove(self.origin,VEC_HULL_MIN,VEC_HULL_MAX,self.enemy.origin,TRUE,self);
if(TraceResult == 1) {
// TryWalkToEnemy attempts to see if a Zombie can ignore waypoints
// and just charge straight towards its enemy. Originally, this was
// pretty broken and limited. If it could draw a line from its origin
// to the player's, it'd walk right towards it. This was an issue if
// only the zombies's torso was exposed but not the head (meaning it
// could not fit in a walkable space). It now performs both a head
// trace and a foot trace. It also makes sure the Z (up/down) axis
// between the two entities are in close proximity to avoid neglecting
// staircases. -- cypress (30 Oct 2023)
float TraceResultHead, TraceResultFeet;
TraceResultHead = tracemove(self.origin + '0 0 32',VEC_HULL_MIN,VEC_HULL_MAX,self.enemy.origin,TRUE,self);
TraceResultFeet = tracemove(self.origin - '0 0 24',VEC_HULL_MIN,VEC_HULL_MAX,self.enemy.origin,TRUE,self);
float z_axis_diff = fabs(self.origin_z - self.enemy.origin_z);
if(TraceResultHead == 1 && TraceResultFeet == 1 && z_axis_diff <= 30) {
self.goalentity = self.enemy;
self.chase_time = time + 7;
return 1;