788 lines
14 KiB
C++
788 lines
14 KiB
C++
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/*
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* $Header: /HexenWorld/HCode/ai2.hc 1 2/04/98 1:59p Rjohnson $
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*/
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void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.pathcorner
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The next path spot to walk toward. If .enemy, ignore .pathcorner
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When an enemy is killed, the monster will try to return to it's path.
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.hunt_time
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. This causes the monster to use wall following code for
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movement direction instead of sighting on the player.
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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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.pausetime
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A monster will leave it's stand state and head towards it's .pathcorner when
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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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void()SetNextWaypoint;
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float(entity targ , entity from)infront_of_ent;
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float()eidolon_check_attack;
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void()multiplayer_health;
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//void()check_climb;
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//
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// globals
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//
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float current_yaw;
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//
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// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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// will wake up even if they wouldn't have noticed the player
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//
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float sight_entity_time;
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void()riderpath_init;
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void(float move_speed)riderpath_move;
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float(float move_speed)eidolon_riderpath_move;
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void() eidolon_guarding;
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void()hive_die;
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float(float v) anglemod =
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{
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while (v >= 360)
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v = v - 360;
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while (v < 0)
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v = v + 360;
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return v;
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};
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//============================================================================
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/*
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=============
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range
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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float(entity targ) range =
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{
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local vector spot1, spot2;
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local float r,melee;
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if((self.solid==SOLID_BSP||self.solid==SOLID_TRIGGER)&&self.origin=='0 0 0')
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spot1=(self.absmax+self.absmin)*0.5;
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else
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spot1 = self.origin + self.view_ofs;
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if((targ.solid==SOLID_BSP||targ.solid==SOLID_TRIGGER)&&targ.origin=='0 0 0')
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spot2=(targ.absmax+targ.absmin)*0.5;
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else
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (self.classname=="monster_mummy")
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melee = 50;
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else
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melee = 100;
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if (r < melee)
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return RANGE_MELEE;
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if (r < 500)
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return RANGE_NEAR;
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if (r < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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};
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/*
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=============
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visible2ent
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float visible2ent (entity targ, entity forent)
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{
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vector spot1, spot2;
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if((forent.solid==SOLID_BSP||forent.solid==SOLID_TRIGGER)&&forent.origin=='0 0 0')
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spot1=(forent.absmax+forent.absmin)*0.5;
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else
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spot1 = forent.origin + forent.view_ofs;
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if((targ.solid==SOLID_BSP||targ.solid==SOLID_TRIGGER)&&targ.origin=='0 0 0')
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spot2=(targ.absmax+targ.absmin)*0.5;
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else
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, TRUE, forent); // see through other monsters
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if(trace_ent.thingtype>=THINGTYPE_WEBS)
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traceline (trace_endpos, spot2, TRUE, trace_ent);
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else if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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}
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/*
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=============
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infront_of_ent
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returns 1 if the targ is in front (in sight) of from
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=============
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*/
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float infront_of_ent (entity targ , entity from)
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{
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vector vec,spot1,spot2;
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float accept,dot;
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if(from.classname=="player")
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makevectors (from.v_angle);
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/* else if(from.classname=="monster_medusa")
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makevectors (from.angles+from.angle_ofs);
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*/ else
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makevectors (from.angles);
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if((from.solid==SOLID_BSP||from.solid==SOLID_TRIGGER)&&from.origin=='0 0 0')
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spot1=(from.absmax+from.absmin)*0.5;
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else
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spot1 = from.origin + from.view_ofs;
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spot2=(targ.absmax+targ.absmin)*0.5;
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vec = normalize (spot2 - spot1);
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dot = vec * v_forward;
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accept = 0.3;
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if ( dot > accept)
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return TRUE;
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return FALSE;
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}
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float visible (entity targ)
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{
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return visible2ent(targ,self);
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}
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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float infront (entity targ)
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{
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return infront_of_ent(targ,self);
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}
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//============================================================================
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/*
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===========
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ChangeYaw
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Turns towards self.ideal_yaw at self.yaw_speed
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Sets the global variable current_yaw
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Called every 0.1 sec by monsters
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============
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*/
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/*
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void ChangeYaw ()
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{
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float ideal, move;
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//current_yaw = self.ideal_yaw;
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// mod down the current angle
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current_yaw = anglemod( self.angles_y );
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ideal = self.ideal_yaw;
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if (current_yaw == ideal)
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return;
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move = ideal - current_yaw;
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if (ideal > 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 > self.yaw_speed)
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move = self.yaw_speed;
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}
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else
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{
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if (move < 0-self.yaw_speed )
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move = 0-self.yaw_speed;
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}
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current_yaw = anglemod (current_yaw + move);
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self.angles_y = current_yaw;
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}
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*/
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//============================================================================
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void() HuntTarget =
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{
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self.goalentity = self.enemy;
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if(self.spawnflags&PLAY_DEAD)
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{
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// dprint("getting up!!!\n");
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self.think=self.th_possum_up;
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self.spawnflags(-)PLAY_DEAD;
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}
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else
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self.think = self.th_run;
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// self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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thinktime self : 0.1;
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// SUB_AttackFinished (1); // wait a while before first attack
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};
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void SightSound (void)
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{
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if (self.classname == "monster_archer")
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sound (self, CHAN_VOICE, "archer/sight.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_archer_lord")
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sound (self, CHAN_VOICE, "archer/sight2.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_mummy")
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sound (self, CHAN_WEAPON, "mummy/sight.wav", 1, ATTN_NORM);
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else if (self.classname == "monster_mummy_lord")
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sound (self, CHAN_WEAPON, "mummy/sight2.wav", 1, ATTN_NORM);
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}
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void() FoundTarget =
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{
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if (self.enemy.classname == "player")
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{ // let other monsters see this monster for a while
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sight_entity = self;
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sight_entity_time = time + 1;
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}
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self.show_hostile = time + 1; // wake up other monsters
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SightSound ();
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HuntTarget ();
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};
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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Returns TRUE if an enemy was sighted
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When a player fires a missile, the point of impact becomes a fakeplayer so
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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float(float dont_hunt) FindTarget =
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{
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entity client;
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float r;
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// if the first spawnflag bit is set, the monster will only wake up on
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// really seeing the player, not another monster getting angry
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// spawnflags & 3 is a big hack, because zombie crucified used the first
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// spawn flag prior to the ambush flag, and I forgot about it, so the second
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// spawn flag works as well
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if(!deathmatch&&(self.classname=="monster_imp_lord"||self.classname=="cube_of_force"))
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return FindMonsterTarget();
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if (sight_entity_time >= time)
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{
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client = sight_entity;
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if (client.enemy == self.enemy)
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return TRUE;
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}
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else
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{
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client = checkclient ();
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if (!client)
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return FALSE; // current check entity isn't in PVS
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}
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if (client == self.enemy)
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return FALSE;
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if (client.flags & FL_NOTARGET)
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return FALSE;
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r = range (client);
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if (r == RANGE_FAR)
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return FALSE;
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if (r == RANGE_NEAR)
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{
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if (client.show_hostile < time && !infront (client))
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return FALSE;
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}
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else if (r == RANGE_MID)
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{
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if (!infront (client))
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return FALSE;
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}
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if (!visible (client))
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return FALSE;
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//
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// got one
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//
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return FALSE;
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}
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}
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/* if(self.spawnflags&PLAY_DEAD)
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{
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if(r==RANGE_MELEE)
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{
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if(!dont_hunt)
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FoundTarget ();
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return TRUE;
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}
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else if(!infront_of_ent(self,self.enemy)&&random()<0.1&&random()<0.1)
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{
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if(!dont_hunt)
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FoundTarget ();
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return TRUE;
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}
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else
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{
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self.enemy=world;
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return FALSE;
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}
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}
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*/
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if(!dont_hunt)
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FoundTarget ();
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return TRUE;
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};
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//=============================================================================
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void(float dist) ai_forward =
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{
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walkmove (self.angles_y, dist, FALSE);
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};
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void(float dist) ai_back =
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{
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walkmove ( (self.angles_y+180), dist, FALSE);
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};
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/*
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=============
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ai_pain
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stagger back a bit
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=============
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*/
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void(float dist) ai_pain =
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{
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// ai_back (dist);
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float away;
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away = vectoyaw (self.origin - self.enemy.origin)+90*random(0.5,-0.5);
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walkmove (away, dist,FALSE);
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};
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/*
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||
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=============
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ai_painforward
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|
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stagger back a bit
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=============
|
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*/
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void(float dist) ai_painforward =
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{
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walkmove (self.ideal_yaw, dist, FALSE);
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};
|
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/*
|
||
|
=============
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||
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ai_walk
|
||
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|
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The monster is walking it's beat
|
||
|
=============
|
||
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*/
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void(float dist) ai_walk =
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{
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MonsterCheckContents();
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|
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movedist = dist;
|
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|
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// check for noticing a player
|
||
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if (FindTarget (FALSE))
|
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return;
|
||
|
|
||
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if(self.classname=="monster_eidolon")
|
||
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{
|
||
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if (!self.path_current)
|
||
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riderpath_init();
|
||
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if(!eidolon_riderpath_move(dist))
|
||
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{
|
||
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if(self.think==self.th_walk)
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self.think=eidolon_guarding;
|
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}
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else if(self.think==eidolon_guarding)
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self.think=self.th_walk;
|
||
|
}
|
||
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else
|
||
|
movetogoal (dist);
|
||
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};
|
||
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|
||
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|
||
|
/*
|
||
|
=============
|
||
|
ai_stand
|
||
|
|
||
|
The monster is staying in one place for a while, with slight angle turns
|
||
|
=============
|
||
|
*/
|
||
|
void() ai_stand =
|
||
|
{
|
||
|
MonsterCheckContents();
|
||
|
|
||
|
if (FindTarget (FALSE))
|
||
|
return;
|
||
|
|
||
|
if(self.spawnflags&PLAY_DEAD)
|
||
|
return;
|
||
|
|
||
|
if (time > self.pausetime)
|
||
|
{
|
||
|
self.th_walk ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// change angle slightly
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_turn
|
||
|
|
||
|
don't move, but turn towards ideal_yaw
|
||
|
=============
|
||
|
*/
|
||
|
void() ai_turn =
|
||
|
{
|
||
|
if (FindTarget (FALSE))
|
||
|
return;
|
||
|
|
||
|
ChangeYaw ();
|
||
|
};
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ChooseTurn
|
||
|
=============
|
||
|
*/
|
||
|
void(vector dest3) ChooseTurn =
|
||
|
{
|
||
|
local vector dir, newdir;
|
||
|
|
||
|
dir = self.origin - dest3;
|
||
|
|
||
|
newdir_x = trace_plane_normal_y;
|
||
|
newdir_y = 0 - trace_plane_normal_x;
|
||
|
newdir_z = 0;
|
||
|
|
||
|
if (dir * newdir > 0)
|
||
|
{
|
||
|
dir_x = 0 - trace_plane_normal_y;
|
||
|
dir_y = trace_plane_normal_x;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
dir_x = trace_plane_normal_y;
|
||
|
dir_y = 0 - trace_plane_normal_x;
|
||
|
}
|
||
|
|
||
|
dir_z = 0;
|
||
|
self.ideal_yaw = vectoyaw(dir);
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
FacingIdeal
|
||
|
|
||
|
Within angle to launch attack?
|
||
|
============
|
||
|
*/
|
||
|
float() FacingIdeal =
|
||
|
{
|
||
|
local float delta;
|
||
|
|
||
|
delta = anglemod(self.angles_y - self.ideal_yaw);
|
||
|
if (delta > 45 && delta < 315)
|
||
|
return FALSE;
|
||
|
return TRUE;
|
||
|
};
|
||
|
|
||
|
|
||
|
//=============================================================================
|
||
|
|
||
|
float() CheckAnyAttack =
|
||
|
{
|
||
|
if (!enemy_vis)
|
||
|
return FALSE;
|
||
|
|
||
|
if(self.classname=="monster_eidolon")
|
||
|
if(self.goalentity==self.controller)
|
||
|
return FALSE;
|
||
|
else
|
||
|
return eidolon_check_attack();
|
||
|
|
||
|
return CheckAttack ();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_attack_face
|
||
|
|
||
|
Turn in place until within an angle to launch an attack
|
||
|
=============
|
||
|
*/
|
||
|
void() ai_attack_face =
|
||
|
{
|
||
|
self.ideal_yaw = enemy_yaw;
|
||
|
ChangeYaw ();
|
||
|
if (FacingIdeal()) // Ready to go get em
|
||
|
{
|
||
|
if (self.attack_state == AS_MISSILE)
|
||
|
self.th_missile ();
|
||
|
else if (self.attack_state == AS_MELEE)
|
||
|
self.th_melee ();
|
||
|
self.attack_state = AS_STRAIGHT;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_run_slide
|
||
|
|
||
|
Strafe sideways, but stay at aproximately the same range
|
||
|
=============
|
||
|
*/
|
||
|
void ai_run_slide ()
|
||
|
{
|
||
|
float ofs;
|
||
|
|
||
|
self.ideal_yaw = enemy_yaw;
|
||
|
ChangeYaw ();
|
||
|
if (self.lefty)
|
||
|
ofs = 90;
|
||
|
else
|
||
|
ofs = -90;
|
||
|
|
||
|
if (walkmove (self.ideal_yaw + ofs, movedist, FALSE))
|
||
|
return;
|
||
|
|
||
|
self.lefty = 1 - self.lefty;
|
||
|
|
||
|
walkmove (self.ideal_yaw - ofs, movedist, FALSE);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ai_run
|
||
|
|
||
|
The monster has an enemy it is trying to kill
|
||
|
=============
|
||
|
*/
|
||
|
void(float dist) ai_run =
|
||
|
{
|
||
|
|
||
|
MonsterCheckContents();
|
||
|
|
||
|
movedist = dist;
|
||
|
// see if the enemy is dead
|
||
|
if (!self.enemy.flags2&FL_ALIVE||(self.enemy.artifact_active&ARTFLAG_STONED&&self.classname!="monster_medusa"))
|
||
|
{
|
||
|
self.enemy = world;
|
||
|
// FIXME: look all around for other targets
|
||
|
if (self.oldenemy.health > 0)
|
||
|
{
|
||
|
self.enemy = self.oldenemy;
|
||
|
HuntTarget ();
|
||
|
}
|
||
|
else if(coop)
|
||
|
{
|
||
|
if(!FindTarget(TRUE)) //Look for other enemies in the area
|
||
|
{
|
||
|
if (self.pathentity)
|
||
|
self.th_walk ();
|
||
|
else
|
||
|
self.th_stand ();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (self.pathentity)
|
||
|
self.th_walk ();
|
||
|
else
|
||
|
self.th_stand ();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self.show_hostile = time + 1; // wake up other monsters
|
||
|
|
||
|
// check knowledge of enemy
|
||
|
enemy_vis = visible(self.enemy);
|
||
|
if (enemy_vis)
|
||
|
{
|
||
|
self.search_time = time + 5;
|
||
|
if(self.mintel)
|
||
|
{
|
||
|
self.goalentity=self.enemy;
|
||
|
self.wallspot=(self.enemy.absmin+self.enemy.absmax)*0.5;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if(coop)
|
||
|
{
|
||
|
if(!FindTarget(TRUE))
|
||
|
if(self.model=="models/spider.mdl")
|
||
|
{
|
||
|
if(random()<0.5)
|
||
|
SetNextWaypoint();
|
||
|
}
|
||
|
else
|
||
|
SetNextWaypoint();
|
||
|
}
|
||
|
if(self.mintel)
|
||
|
if(self.model=="models/spider.mdl")
|
||
|
{
|
||
|
if(random()<0.5)
|
||
|
SetNextWaypoint();
|
||
|
}
|
||
|
else
|
||
|
SetNextWaypoint();
|
||
|
}
|
||
|
|
||
|
if(random()<0.5&&(!self.flags&FL_SWIM)&&(!self.flags&FL_FLY)&&(self.spawnflags&JUMP))
|
||
|
CheckJump();
|
||
|
|
||
|
// look for other coop players
|
||
|
if (coop && self.search_time < time)
|
||
|
{
|
||
|
if (FindTarget (FALSE))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
enemy_infront = infront(self.enemy);
|
||
|
enemy_range = range(self.enemy);
|
||
|
if(self.classname!="monster_eidolon")
|
||
|
enemy_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||
|
|
||
|
if ((self.attack_state == AS_MISSILE) || (self.attack_state == AS_MELEE)) // turning to attack
|
||
|
{
|
||
|
if(self.classname!="monster_eidolon")
|
||
|
ai_attack_face ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (CheckAnyAttack ())
|
||
|
return; // beginning an attack
|
||
|
|
||
|
if (self.attack_state == AS_SLIDING)
|
||
|
{
|
||
|
ai_run_slide ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// head straight in
|
||
|
// if(self.netname=="spider")
|
||
|
// check_climb();
|
||
|
if(self.classname=="monster_eidolon")
|
||
|
{
|
||
|
if(!self.path_current)
|
||
|
riderpath_init();
|
||
|
if(!eidolon_riderpath_move(dist))
|
||
|
{
|
||
|
if(self.think==self.th_run)
|
||
|
eidolon_guarding();
|
||
|
}
|
||
|
else if(self.think==eidolon_guarding)
|
||
|
self.th_run();
|
||
|
}
|
||
|
else
|
||
|
movetogoal (dist); // done in C code...
|
||
|
};
|
||
|
|
||
|
//FAKE FUNCTIONS
|
||
|
void SpiderJumpBegin()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
float mezzo_choose_roll (entity null)
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|