1012 lines
20 KiB
C++
1012 lines
20 KiB
C++
/*
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* $Header: /HexenWorld/HCode/Ai.hc 3 4/07/98 6:21p Mgummelt $
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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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float ArcherCheckAttack (void);
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float MedusaCheckAttack (void);
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void()SetNextWaypoint;
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void()SpiderMeleeBegin;
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void()spider_onwall_wait;
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float(entity targ , entity from)infront_of_ent;
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void(entity proj)mezzo_choose_roll;
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void()hive_die;
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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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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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vector spot1, spot2;
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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)//FIXME? Translucent water?
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// return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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{
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if(forent.flags&FL_MONSTER)
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{
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if(visibility_good(targ,0.15 - skill/20))
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return TRUE;
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}
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else
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return TRUE;
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}
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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&&sight_entity!=world)
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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(self.classname=="monster_imp_lord"&&client==self.controller)
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// return FALSE;
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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(!visibility_good(client,5))
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{
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// dprint("Monster has low visibility on ");
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// dprint(client.netname);
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// dprintf("(%s)\n",client.visibility);
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return FALSE;
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}
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if(self.think!=spider_onwall_wait)
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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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void()SpiderJumpBegin;
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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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ai_painforward
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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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The monster is walking it's beat
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=============
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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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movedist = dist;
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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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movetogoal (dist);
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};
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/*
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=============
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ai_stand
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The monster is staying in one place for a while, with slight angle turns
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=============
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*/
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void() ai_stand =
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{
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MonsterCheckContents();
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if (FindTarget (FALSE))
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return;
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if(self.spawnflags&PLAY_DEAD)
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return;
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if (time > self.pausetime)
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{
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self.th_walk ();
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return;
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}
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// change angle slightly
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};
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/*
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=============
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ai_turn
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don't move, but turn towards ideal_yaw
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=============
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*/
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void() ai_turn =
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{
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if (FindTarget (FALSE))
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return;
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ChangeYaw ();
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};
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//=============================================================================
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/*
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=============
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ChooseTurn
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=============
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*/
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void(vector dest3) ChooseTurn =
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{
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local vector dir, newdir;
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dir = self.origin - dest3;
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newdir_x = trace_plane_normal_y;
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newdir_y = 0 - trace_plane_normal_x;
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newdir_z = 0;
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if (dir * newdir > 0)
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{
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dir_x = 0 - trace_plane_normal_y;
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dir_y = trace_plane_normal_x;
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}
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else
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{
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dir_x = trace_plane_normal_y;
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dir_y = 0 - trace_plane_normal_x;
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}
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dir_z = 0;
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self.ideal_yaw = vectoyaw(dir);
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};
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/*
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============
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FacingIdeal
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Within angle to launch attack?
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============
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*/
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float() FacingIdeal =
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{
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local float delta;
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delta = anglemod(self.angles_y - self.ideal_yaw);
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if (delta > 45 && delta < 315)
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return FALSE;
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return TRUE;
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};
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//=============================================================================
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float() CheckAnyAttack =
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{
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if (self.model=="models/medusa.mdl"||self.model=="models/medusa2.mdl")
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return(MedusaCheckAttack ());
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if (!enemy_vis)
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return FALSE;
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if (self.model=="models/archer.mdl")
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return(ArcherCheckAttack ());
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if(self.goalentity==self.controller)
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return FALSE;
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return CheckAttack ();
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};
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/*
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=============
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ai_attack_face
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Turn in place until within an angle to launch an attack
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|
=============
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*/
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void() ai_attack_face =
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{
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self.ideal_yaw = enemy_yaw;
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ChangeYaw ();
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if (FacingIdeal()) // Ready to go get em
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{
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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);
|
|
enemy_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
|
|
|
if ((self.attack_state == AS_MISSILE) || (self.attack_state == AS_MELEE)) // turning to attack
|
|
{
|
|
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();
|
|
movetogoal (dist); // done in C code...
|
|
};
|
|
|
|
/*
|
|
* $Log: /HexenWorld/HCode/Ai.hc $
|
|
*
|
|
* 3 4/07/98 6:21p Mgummelt
|
|
* Mod to imp's hunting ai
|
|
*
|
|
* 2 3/27/98 11:48p Mgummelt
|
|
*
|
|
* 1 2/04/98 1:59p Rjohnson
|
|
*
|
|
* 114 9/25/97 12:15p Mgummelt
|
|
*
|
|
* 113 9/11/97 7:13p Rjohnson
|
|
* Caching Updates
|
|
*
|
|
* 112 9/04/97 3:50p Mgummelt
|
|
*
|
|
* 111 9/04/97 3:26p Mgummelt
|
|
*
|
|
* 110 9/04/97 3:25p Mgummelt
|
|
*
|
|
* 109 9/04/97 3:19p Mgummelt
|
|
*
|
|
* 108 9/04/97 3:08p Mgummelt
|
|
*
|
|
* 107 9/04/97 3:00p Mgummelt
|
|
*
|
|
* 106 9/03/97 9:14p Mgummelt
|
|
* Fixing targetting AI
|
|
*
|
|
* 105 9/03/97 2:36a Mgummelt
|
|
*
|
|
* 104 9/02/97 6:06p Mgummelt
|
|
*
|
|
* 103 9/01/97 6:37p Rjohnson
|
|
* Precache change
|
|
*
|
|
* 102 9/01/97 12:07a Mgummelt
|
|
*
|
|
* 101 8/31/97 8:40p Rlove
|
|
*
|
|
* 100 8/31/97 8:52a Mgummelt
|
|
*
|
|
* 99 8/30/97 6:22p Rjohnson
|
|
* Fix
|
|
*
|
|
* 98 8/30/97 12:22a Rjohnson
|
|
* Precaching for monster spawners
|
|
*
|
|
* 97 8/28/97 5:41p Mgummelt
|
|
*
|
|
* 96 8/27/97 7:59p Mgummelt
|
|
*
|
|
* 95 8/26/97 9:00a Mgummelt
|
|
*
|
|
* 94 8/26/97 8:53a Mgummelt
|
|
*
|
|
* 93 8/26/97 8:31a Mgummelt
|
|
*
|
|
* 92 8/26/97 8:29a Mgummelt
|
|
*
|
|
* 91 8/21/97 1:53p Mgummelt
|
|
*
|
|
* 90 8/21/97 3:33a Mgummelt
|
|
*
|
|
* 89 8/19/97 3:26p Mgummelt
|
|
*
|
|
* 88 8/18/97 12:20p Mgummelt
|
|
*
|
|
* 87 8/15/97 11:27p Mgummelt
|
|
*
|
|
* 86 8/15/97 8:11p Mgummelt
|
|
*
|
|
* 85 8/15/97 2:55a Mgummelt
|
|
*
|
|
* 84 8/14/97 8:30p Mgummelt
|
|
*
|
|
* 83 8/14/97 7:12p Mgummelt
|
|
*
|
|
* 82 8/14/97 5:17p Mgummelt
|
|
*
|
|
* 81 8/14/97 1:13p Mgummelt
|
|
*
|
|
* 80 8/13/97 11:53p Mgummelt
|
|
*
|
|
* 79 8/13/97 5:35p Mgummelt
|
|
*
|
|
* 78 8/13/97 1:47a Mgummelt
|
|
*
|
|
* 77 8/13/97 1:28a Mgummelt
|
|
*
|
|
* 76 8/12/97 6:10p Mgummelt
|
|
*
|
|
* 75 8/11/97 6:08p Mgummelt
|
|
*
|
|
* 74 8/09/97 5:27a Mgummelt
|
|
*
|
|
* 73 8/09/97 2:03a Mgummelt
|
|
*
|
|
* 72 8/09/97 1:49a Mgummelt
|
|
*
|
|
* 71 8/06/97 10:09p Mgummelt
|
|
*
|
|
* 70 8/06/97 2:27p Mgummelt
|
|
*
|
|
* 69 8/06/97 11:05a Mgummelt
|
|
*
|
|
* 68 8/04/97 8:07p Mgummelt
|
|
*
|
|
* 67 8/04/97 8:03p Mgummelt
|
|
*
|
|
* 66 8/04/97 3:48p Mgummelt
|
|
*
|
|
* 65 8/04/97 3:47p Mgummelt
|
|
*
|
|
* 64 7/28/97 12:31p Rlove
|
|
*
|
|
* 63 7/21/97 4:03p Mgummelt
|
|
*
|
|
* 62 7/21/97 4:02p Mgummelt
|
|
*
|
|
* 61 7/21/97 3:03p Rlove
|
|
*
|
|
* 60 7/18/97 2:06p Rlove
|
|
*
|
|
* 59 7/07/97 2:51p Mgummelt
|
|
*
|
|
* 58 7/03/97 5:58p Mgummelt
|
|
*
|
|
* 57 7/03/97 8:47a Rlove
|
|
*
|
|
* 56 6/30/97 3:23p Mgummelt
|
|
*
|
|
* 55 6/28/97 6:32p Mgummelt
|
|
*
|
|
* 54 6/25/97 9:23p Mgummelt
|
|
*
|
|
* 53 6/25/97 3:01p Mgummelt
|
|
*
|
|
* 52 6/18/97 8:14p Mgummelt
|
|
*
|
|
* 51 6/18/97 5:42p Mgummelt
|
|
*
|
|
* 50 6/18/97 5:40p Mgummelt
|
|
*
|
|
* 48 6/18/97 4:00p Mgummelt
|
|
*
|
|
* 47 6/18/97 2:42p Mgummelt
|
|
*
|
|
* 46 6/17/97 8:16p Mgummelt
|
|
*
|
|
* 45 6/16/97 9:04p Mgummelt
|
|
*
|
|
* 44 6/16/97 7:35p Mgummelt
|
|
*
|
|
* 43 6/16/97 7:00p Mgummelt
|
|
*
|
|
* 42 6/14/97 2:22p Mgummelt
|
|
*
|
|
* 41 6/11/97 10:14a Rlove
|
|
* Added sight sounds
|
|
*
|
|
* 40 6/10/97 9:27p Mgummelt
|
|
*
|
|
* 39 6/10/97 12:09a Mgummelt
|
|
*
|
|
* 38 6/09/97 10:21p Mgummelt
|
|
*
|
|
* 37 6/09/97 3:07p Mgummelt
|
|
*
|
|
* 36 6/06/97 9:17p Mgummelt
|
|
*
|
|
* 35 6/05/97 8:16p Mgummelt
|
|
*
|
|
* 34 6/02/97 7:58p Mgummelt
|
|
*
|
|
* 33 5/30/97 10:03p Mgummelt
|
|
*
|
|
* 32 5/23/97 4:19p Mgummelt
|
|
*
|
|
* 31 5/23/97 3:43p Mgummelt
|
|
*
|
|
* 30 5/23/97 2:55p Mgummelt
|
|
*
|
|
* 28 5/22/97 7:29p Mgummelt
|
|
*
|
|
* 27 5/22/97 6:30p Mgummelt
|
|
*
|
|
* 26 5/22/97 2:50a Mgummelt
|
|
*
|
|
* 25 5/20/97 9:35p Mgummelt
|
|
*
|
|
* 24 5/19/97 11:36p Mgummelt
|
|
*
|
|
* 23 5/15/97 8:28p Mgummelt
|
|
*
|
|
* 22 5/12/97 10:31a Rlove
|
|
*
|
|
* 21 5/07/97 11:12a Rjohnson
|
|
* Added a new field to walkmove and movestep to allow for setting the
|
|
* traceline info
|
|
*
|
|
* 20 5/07/97 11:03a Rlove
|
|
*
|
|
* 17 4/24/97 2:14p Mgummelt
|
|
*
|
|
* 16 4/24/97 9:15a Rlove
|
|
* Pulling out old Id sounds
|
|
*
|
|
* 15 4/22/97 8:20a Rlove
|
|
* Mummy AI
|
|
*
|
|
* 14 4/14/97 6:54a Bgokey
|
|
*
|
|
* 13 3/18/97 1:44p Aleggett
|
|
*
|
|
* 11 3/12/97 4:35p Rlove
|
|
* New monster AI
|
|
*
|
|
* 10 3/10/97 8:29a Rlove
|
|
* Halfway through rewriting Monster AI
|
|
*
|
|
* 9 3/07/97 10:57a Rlove
|
|
*
|
|
* 8 2/26/97 3:14p Rlove
|
|
* Changes to basic monster ai
|
|
*
|
|
* 7 1/15/97 12:02p Rjohnson
|
|
* Removed all of quake's monsters
|
|
*
|
|
* 6 1/02/97 11:19a Rjohnson
|
|
* Christmas changes
|
|
*
|
|
* 5 11/11/96 1:12p Rlove
|
|
* Added Source Safe stuff
|
|
*
|
|
* 4 11/11/96 11:14a Rlove
|
|
* another test
|
|
*/
|
|
|