// // NPC_move.cpp // // leave this line at the top for all NPC_xxxx.cpp files... #include "g_headers.h" #include "b_local.h" #include "g_nav.h" #include "anims.h" extern qboolean NPC_ClearPathToGoal( vec3_t dir, gentity_t *goal ); extern qboolean NAV_MoveDirSafe( gentity_t *self, usercmd_t *cmd, float distScale = 1.0f ); void CG_Cylinder( vec3_t start, vec3_t end, float radius, vec3_t color ); qboolean G_BoundsOverlap(const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2); extern int GetTime ( int lastTime ); navInfo_t frameNavInfo; extern qboolean FlyingCreature( gentity_t *ent ); extern qboolean PM_InKnockDown( playerState_t *ps ); extern cvar_t *g_navSafetyChecks; extern qboolean Boba_Flying( gentity_t *self ); extern qboolean PM_InRoll( playerState_t *ps ); #define APEX_HEIGHT 200.0f #define PARA_WIDTH (sqrt(APEX_HEIGHT)+sqrt(APEX_HEIGHT)) #define JUMP_SPEED 200.0f static qboolean NPC_TryJump(); static qboolean NPC_Jump( vec3_t dest, int goalEntNum ) {//FIXME: if land on enemy, knock him down & jump off again float targetDist, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed, float originalShotSpeed, shotSpeed, speedStep = 50.0f, minShotSpeed = 30.0f, maxShotSpeed = 500.0f; qboolean belowBlocked = qfalse, aboveBlocked = qfalse; vec3_t targetDir, shotVel, failCase; trace_t trace; trajectory_t tr; qboolean blocked; int elapsedTime, timeStep = 250, hitCount = 0, aboveTries = 0, belowTries = 0, maxHits = 10; vec3_t lastPos, testPos, bottom; VectorSubtract( dest, NPC->currentOrigin, targetDir ); targetDist = VectorNormalize( targetDir ); //make our shotSpeed reliant on the distance originalShotSpeed = targetDist;//DistanceHorizontal( dest, NPC->currentOrigin )/2.0f; if ( originalShotSpeed > maxShotSpeed ) { originalShotSpeed = maxShotSpeed; } else if ( originalShotSpeed < minShotSpeed ) { originalShotSpeed = minShotSpeed; } shotSpeed = originalShotSpeed; while ( hitCount < maxHits ) { VectorScale( targetDir, shotSpeed, shotVel ); travelTime = targetDist/shotSpeed; shotVel[2] += travelTime * 0.5 * NPC->client->ps.gravity; if ( !hitCount ) {//save the first one as the worst case scenario VectorCopy( shotVel, failCase ); } if ( 1 )//tracePath ) {//do a rough trace of the path blocked = qfalse; VectorCopy( NPC->currentOrigin, tr.trBase ); VectorCopy( shotVel, tr.trDelta ); tr.trType = TR_GRAVITY; tr.trTime = level.time; travelTime *= 1000.0f; VectorCopy( NPC->currentOrigin, lastPos ); //This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down? for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep ) { if ( (float)elapsedTime > travelTime ) {//cap it elapsedTime = floor( travelTime ); } EvaluateTrajectory( &tr, level.time + elapsedTime, testPos ); //FUCK IT, always check for do not enter... gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); /* if ( testPos[2] < lastPos[2] && elapsedTime < floor( travelTime ) ) {//going down, haven't reached end, ignore botclip gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask ); } else {//going up, check for botclip gi.trace( &trace, lastPos, NPC->mins, NPC->maxs, testPos, NPC->s.number, NPC->clipmask|CONTENTS_BOTCLIP ); } */ if ( trace.allsolid || trace.startsolid ) {//started in solid if ( NAVDEBUG_showCollision ) { CG_DrawEdge( lastPos, trace.endpos, EDGE_RED_TWOSECOND ); } return qfalse;//you're hosed, dude } if ( trace.fraction < 1.0f ) {//hit something if ( NAVDEBUG_showCollision ) { CG_DrawEdge( lastPos, trace.endpos, EDGE_RED_TWOSECOND ); // TryJump } if ( trace.entityNum == goalEntNum ) {//hit the enemy, that's bad! blocked = qtrue; /* if ( g_entities[goalEntNum].client && g_entities[goalEntNum].client->ps.groundEntityNum == ENTITYNUM_NONE ) {//bah, would collide in mid-air, no good blocked = qtrue; } else {//he's on the ground, good enough, I guess //Hmm, don't want to land on him, though...? } */ break; } else { if ( trace.contents & CONTENTS_BOTCLIP ) {//hit a do-not-enter brush blocked = qtrue; break; } if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, dest ) < 4096 )//hit within 64 of desired location, should be okay {//close enough! break; } else {//FIXME: maybe find the extents of this brush and go above or below it on next try somehow? impactDist = DistanceSquared( trace.endpos, dest ); if ( impactDist < bestImpactDist ) { bestImpactDist = impactDist; VectorCopy( shotVel, failCase ); } blocked = qtrue; break; } } } else { if ( NAVDEBUG_showCollision ) { CG_DrawEdge( lastPos, testPos, EDGE_WHITE_TWOSECOND ); // TryJump } } if ( elapsedTime == floor( travelTime ) ) {//reached end, all clear if ( trace.fraction >= 1.0f ) {//hmm, make sure we'll land on the ground... //FIXME: do we care how far below ourselves or our dest we'll land? VectorCopy( trace.endpos, bottom ); bottom[2] -= 128; gi.trace( &trace, trace.endpos, NPC->mins, NPC->maxs, bottom, NPC->s.number, NPC->clipmask ); if ( trace.fraction >= 1.0f ) {//would fall too far blocked = qtrue; } } break; } else { //all clear, try next slice VectorCopy( testPos, lastPos ); } } if ( blocked ) {//hit something, adjust speed (which will change arc) hitCount++; //alternate back and forth between trying an arc slightly above or below the ideal if ( (hitCount%2) && !belowBlocked ) {//odd belowTries++; shotSpeed = originalShotSpeed - (belowTries*speedStep); } else if ( !aboveBlocked ) {//even aboveTries++; shotSpeed = originalShotSpeed + (aboveTries*speedStep); } else {//can't go any higher or lower hitCount = maxHits; break; } if ( shotSpeed > maxShotSpeed ) { shotSpeed = maxShotSpeed; aboveBlocked = qtrue; } else if ( shotSpeed < minShotSpeed ) { shotSpeed = minShotSpeed; belowBlocked = qtrue; } } else {//made it! break; } } else {//no need to check the path, go with first calc break; } } if ( hitCount >= maxHits ) {//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?) return qfalse; //NOTE: or try failcase? //VectorCopy( failCase, NPC->client->ps.velocity ); //return qtrue; } VectorCopy( shotVel, NPC->client->ps.velocity ); return qtrue; } #define NPC_JUMP_PREP_BACKUP_DIST 34.0f trace_t mJumpTrace; qboolean NPC_CanTryJump() { if (!(NPCInfo->scriptFlags&SCF_NAV_CAN_JUMP) || // Can't Jump (NPCInfo->scriptFlags&SCF_NO_ACROBATICS) || // If Can't Jump At All (level.timejumpBackupTime) || // If Backing Up, Don't Try The Jump Again (level.timejumpNextCheckTime) || // Don't Even Try To Jump Again For This Amount Of Time (NPCInfo->jumpTime) || // Don't Jump If Already Going (PM_InKnockDown(&NPC->client->ps)) || // Don't Jump If In Knockdown (PM_InRoll(&NPC->client->ps)) || // ... Or Roll (NPC->client->ps.groundEntityNum==ENTITYNUM_NONE) // ... Or In The Air ) { return qfalse; } return qtrue; } qboolean NPC_TryJump(const vec3_t& pos, float max_xy_dist, float max_z_diff) { if (NPC_CanTryJump()) { NPCInfo->jumpNextCheckTime = level.time + Q_irand(1000, 2000); VectorCopy(pos, NPCInfo->jumpDest); // Can't Try To Jump At A Point In The Air //----------------------------------------- { vec3_t groundTest; VectorCopy(pos, groundTest); groundTest[2] += (NPC->mins[2]*3); gi.trace(&mJumpTrace, NPCInfo->jumpDest, vec3_origin, vec3_origin, groundTest, NPC->s.number, NPC->clipmask ); if (mJumpTrace.fraction >= 1.0f) { return qfalse; //no ground = no jump } } NPCInfo->jumpTarget = 0; NPCInfo->jumpMaxXYDist = (max_xy_dist)?(max_xy_dist):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?1200:750); NPCInfo->jumpMazZDist = (max_z_diff)?(max_z_diff):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?-1000:-450); NPCInfo->jumpTime = 0; NPCInfo->jumpBackupTime = 0; return NPC_TryJump(); } return qfalse; } qboolean NPC_TryJump(gentity_t *goal, float max_xy_dist, float max_z_diff) { if (NPC_CanTryJump()) { NPCInfo->jumpNextCheckTime = level.time + Q_irand(1000, 3000); // Can't Jump At Targets In The Air //--------------------------------- if (goal->client && goal->client->ps.groundEntityNum==ENTITYNUM_NONE) { return qfalse; } VectorCopy(goal->currentOrigin, NPCInfo->jumpDest); NPCInfo->jumpTarget = goal; NPCInfo->jumpMaxXYDist = (max_xy_dist)?(max_xy_dist):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?1200:750); NPCInfo->jumpMazZDist = (max_z_diff)?(max_z_diff):((NPC->client->NPC_class==CLASS_ROCKETTROOPER)?-1000:-400); NPCInfo->jumpTime = 0; NPCInfo->jumpBackupTime = 0; return NPC_TryJump(); } return qfalse; } void NPC_JumpAnimation() { int jumpAnim = BOTH_JUMP1; if ( NPC->client->NPC_class == CLASS_BOBAFETT || (NPC->client->NPC_class == CLASS_REBORN && NPC->s.weapon != WP_SABER) || NPC->client->NPC_class == CLASS_ROCKETTROOPER ||( NPCInfo->rank != RANK_CREWMAN && NPCInfo->rank <= RANK_LT_JG ) ) {//can't do acrobatics jumpAnim = BOTH_FORCEJUMP1; } else if (NPC->client->NPC_class != CLASS_HOWLER) { if ( NPC->client->NPC_class == CLASS_ALORA && Q_irand( 0, 3 ) ) { jumpAnim = Q_irand( BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_3 ); } else { jumpAnim = BOTH_FLIP_F; } } NPC_SetAnim( NPC, SETANIM_BOTH, jumpAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } extern void JET_FlyStart(gentity_t* actor); void NPC_JumpSound() { if ( NPC->client->NPC_class == CLASS_HOWLER ) { //FIXME: can I delay the actual jump so that it matches the anim...? } else if ( NPC->client->NPC_class == CLASS_BOBAFETT || NPC->client->NPC_class == CLASS_ROCKETTROOPER ) { // does this really need to be here? JET_FlyStart(NPC); } else { G_SoundOnEnt( NPC, CHAN_BODY, "sound/weapons/force/jump.wav" ); } } qboolean NPC_TryJump() { vec3_t targetDirection; float targetDistanceXY; float targetDistanceZ; // Get The Direction And Distances To The Target //----------------------------------------------- VectorSubtract(NPCInfo->jumpDest, NPC->currentOrigin, targetDirection); targetDirection[2] = 0.0f; targetDistanceXY = VectorNormalize(targetDirection); targetDistanceZ = NPCInfo->jumpDest[2] - NPC->currentOrigin[2]; if ((targetDistanceXY>NPCInfo->jumpMaxXYDist) || (targetDistanceZjumpMazZDist)) { return qfalse; } // Test To See If There Is A Wall Directly In Front Of Actor, If So, Backup Some //------------------------------------------------------------------------------- if (TIMER_Done(NPC, "jumpBackupDebounce")) { vec3_t actorProjectedTowardTarget; VectorMA(NPC->currentOrigin, NPC_JUMP_PREP_BACKUP_DIST, targetDirection, actorProjectedTowardTarget); gi.trace(&mJumpTrace, NPC->currentOrigin, vec3_origin, vec3_origin, actorProjectedTowardTarget, NPC->s.number, NPC->clipmask); if ((mJumpTrace.fraction < 1.0f) || (mJumpTrace.allsolid) || (mJumpTrace.startsolid)) { if (NAVDEBUG_showCollision) { CG_DrawEdge(NPC->currentOrigin, actorProjectedTowardTarget, EDGE_RED_TWOSECOND); // TryJump } // TODO: We may want to test to see if it is safe to back up here? NPCInfo->jumpBackupTime = level.time + 1000; TIMER_Set(NPC, "jumpBackupDebounce", 5000); return qtrue; } } // bool Wounded = (NPC->health < 150); // bool OnLowerLedge = ((targetDistanceZ<-80.0f) && (targetDistanceZ>-200.0f)); // bool WithinNormalJumpRange = ((targetDistanceZ<32.0f) && (targetDistanceXY<200.0f)); bool WithinForceJumpRange = ((fabsf(targetDistanceZ)>0) || (targetDistanceXY>128)); /* if (Wounded && OnLowerLedge) { ucmd.forwardmove = 127; VectorClear(NPC->client->ps.moveDir); TIMER_Set(NPC, "duck", -level.time); return qtrue; } if (WithinNormalJumpRange) { ucmd.upmove = 127; ucmd.forwardmove = 127; VectorClear(NPC->client->ps.moveDir); TIMER_Set(NPC, "duck", -level.time); return qtrue; } */ if (!WithinForceJumpRange) { return qfalse; } // If There Is Any Chance That This Jump Will Land On An Enemy, Try 8 Different Traces Around The Target //------------------------------------------------------------------------------------------------------- if (NPCInfo->jumpTarget) { float minSafeRadius = (NPC->maxs[0]*1.5f) + (NPCInfo->jumpTarget->maxs[0]*1.5f); float minSafeRadiusSq = (minSafeRadius * minSafeRadius); if (DistanceSquared(NPCInfo->jumpDest, NPCInfo->jumpTarget->currentOrigin)jumpDest, startPos); floorPos[2] = NPCInfo->jumpDest[2] + (NPC->mins[2]-32); for (int sideTryCount=0; sideTryCount<8; sideTryCount++) { NPCInfo->jumpSide++; if ( NPCInfo->jumpSide > 7 ) { NPCInfo->jumpSide = 0; } switch ( NPCInfo->jumpSide ) { case 0: NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius; NPCInfo->jumpDest[1] = startPos[1]; break; case 1: NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius; NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius; break; case 2: NPCInfo->jumpDest[0] = startPos[0]; NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius; break; case 3: NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius; NPCInfo->jumpDest[1] = startPos[1] + minSafeRadius; break; case 4: NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius; NPCInfo->jumpDest[1] = startPos[1]; break; case 5: NPCInfo->jumpDest[0] = startPos[0] - minSafeRadius; NPCInfo->jumpDest[1] = startPos[1] - minSafeRadius; break; case 6: NPCInfo->jumpDest[0] = startPos[0]; NPCInfo->jumpDest[1] = startPos[1] - minSafeRadius; break; case 7: NPCInfo->jumpDest[0] = startPos[0] + minSafeRadius; NPCInfo->jumpDest[1] = startPos[1] -=minSafeRadius; break; } floorPos[0] = NPCInfo->jumpDest[0]; floorPos[1] = NPCInfo->jumpDest[1]; gi.trace(&mJumpTrace, NPCInfo->jumpDest, NPC->mins, NPC->maxs, floorPos, (NPCInfo->jumpTarget)?(NPCInfo->jumpTarget->s.number):(NPC->s.number), (NPC->clipmask|CONTENTS_BOTCLIP)); if ((mJumpTrace.fraction<1.0f) && (!mJumpTrace.allsolid) && (!mJumpTrace.startsolid)) { break; } if ( NAVDEBUG_showCollision ) { CG_DrawEdge( NPCInfo->jumpDest, floorPos, EDGE_RED_TWOSECOND ); } } // If All Traces Failed, Just Try Going Right Back At The Target Location //------------------------------------------------------------------------ if ((mJumpTrace.fraction>=1.0f) || (mJumpTrace.allsolid) || (mJumpTrace.startsolid)) { VectorCopy(startPos, NPCInfo->jumpDest); } } } // Now, Actually Try The Jump To The Dest Target //----------------------------------------------- if (NPC_Jump(NPCInfo->jumpDest, (NPCInfo->jumpTarget)?(NPCInfo->jumpTarget->s.number):(NPC->s.number))) { // We Made IT! //------------- NPC_JumpAnimation(); NPC_JumpSound(); NPC->client->ps.forceJumpZStart = NPC->currentOrigin[2]; NPC->client->ps.pm_flags |= PMF_JUMPING; NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer; NPC->client->ps.forcePowersActive |= ( 1 << FP_LEVITATION ); ucmd.forwardmove = 0; NPCInfo->jumpTime = 1; VectorClear(NPC->client->ps.moveDir); TIMER_Set(NPC, "duck", -level.time); return qtrue; } return qfalse; } qboolean NPC_Jumping() { if ( NPCInfo->jumpTime ) { if ( !(NPC->client->ps.pm_flags & PMF_JUMPING )//forceJumpZStart ) && !(NPC->client->ps.pm_flags&PMF_TRIGGER_PUSHED)) {//landed NPCInfo->jumpTime = 0; } else { // if (NPCInfo->jumpTarget) // { // NPC_FaceEntity(NPCInfo->jumpTarget, qtrue); // } // else { NPC_FacePosition(NPCInfo->jumpDest, qtrue); } return qtrue; } } return qfalse; } qboolean NPC_JumpBackingUp() { if (NPCInfo->jumpBackupTime) { if (level.timejumpBackupTime) { STEER::Activate(NPC); STEER::Flee(NPC, NPCInfo->jumpDest); STEER::DeActivate(NPC, &ucmd); NPC_FacePosition(NPCInfo->jumpDest, qtrue); NPC_UpdateAngles( qfalse, qtrue ); return qtrue; } NPCInfo->jumpBackupTime = 0; return NPC_TryJump(); } return false; } /* ------------------------- NPC_CheckCombatMove ------------------------- */ inline qboolean NPC_CheckCombatMove( void ) { //return NPCInfo->combatMove; if ( ( NPCInfo->goalEntity && NPC->enemy && NPCInfo->goalEntity == NPC->enemy ) || ( NPCInfo->combatMove ) ) { return qtrue; } if ( NPCInfo->goalEntity && NPCInfo->watchTarget ) { if ( NPCInfo->goalEntity != NPCInfo->watchTarget ) { return qtrue; } } return qfalse; } /* ------------------------- NPC_LadderMove ------------------------- */ static void NPC_LadderMove( vec3_t dir ) { //FIXME: this doesn't guarantee we're facing ladder //ALSO: Need to be able to get off at top //ALSO: Need to play an anim //ALSO: Need transitionary anims? if ( ( dir[2] > 0 ) || ( dir[2] < 0 && NPC->client->ps.groundEntityNum == ENTITYNUM_NONE ) ) { //Set our movement direction ucmd.upmove = (dir[2] > 0) ? 127 : -127; //Don't move around on XY ucmd.forwardmove = ucmd.rightmove = 0; } } /* ------------------------- NPC_GetMoveInformation ------------------------- */ inline qboolean NPC_GetMoveInformation( vec3_t dir, float *distance ) { //NOTENOTE: Use path stacks! //Make sure we have somewhere to go if ( NPCInfo->goalEntity == NULL ) return qfalse; //Get our move info VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir ); *distance = VectorNormalize( dir ); VectorCopy( NPCInfo->goalEntity->currentOrigin, NPCInfo->blockedTargetPosition ); return qtrue; } /* ------------------------- NAV_GetLastMove ------------------------- */ void NAV_GetLastMove( navInfo_t &info ) { info = frameNavInfo; } void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir ) { vec3_t forward, right; AngleVectors( self->currentAngles, forward, right, NULL ); dir[2] = 0; VectorNormalize( dir ); //NPCs cheat and store this directly because converting movement into a ucmd loses precision VectorCopy( dir, self->client->ps.moveDir ); float fDot = DotProduct( forward, dir ) * 127.0f; float rDot = DotProduct( right, dir ) * 127.0f; //Must clamp this because DotProduct is not guaranteed to return a number within -1 to 1, and that would be bad when we're shoving this into a signed byte if ( fDot > 127.0f ) { fDot = 127.0f; } if ( fDot < -127.0f ) { fDot = -127.0f; } if ( rDot > 127.0f ) { rDot = 127.0f; } if ( rDot < -127.0f ) { rDot = -127.0f; } cmd->forwardmove = floor(fDot); cmd->rightmove = floor(rDot); /* vec3_t wishvel; for ( int i = 0 ; i < 3 ; i++ ) { wishvel[i] = forward[i]*cmd->forwardmove + right[i]*cmd->rightmove; } VectorNormalize( wishvel ); if ( !VectorCompare( wishvel, dir ) ) { Com_Printf( "PRECISION LOSS: %s != %s\n", vtos(wishvel), vtos(dir) ); } */ } /* ------------------------- NPC_MoveToGoal Now assumes goal is goalEntity, was no reason for it to be otherwise ------------------------- */ #if AI_TIMERS extern int navTime; #endif// AI_TIMERS qboolean NPC_MoveToGoal( qboolean tryStraight ) //FIXME: tryStraight not even used! Stop passing it { #if AI_TIMERS int startTime = GetTime(0); #endif// AI_TIMERS if ( PM_InKnockDown( &NPC->client->ps ) || ( ( NPC->client->ps.legsAnim >= BOTH_PAIN1 ) && ( NPC->client->ps.legsAnim <= BOTH_PAIN18 ) && NPC->client->ps.legsAnimTimer > 0 ) ) {//If taking full body pain, don't move return qtrue; } if( NPC->s.eFlags & EF_LOCKED_TO_WEAPON ) {//If in an emplaced gun, never try to navigate! return qtrue; } if( NPC->s.eFlags & EF_HELD_BY_RANCOR ) {//If in a rancor's hand, never try to navigate! return qtrue; } if( NPC->s.eFlags & EF_HELD_BY_WAMPA ) {//If in a wampa's hand, never try to navigate! return qtrue; } if( NPC->s.eFlags & EF_HELD_BY_SAND_CREATURE ) {//If in a worm's mouth, never try to navigate! return qtrue; } if ( NPC->watertype & CONTENTS_LADDER ) {//Do we still want to do this? vec3_t dir; VectorSubtract( NPCInfo->goalEntity->currentOrigin, NPC->currentOrigin, dir ); VectorNormalize( dir ); NPC_LadderMove( dir ); } bool moveSuccess = true; STEER::Activate(NPC); { // Attempt To Steer Directly To Our Goal //--------------------------------------- moveSuccess = STEER::GoTo(NPC, NPCInfo->goalEntity, NPCInfo->goalRadius); // Perhaps Not Close Enough? Try To Use The Navigation Grid //----------------------------------------------------------- if (!moveSuccess) { moveSuccess = NAV::GoTo(NPC, NPCInfo->goalEntity); if (!moveSuccess) { STEER::Stop(NPC); } } } STEER::DeActivate(NPC, &ucmd); #if AI_TIMERS navTime += GetTime( startTime ); #endif// AI_TIMERS return moveSuccess; } /* ------------------------- void NPC_SlideMoveToGoal( void ) Now assumes goal is goalEntity, if want to use tempGoal, you set that before calling the func ------------------------- */ qboolean NPC_SlideMoveToGoal( void ) { float saveYaw = NPC->client->ps.viewangles[YAW]; NPCInfo->combatMove = qtrue; qboolean ret = NPC_MoveToGoal( qtrue ); NPCInfo->desiredYaw = saveYaw; return ret; } /* ------------------------- NPC_ApplyRoff ------------------------- */ void NPC_ApplyRoff(void) { PlayerStateToEntityState( &NPC->client->ps, &NPC->s ); VectorCopy ( NPC->currentOrigin, NPC->lastOrigin ); // use the precise origin for linking gi.linkentity(NPC); }