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Add missing code from JKO for enemy aim at player
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1 changed files with 12 additions and 1 deletions
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@ -28,6 +28,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "wp_saber.h"
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#include "g_functions.h"
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#include "../cgame/cg_local.h" // Evil? Maybe. Necessary? Absolutely.
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
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extern qboolean NPC_CheckLookTarget( gentity_t *self );
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@ -2253,7 +2255,16 @@ int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos )
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{
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CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
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}
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CalcEntitySpot( ent, SPOT_CHEST, targ );
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int location = Q_irand(0, 9);
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if (location <= 4 || cg.renderingThirdPerson ||
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ent->client == NULL || ent->client->ps.clientNum != 0) { //50% chance (unless ent is not the player, then always go for chest, which is original behaviour)
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CalcEntitySpot(ent, SPOT_CHEST, targ);
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} else if (location <= 7) { //30% chance
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CalcEntitySpot(ent, SPOT_LEGS, targ);
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} else { // 20% chance
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CalcEntitySpot(ent, SPOT_HEAD, targ);
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}
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// add aim error
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// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
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