mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Add missing code from JKO for enemy aim at player
This commit is contained in:
parent
3fcbf553d6
commit
1534cad9cf
1 changed files with 12 additions and 1 deletions
|
@ -28,6 +28,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "wp_saber.h"
|
||||
#include "g_functions.h"
|
||||
|
||||
#include "../cgame/cg_local.h" // Evil? Maybe. Necessary? Absolutely.
|
||||
|
||||
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
|
||||
extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
|
||||
extern qboolean NPC_CheckLookTarget( gentity_t *self );
|
||||
|
@ -2253,7 +2255,16 @@ int NPC_ShotEntity( gentity_t *ent, vec3_t impactPos )
|
|||
{
|
||||
CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
|
||||
}
|
||||
CalcEntitySpot( ent, SPOT_CHEST, targ );
|
||||
|
||||
int location = Q_irand(0, 9);
|
||||
if (location <= 4 || cg.renderingThirdPerson ||
|
||||
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)
|
||||
CalcEntitySpot(ent, SPOT_CHEST, targ);
|
||||
} else if (location <= 7) { //30% chance
|
||||
CalcEntitySpot(ent, SPOT_LEGS, targ);
|
||||
} else { // 20% chance
|
||||
CalcEntitySpot(ent, SPOT_HEAD, targ);
|
||||
}
|
||||
|
||||
// add aim error
|
||||
// use weapon instead of specific npc types, although you could add certain npc classes if you wanted
|
||||
|
|
Loading…
Reference in a new issue