NSMonster: Add InAnimation() method. Also prohibit movement when in an animation.
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4 changed files with 24 additions and 5 deletions
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@ -271,6 +271,7 @@ class NSMonster:NSNavAI
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virtual int(void) AnimRun;
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virtual void(float) AnimPlay;
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virtual void(void) AnimationUpdate;
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virtual bool(void) InAnimation;
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/* states */
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virtual void(monsterState_e, monsterState_e) StateChanged;
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@ -91,6 +91,12 @@ NSMonster::AnimPlay(float seq)
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m_flAnimTime = time + frameduration(modelindex, frame);
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}
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bool
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NSMonster::InAnimation(void)
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{
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return (m_flAnimTime > time) ? true : false;
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}
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void
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NSMonster::Sound(string msg)
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{
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@ -100,7 +106,7 @@ NSMonster::Sound(string msg)
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void
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NSMonster::Gib(void)
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{
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takedamage = DAMAGE_NO;
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SetTakedamage(DAMAGE_NO);
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FX_GibHuman(origin, vectoangles(origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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Hide();
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}
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@ -594,8 +600,14 @@ NSMonster::Physics(void)
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AnimationUpdate();
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}
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CheckRoute();
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WalkRoute();
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if (InAnimation() == false) {
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CheckRoute();
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WalkRoute();
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} else {
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input_movevalues = [0,0,0];
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}
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hitcontentsmaski = CONTENTBITS_MONSTER;
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if (CanCrouch())
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@ -206,5 +206,11 @@ NSNavAI::ClearRoute(void)
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void
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NSNavAI::NSNavAI(void)
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{
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#ifdef SERVER
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m_iNodes = 0;
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m_iCurNode = -1;
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m_pRoute = __NULL__;
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m_vecLastNode = [0,0,0];
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m_vecTurnAngle = [0,0,0];
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#endif
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}
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@ -639,7 +639,7 @@ ConsoleCmd(string cmd)
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makevectors(pl.v_angle);
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if (unit.identity == 1) {
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NSEntity ent = (NSEntity)unit
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NSEntity ent = (NSEntity)unit;
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ent.Respawn();
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}
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traceline(pl.origin, pl.origin + (v_forward * 1024), MOVE_NORMAL, pl);
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