590 lines
14 KiB
C
590 lines
14 KiB
C
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// dog
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#include "g_local.h"
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#include "ai_dog.h"
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void dog_sound (edict_t *self);
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void dog_end_stand (edict_t *self);
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void dog_sound_think (edict_t *self);
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void dog_melee (edict_t *self);
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void dog_evade_amb (edict_t *self);
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void dog_melee_bail (edict_t *self);
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void dog_evade_checkadjust (edict_t *self);
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void dog_evade_adjust (edict_t *self);
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void dog_lick2( edict_t *self );
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void dog_pounce (edict_t *self);
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void dog_talk_think ( edict_t *self );
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void dog_bite (edict_t *self);
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void dog_bark (edict_t *self);
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void dog_growl (edict_t *self);
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#include "ai_dog_tables.h"
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char *wuf[7] =
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{
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"actors/dog/dg_bark1.wav",
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"actors/dog/dg_bark2.wav",
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"actors/dog/dg_die.wav",
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"actors/dog/dg_grwl1.wav",
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"actors/dog/dg_grwl2.wav",
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"actors/dog/dg_lunge.wav",
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"actors/dog/dg_yelp.wav"
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};
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void dog_yelp (edict_t *self)
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{
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self->last_talk_time = level.time;
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gi.sound( self, CHAN_VOICE, gi.soundindex( wuf[6] ), 1, ATTN_NORM, 0 );
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}
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void dog_bark (edict_t *self)
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{
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self->last_talk_time = level.time;
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gi.sound( self, CHAN_VOICE, gi.soundindex( wuf[rand()%2] ), 1, ATTN_NORM, 0 );
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}
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void dog_growl (edict_t *self)
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{
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self->last_talk_time = level.time + 0.5; // growl lasts a bit longer
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gi.sound( self, CHAN_BODY, gi.soundindex( wuf[3+rand()%3] ), 1, ATTN_NORM, 0 );
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}
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void dog_talk_think ( edict_t *self )
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{
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edict_t *talk_ent;
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cast_memory_t *mem;
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if (!(talk_ent = self->cast_info.talk_ent))
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return;
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if (VectorDistance( talk_ent->s.origin, self->s.origin ) > 600)
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{
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self->cast_info.talk_ent = NULL;
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return;
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}
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if ( (self->cast_info.talk_ent == &g_edicts[1])
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&& (self->cast_info.talk_ent->last_talk_time < (level.time - TALK_OTHER_DELAY*2))
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&& (self->last_talk_time > (level.time - TALK_SELF_DELAY)))
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{
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return;
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}
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// if (last_client_talk && last_client_talk > (level.time - TALK_OTHER_DELAY))
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// return; // don't talk too much around the client
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if ((talk_ent->health <= 0) || !visible(self, talk_ent) || !infront(talk_ent, self))
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{
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self->cast_info.talk_ent = NULL;
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return;
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}
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mem = level.global_cast_memory[self->character_index][talk_ent->character_index];
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if (!mem || (mem->flags & MEMORY_NO_TALK))
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return;
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// say something!
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if ( ( (self->last_talk_time < (level.time - TALK_SELF_DELAY)) // we haven't spoken for a while
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|| ( (talk_ent->client || talk_ent->last_talk_time) // if they haven't spoken yet, don't bother
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&& (talk_ent->last_talk_time > (level.time - TALK_OTHER_DELAY*1.5)) // or they've just said something, and we've allowed some time for them to finish saying it
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&& (talk_ent->cast_info.talk_ent == self)
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&& (self->last_talk_time < talk_ent->last_talk_time)
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&& (self->last_talk_time < (level.time - TALK_OTHER_DELAY))))
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&& (talk_ent->last_talk_time < (level.time - TALK_OTHER_DELAY)))
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{
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if (talk_ent->client)
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{
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// should we be aggressive? or friendly?
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if ((self->moral < MORAL_AGGRESSIVE) || (!self->profanity_level && talk_ent->profanity_level && (self->moral < rand()%MORAL_MAX)))
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{ // friendly
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self->cast_info.currentmove = &dog_move_sniff;
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dog_bark( self );
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}
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else if (self->profanity_level)
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{ // attack!
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AI_MakeEnemy( self, talk_ent, 0 );
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dog_bark( self );
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}
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else // ready to attack at any second
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{
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self->cast_info.currentmove = &dog_move_sniff;
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dog_growl (self);
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self->profanity_level = 3;
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}
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self->last_talk_time = level.time;
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if (!infront( self, talk_ent ))
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{
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self->cast_info.avoid( self, talk_ent, true );
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}
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}
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}
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}
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void dog_end_stand( edict_t *self )
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{
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if (self->cast_info.move_stand_evade && (self->last_stand_evade > (level.time - 3)))
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return;
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if (random() <= 0.2)
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{
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self->cast_info.currentmove = &dog_move_sniff;
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}
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else if (random() <= 0.1)
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{
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self->cast_info.currentmove = &dog_move_bark;
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dog_bark (self);
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}
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/*
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else if ( (random() <= 0.1)
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&& (AI_SideTrace( self, 32, 90, -1 )))
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{
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self->cast_info.currentmove = &dog_move_pee;
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}
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*/
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else
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{
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self->cast_info.currentmove = self->cast_info.move_stand;
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}
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}
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void dog_backoff( edict_t *self, edict_t *other )
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{
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}
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void dog_pain (edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject)
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{
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int rnd;
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int baseskin;//, currentskin;
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baseskin = self->s.model_parts[mdx_part].baseskin;
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if (self->health < (self->max_health * 0.5))
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{
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self->s.model_parts[PART_HEAD].skinnum[0] = baseskin + 2;
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}
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else if (self->health < (self->max_health * 0.75))
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{
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self->s.model_parts[PART_HEAD].skinnum[0] = baseskin + 1;
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}
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AI_CheckMakeEnemy( self, other );
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3 + random();
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if (skill->value >= 3)
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return; // no pain anims in nightmare
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if (rand()%2)
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dog_yelp (self);
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// Ridah, randomly don't play an animation, since it' leaves them WAY open to be killed
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if (skill->value > 0 && rand()%2)
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return;
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rnd = rand()%3;
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switch (rnd)
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{
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case 0:
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self->cast_info.currentmove = &dog_move_pain1;
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break;
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case 1:
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self->cast_info.currentmove = &dog_move_pain2;
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break;
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case 2:
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self->cast_info.currentmove = &dog_move_pain3;
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break;
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}
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}
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void dog_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
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{
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int rnd;
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// self->s.modelindex2 = 0;
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// regular death
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self->takedamage = DAMAGE_YES;
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if (DeathByGib(self, inflictor, attacker, damage))
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{ // gib
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self->deadflag = DEAD_DEAD;
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GibEntity( self, inflictor, damage );
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self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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self->deadflag = DEAD_DEAD;
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// if (!self->onfiretime)
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dog_yelp (self);
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rnd = rand()%1;
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switch (rnd)
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{
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case 0:
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self->cast_info.currentmove = &dog_move_death1;
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break;
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case 1:
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self->cast_info.currentmove = &dog_move_death2;
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break;
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}
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}
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qboolean dog_attack (edict_t *self)
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{
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vec3_t vec;
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float dist;
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self->cast_info.aiflags |= AI_RUN_LIKE_HELL; // dog runs really fast
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VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
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dist = VectorNormalize( vec );
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// start panting now when we stop
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self->cast_info.move_stand = &dog_move_pant;
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// yell at them?
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if (self->last_talk_time < (level.time - 0.5*TALK_FIGHTING_DELAY))
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{
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if (rand()%2)
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dog_bark(self);
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else
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dog_growl(self);
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}
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{
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qboolean attack=false;
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if (dist < 48 && VectorLength( self->enemy->velocity ) < 250)
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{
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attack = true;
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}
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else if (dist < 64)
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{
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attack = false; // so we do a high attack
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}
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else // are they running towards us?
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{
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VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
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VectorMA( vec, 0.5, self->enemy->velocity, vec );
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dist = VectorNormalize( vec );
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if (dist < 96)
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{
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attack = true;
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}
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}
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if (attack)
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{
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int rnd;
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self->ideal_yaw = vectoyaw(vec);
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M_ChangeYaw( self );
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if (vec[2] < -0.5)
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{
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self->cast_info.currentmove = &dog_move_low_atk;
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}
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else if (vec[2] < -0.1)
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{
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self->cast_info.currentmove = &dog_move_med_atk;
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}
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else if (vec[2] > 0.5)
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{
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self->cast_info.currentmove = &dog_move_upr_atk;
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}
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else if (self->enemy->maxs[2] < self->enemy->cast_info.standing_max_z)
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{
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self->cast_info.currentmove = &dog_move_med_atk;
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}
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/*
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if (self->enemy->maxs[2] < 30)
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{
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if (rand()%10 < 8)
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self->cast_info.currentmove = &dog_move_med_atk;
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else
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self->cast_info.currentmove = &dog_move_low_atk;
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}
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else if (self->maxs[2] > self->enemy->maxs[2] || self->s.origin[2] > self->enemy->s.origin[2])
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{
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self->cast_info.currentmove = &dog_move_low_atk;
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}
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else if (self->s.origin[2] < self->enemy->s.origin[2])
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{
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self->cast_info.currentmove = &dog_move_upr_atk;
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}
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*/
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else
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{
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rnd = rand()%10;
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if (dist < 48 && rnd < 4)
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self->cast_info.currentmove = &dog_move_low_atk;
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else if (rnd < 6)
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self->cast_info.currentmove = &dog_move_med_atk;
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else
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self->cast_info.currentmove = &dog_move_upr_atk;
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}
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self->cast_info.aiflags &=~ AI_RUSH_THE_PLAYER;
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return true;
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}
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else if (dist < 180) // Ridah, increased this to help SR4 dogs jump onto cars
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{
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self->ideal_yaw = vectoyaw(vec);
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M_ChangeYaw( self );
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self->cast_info.currentmove = &dog_move_upr_atk;
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return true;
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}
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else if (dist < 400)
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self->cast_info.aiflags |= AI_RUSH_THE_PLAYER;
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}
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return false;
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}
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void dog_bite (edict_t *self)
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{
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vec3_t start;//, offset;
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vec3_t forward, right;
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float damage = 8;
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if (self->cast_info.currentmove == &dog_move_upr_atk)
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damage *= 2; // double handed attack
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// yell at them?
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if (self->last_talk_time < (level.time - 1.0))
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{
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if (rand()%2)
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dog_bark(self);
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else
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dog_growl(self);
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}
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// VectorSet(offset, 0, 8, self->viewheight - 4);
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//VectorSet (offset, 0, 8, 16);
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AngleVectors (self->s.angles, forward, right, NULL);
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//G_ProjectSource (self->s.origin, offset, forward, right, start);
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/*
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if (self->cast_info.currentmove == &dog_move_low_atk)
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start[2] -= 20;
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else if (self->cast_info.currentmove == &dog_move_med_atk)
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start[2] -= 8;
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else if (self->cast_info.currentmove == &dog_move_upr_atk)
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start[2] += 8;
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*/
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damage *= 0.5;
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// fire_dogbite (self, start, forward, damage, 10, MOD_DOGBITE);
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if (self->enemy)
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{
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// trace_t tr;
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vec3_t aimdir, dang, end;
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VectorSubtract (self->enemy->s.origin, self->s.origin, aimdir);
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vectoangles (aimdir, dang);
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AngleVectors (dang, forward, NULL, NULL);
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VectorMA (self->s.origin, 16, forward, start);
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VectorMA (start, 32, forward, end);
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// ok it seems to line up with the head ok now
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// NAV_DrawLine (start, end);
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fire_blackjack( self, start, forward, damage, 0, MOD_DOGBITE );
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/*
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if (VectorLength (aimdir) < 96)
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{
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT );
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if (tr.ent->takedamage)
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T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, 0, DAMAGE_BULLET, MOD_DOGBITE);
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}
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// ok lets see why this isnt working
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else if (self->enemy->groundentity == self)
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T_Damage (self->enemy, self, self, aimdir, self->enemy->s.origin, vec3_origin, damage, 0, DAMAGE_BULLET, MOD_DOGBITE);
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*/
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}
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}
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void dog_long_attack (edict_t *self)
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|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
void dog_pounce (edict_t *self)
|
||
|
{
|
||
|
if (!self->enemy)
|
||
|
return;
|
||
|
|
||
|
self->ideal_yaw = entyaw( self, self->enemy );
|
||
|
M_ChangeYaw( self );
|
||
|
|
||
|
// leap if on ground
|
||
|
if (self->groundentity)
|
||
|
{
|
||
|
AngleVectors( self->s.angles, self->velocity, NULL, NULL );
|
||
|
VectorScale( self->velocity, 500, self->velocity );
|
||
|
self->velocity[2] = 200;
|
||
|
self->groundentity = NULL;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void dog_avoid ( edict_t *self, edict_t *other, qboolean face )
|
||
|
{
|
||
|
vec3_t vec;
|
||
|
|
||
|
if (self->health <= 0)
|
||
|
return;
|
||
|
|
||
|
if (!self->groundentity)
|
||
|
return;
|
||
|
|
||
|
self->cast_info.last_avoid = level.time;
|
||
|
|
||
|
if (face)
|
||
|
{ // turn to face them
|
||
|
VectorSubtract( other->s.origin, self->s.origin, vec );
|
||
|
self->cast_info.avoid_ent = other;
|
||
|
}
|
||
|
else
|
||
|
{ // turn to face away from them
|
||
|
VectorSubtract( self->s.origin, other->s.origin, vec );
|
||
|
self->cast_info.avoid_ent = NULL;
|
||
|
}
|
||
|
VectorNormalize( vec );
|
||
|
|
||
|
self->ideal_yaw = vectoyaw( vec );
|
||
|
|
||
|
if (!AI_SideTrace( self, -64, 0, 1))
|
||
|
self->cast_info.currentmove = &dog_move_avoid_reverse_walk;
|
||
|
else
|
||
|
self->cast_info.currentmove = &dog_move_avoid_walk;
|
||
|
}
|
||
|
|
||
|
void dog_catch_fire( edict_t *self, edict_t *other )
|
||
|
{
|
||
|
self->enemy = NULL; // stop attacking
|
||
|
self->cast_info.currentmove = &dog_move_run_on_fire;
|
||
|
}
|
||
|
|
||
|
/*QUAKED cast_dog (1 .5 0) (-16 -16 -16) (16 16 22) x TRIGGERED_START x x x
|
||
|
Dog
|
||
|
cast_group defines which group the character is a member of
|
||
|
default cast_group is 0, which is neutral (won't help others out)
|
||
|
player's cast_group is 1 (friendly characters)
|
||
|
skin = 1 or 2
|
||
|
model="models\actors\dog\"
|
||
|
*/
|
||
|
void SP_cast_dog (edict_t *self)
|
||
|
{
|
||
|
int i;
|
||
|
int skin;
|
||
|
|
||
|
// return;
|
||
|
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
self->movetype = MOVETYPE_STEP;
|
||
|
self->solid = SOLID_BBOX;
|
||
|
|
||
|
skin = self->s.skinnum = (self->skin-1) * 3;
|
||
|
|
||
|
VectorSet (self->mins, -16, -16, -24);
|
||
|
VectorSet (self->maxs, 16, 16, DUCKING_MAX_Z+2);
|
||
|
|
||
|
memset(&(self->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
|
||
|
|
||
|
self->art_skins = NULL;
|
||
|
|
||
|
self->s.num_parts++;
|
||
|
self->s.model_parts[PART_HEAD].modelindex = gi.modelindex("models/actors/enemy_dog/enemy_dog.mdx");
|
||
|
skin = self->s.skinnum;
|
||
|
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
|
||
|
self->s.model_parts[PART_HEAD].baseskin = self->s.model_parts[PART_HEAD].skinnum[i] = skin;
|
||
|
gi.GetObjectBounds( "models/actors/enemy_dog/enemy_dog.mdx", &self->s.model_parts[PART_HEAD] );
|
||
|
|
||
|
if (!self->health)
|
||
|
self->health = 200;
|
||
|
self->gib_health = -200;
|
||
|
self->mass = 100;
|
||
|
|
||
|
self->gender = GENDER_NONE;
|
||
|
|
||
|
self->yaw_speed = 20;
|
||
|
|
||
|
self->pain = dog_pain;
|
||
|
self->die = dog_die;
|
||
|
|
||
|
self->cast_info.checkattack = AI_CheckAttack;
|
||
|
self->cast_info.attack = dog_attack;
|
||
|
self->cast_info.long_attack = dog_long_attack;
|
||
|
self->cast_info.talk = dog_end_stand;
|
||
|
self->cast_info.avoid = dog_avoid;
|
||
|
self->cast_info.backoff = dog_backoff;
|
||
|
self->cast_info.catch_fire = dog_catch_fire;
|
||
|
self->cast_info.max_attack_distance = 128;
|
||
|
|
||
|
self->cast_info.move_stand = &dog_move_amb;
|
||
|
self->cast_info.move_run = &dog_move_run;
|
||
|
self->cast_info.move_runwalk = &dog_move_trot;
|
||
|
// self->cast_info.move_jump = &dog_move_jump; // Jumping animation screws up jump attacking, so don't do one
|
||
|
|
||
|
self->cast_info.move_avoid_walk = &dog_move_avoid_walk;
|
||
|
self->cast_info.move_avoid_run = &dog_move_avoid_run;
|
||
|
self->cast_info.move_avoid_reverse_walk = &dog_move_avoid_reverse_walk;
|
||
|
self->cast_info.move_avoid_reverse_run = &dog_move_avoid_reverse_run;
|
||
|
|
||
|
self->cast_info.move_evade = &dog_move_growl;
|
||
|
|
||
|
self->cast_info.currentmove = self->cast_info.move_stand;
|
||
|
|
||
|
self->cast_info.aiflags |= AI_MELEE;
|
||
|
self->cast_info.aiflags |= AI_NO_TALK;
|
||
|
self->cast_info.aiflags |= AI_ADJUSTPITCH;
|
||
|
|
||
|
// self->gravity = 0.7;
|
||
|
|
||
|
// Temp fix for Dog in SR2 that follows lamont
|
||
|
//if (self->leader_target)
|
||
|
// self->target = NULL;
|
||
|
|
||
|
// we're a dog, therefore we don't hide
|
||
|
self->cast_info.aiflags |= AI_NO_TAKE_COVER;
|
||
|
|
||
|
gi.linkentity (self);
|
||
|
|
||
|
walking_cast_start (self);
|
||
|
}
|