xatrix/src/g_ai.c
Yamagi Burmeister bc5f569880 Try to fix monsters getting stuck by waiting forever for their enemy.
44472722e added some sanity checks to the AI code. The checks in
ai_run() are likely wrong because the enemy entity might be already
NULL if we arrive their. By aborting early the code is unable to
determine a new enemy or return the monster to idle state, so the
monster will wait forever for an enemy that'll never come.

This happens only in monster vs. monster fights. Never in monster vs.
player, that game ends if the player dies.

In theory this change should be harmless, because if the enemy entity is
gone it won't generate sound targets now be visible. If the game crashes
by self->enemy being NULL we've got a problem elsewere.

This was reported by @BjossiAlfreds in #483. He also suggested the fix.
2019-08-31 11:17:38 +02:00

1285 lines
23 KiB
C

/* =======================================================================
*
* The basic AI functions like enemy detection, attacking and so on.
*
* =======================================================================
*/
#include "header/local.h"
qboolean FindTarget(edict_t *self);
extern cvar_t *maxclients;
qboolean ai_checkattack(edict_t *self, float dist);
qboolean enemy_vis;
qboolean enemy_infront;
int enemy_range;
float enemy_yaw;
/* ============================================================================ */
/*
* Called once each frame to set level.sight_client
* to the player to be checked for in findtarget.
* If all clients are either dead or in notarget,
* sight_client will be null. In coop games,
* sight_client will cycle between the clients.
*/
void
AI_SetSightClient(void)
{
edict_t *ent;
int start, check;
if (level.sight_client == NULL)
{
start = 1;
}
else
{
start = level.sight_client - g_edicts;
}
check = start;
while (1)
{
check++;
if (check > game.maxclients)
{
check = 1;
}
ent = &g_edicts[check];
if (ent->inuse &&
(ent->health > 0) &&
!(ent->flags & FL_NOTARGET))
{
level.sight_client = ent;
return; /* got one */
}
if (check == start)
{
level.sight_client = NULL;
return; /* nobody to see */
}
}
}
/* ============================================================================ */
/*
* Move the specified distance at current
* facing. This replaces the QC functions:
* ai_forward, ai_back, ai_pain, and ai_painforward
*/
void
ai_move(edict_t *self, float dist)
{
M_walkmove(self, self->s.angles[YAW], dist);
}
/*
* Used for standing around and looking for
* players. Distance is for slight position
* adjustments needed by the animations
*/
void
ai_stand(edict_t *self, float dist)
{
vec3_t v;
if (!self)
{
return;
}
if (dist)
{
M_walkmove(self, self->s.angles[YAW], dist);
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
if (self->enemy)
{
VectorSubtract(self->enemy->s.origin, self->s.origin, v);
self->ideal_yaw = vectoyaw(v);
if ((self->s.angles[YAW] != self->ideal_yaw) &&
self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.run(self);
}
M_ChangeYaw(self);
ai_checkattack(self, 0);
}
else
{
FindTarget(self);
}
return;
}
if (FindTarget(self))
{
return;
}
if (level.time > self->monsterinfo.pausetime)
{
self->monsterinfo.walk(self);
return;
}
if (!(self->spawnflags & 1) && (self->monsterinfo.idle) &&
(level.time > self->monsterinfo.idle_time))
{
if (self->monsterinfo.idle_time)
{
self->monsterinfo.idle(self);
self->monsterinfo.idle_time = level.time + 15 + random() * 15;
}
else
{
self->monsterinfo.idle_time = level.time + random() * 15;
}
}
}
/*
* The monster is walking it's beat
*/
void
ai_walk(edict_t *self, float dist)
{
if (!self)
{
return;
}
M_MoveToGoal(self, dist);
/* check for noticing a player */
if (FindTarget(self))
{
return;
}
if ((self->monsterinfo.search) && (level.time > self->monsterinfo.idle_time))
{
if (self->monsterinfo.idle_time)
{
self->monsterinfo.search(self);
self->monsterinfo.idle_time = level.time + 15 + random() * 15;
}
else
{
self->monsterinfo.idle_time = level.time + random() * 15;
}
}
}
/*
* Turns towards target and advances.
* Use this call with a distnace of 0
* to replace ai_face
*/
void
ai_charge(edict_t *self, float dist)
{
vec3_t v;
if (!self)
{
return;
}
if(self->enemy)
{
VectorSubtract(self->enemy->s.origin, self->s.origin, v);
}
self->ideal_yaw = vectoyaw(v);
M_ChangeYaw(self);
if (dist)
{
M_walkmove(self, self->s.angles[YAW], dist);
}
}
/*
* Don't move, but turn towards ideal_yaw
* Distance is for slight position adjustments
* needed by the animations
*/
void
ai_turn(edict_t *self, float dist)
{
if (!self)
{
return;
}
if (dist)
{
M_walkmove(self, self->s.angles[YAW], dist);
}
if (FindTarget(self))
{
return;
}
M_ChangeYaw(self);
}
/*
* .enemy
* Will be world if not currently angry at anyone.
*
* .movetarget
* The next path spot to walk toward. If .enemy, ignore .movetarget.
* When an enemy is killed, the monster will try to return to it's path.
*
* .hunt_time
* Set to time + something when the player is in sight, but movement straight for
* him is blocked. This causes the monster to use wall following code for
* movement direction instead of sighting on the player.
*
* .ideal_yaw
* A yaw angle of the intended direction, which will be turned towards at up
* to 45 deg / state. If the enemy is in view and hunt_time is not active,
* this will be the exact line towards the enemy.
*
* .pausetime
* A monster will leave it's stand state and head towards it's .movetarget when
* time > .pausetime.
*
* walkmove(angle, speed) primitive is all or nothing
*/
/*
* returns the range catagorization of an entity reletive to self
* 0 melee range, will become hostile even if back is turned
* 1 visibility and infront, or visibility and show hostile
* 2 infront and show hostile
* 3 only triggered by damage
*/
int
range(edict_t *self, edict_t *other)
{
vec3_t v;
float len;
if (!self || !other)
{
return 0;
}
VectorSubtract(self->s.origin, other->s.origin, v);
len = VectorLength(v);
if (len < MELEE_DISTANCE)
{
return RANGE_MELEE;
}
if (len < 500)
{
return RANGE_NEAR;
}
if (len < 1000)
{
return RANGE_MID;
}
return RANGE_FAR;
}
/*
* returns 1 if the entity is visible
* to self, even if not infront()
*/
qboolean
visible(edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
if (!self || !other)
{
return false;
}
VectorCopy(self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy(other->s.origin, spot2);
spot2[2] += other->viewheight;
trace = gi.trace(spot1, vec3_origin, vec3_origin, spot2, self, MASK_OPAQUE);
if (trace.fraction == 1.0)
{
return true;
}
return false;
}
/*
* returns 1 if the entity is in
* front (in sight) of self
*/
qboolean
infront(edict_t *self, edict_t *other)
{
vec3_t vec;
float dot;
vec3_t forward;
if (!self || !other)
{
return false;
}
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorSubtract(other->s.origin, self->s.origin, vec);
VectorNormalize(vec);
dot = DotProduct(vec, forward);
if (dot > 0.3)
{
return true;
}
return false;
}
/* ============================================================================ */
void
HuntTarget(edict_t *self)
{
vec3_t vec;
if (!self)
{
return;
}
self->goalentity = self->enemy;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.stand(self);
}
else
{
self->monsterinfo.run(self);
}
if(visible(self, self->enemy))
{
VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
}
self->ideal_yaw = vectoyaw(vec);
/* wait a while before first attack */
if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
{
AttackFinished(self, 1);
}
}
void
FoundTarget(edict_t *self)
{
if (!self|| !self->enemy || !self->enemy->inuse)
{
return;
}
/* let other monsters see this monster for a while */
if (self->enemy->client)
{
level.sight_entity = self;
level.sight_entity_framenum = level.framenum;
level.sight_entity->light_level = 128;
}
self->show_hostile = (int)level.time + 1; /* wake up other monsters */
VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
if (!self->combattarget)
{
HuntTarget(self);
return;
}
self->goalentity = self->movetarget = G_PickTarget(self->combattarget);
if (!self->movetarget)
{
self->goalentity = self->movetarget = self->enemy;
HuntTarget(self);
gi.dprintf("%s at %s, combattarget %s not found\n",
self->classname, vtos(self->s.origin),
self->combattarget);
return;
}
/* clear out our combattarget, these are a one shot deal */
self->combattarget = NULL;
self->monsterinfo.aiflags |= AI_COMBAT_POINT;
/* clear the targetname, that point is ours! */
self->movetarget->targetname = NULL;
self->monsterinfo.pausetime = 0;
/* run for it */
self->monsterinfo.run(self);
}
/*
* Self is currently not attacking anything, so try
* to find a target. Returns TRUE if an enemy was sighted.
* When a player fires a missile, the point of impact
* becomes a fakeplayer so that monsters that see the
* impact will respond as if they had seen the player.
*
* To avoid spending too much time, only a single client
* (or fakeclient) is checked each frame. This means multi
* player games will have slightly slower noticing monsters.
*/
qboolean
FindTarget(edict_t *self)
{
edict_t *client;
qboolean heardit;
int r;
if (!self)
{
return false;
}
if (self->monsterinfo.aiflags & AI_GOOD_GUY)
{
return false;
}
/* if we're going to a combat point, just proceed */
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
{
return false;
}
/* if the first spawnflag bit is set, the
monster will only wake up on really seeing
the player, not another monster getting angry
or hearing something */
heardit = false;
if ((level.sight_entity_framenum >= (level.framenum - 1)) &&
!(self->spawnflags & 1))
{
client = level.sight_entity;
if (client->enemy == self->enemy)
{
return false;
}
}
else if (level.sound_entity_framenum >= (level.framenum - 1))
{
client = level.sound_entity;
heardit = true;
}
else if (!(self->enemy) &&
(level.sound2_entity_framenum >= (level.framenum - 1)) &&
!(self->spawnflags & 1))
{
client = level.sound2_entity;
heardit = true;
}
else
{
client = level.sight_client;
if (!client)
{
return false; /* no clients to get mad at */
}
}
/* if the entity went away, forget it */
if (!client->inuse)
{
return false;
}
if (client == self->enemy)
{
return true;
}
if (client->client)
{
if (client->flags & FL_NOTARGET)
{
return false;
}
}
else if (client->svflags & SVF_MONSTER)
{
if (!client->enemy)
{
return false;
}
if (client->enemy->flags & FL_NOTARGET)
{
return false;
}
}
else if (heardit)
{
if (client->owner->flags & FL_NOTARGET)
{
return false;
}
}
else
{
return false;
}
if (!heardit)
{
r = range(self, client);
if (r == RANGE_FAR)
{
return false;
}
/* is client in an spot too dark to be seen? */
if (client->light_level <= 5)
{
return false;
}
if (!visible(self, client))
{
return false;
}
if (r == RANGE_NEAR)
{
if ((client->show_hostile < (int)level.time) && !infront(self, client))
{
return false;
}
}
else if (r == RANGE_MID)
{
if (!infront(self, client))
{
return false;
}
}
self->enemy = client;
if (strcmp(self->enemy->classname, "player_noise") != 0)
{
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
if (!self->enemy->client)
{
self->enemy = self->enemy->enemy;
if (!self->enemy->client)
{
self->enemy = NULL;
return false;
}
}
}
}
else /* heardit */
{
vec3_t temp;
if (self->spawnflags & 1)
{
if (!visible(self, client))
{
return false;
}
}
else
{
if (!gi.inPHS(self->s.origin, client->s.origin))
{
return false;
}
}
VectorSubtract(client->s.origin, self->s.origin, temp);
if (VectorLength(temp) > 1000) /* too far to hear */
{
return false;
}
/* check area portals - if they are different
and not connected then we can't hear it */
if (client->areanum != self->areanum)
{
if (!gi.AreasConnected(self->areanum, client->areanum))
{
return false;
}
}
self->ideal_yaw = vectoyaw(temp);
M_ChangeYaw(self);
/* hunt the sound for a bit; hopefully find the real player */
self->monsterinfo.aiflags |= AI_SOUND_TARGET;
self->enemy = client;
}
/* got one */
FoundTarget(self);
if (!(self->monsterinfo.aiflags & AI_SOUND_TARGET) &&
(self->monsterinfo.sight))
{
self->monsterinfo.sight(self, self->enemy);
}
return true;
}
/* ============================================================================= */
qboolean
FacingIdeal(edict_t *self)
{
float delta;
if (!self)
{
return false;
}
delta = anglemod(self->s.angles[YAW] - self->ideal_yaw);
if ((delta > 45) && (delta < 315))
{
return false;
}
return true;
}
/* ============================================================================= */
qboolean
M_CheckAttack(edict_t *self)
{
vec3_t spot1, spot2;
float chance;
trace_t tr;
if (!self || !self->enemy || !self->enemy->inuse)
{
return false;
}
if (self->enemy->health > 0)
{
/* see if any entities are in the way of the shot */
VectorCopy(self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy(self->enemy->s.origin, spot2);
spot2[2] += self->enemy->viewheight;
tr = gi.trace(spot1, NULL, NULL, spot2, self,
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME |
CONTENTS_LAVA | CONTENTS_WINDOW);
/* do we have a clear shot? */
if (tr.ent != self->enemy)
{
return false;
}
}
/* melee attack */
if (enemy_range == RANGE_MELEE)
{
/* don't always melee in easy mode */
if ((skill->value == 0) && (rand() & 3))
{
return false;
}
if (self->monsterinfo.melee)
{
self->monsterinfo.attack_state = AS_MELEE;
}
else
{
self->monsterinfo.attack_state = AS_MISSILE;
}
return true;
}
/* missile attack */
if (!self->monsterinfo.attack)
{
return false;
}
if (level.time < self->monsterinfo.attack_finished)
{
return false;
}
if (enemy_range == RANGE_FAR)
{
return false;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
chance = 0.4;
}
else if (enemy_range == RANGE_MELEE)
{
chance = 0.2;
}
else if (enemy_range == RANGE_NEAR)
{
chance = 0.1;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.02;
}
else
{
return false;
}
if (skill->value == 0)
{
chance *= 0.5;
}
else if (skill->value >= 2)
{
chance *= 2;
}
if (random() < chance)
{
self->monsterinfo.attack_state = AS_MISSILE;
self->monsterinfo.attack_finished = level.time + 2 * random();
return true;
}
if (self->flags & FL_FLY)
{
if (random() < 0.3)
{
self->monsterinfo.attack_state = AS_SLIDING;
}
else
{
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
return false;
}
/*
* Turn and close until within
* an angle to launch a melee attack
*/
void
ai_run_melee(edict_t *self)
{
if (!self)
{
return;
}
self->ideal_yaw = enemy_yaw;
M_ChangeYaw(self);
if (FacingIdeal(self))
{
if (self->monsterinfo.melee)
{
self->monsterinfo.melee(self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
}
/*
* Turn in place until within
* an angle to launch a missile attack
*/
void
ai_run_missile(edict_t *self)
{
if (!self)
{
return;
}
self->ideal_yaw = enemy_yaw;
M_ChangeYaw(self);
if (FacingIdeal(self))
{
if (self->monsterinfo.attack) {
self->monsterinfo.attack(self);
self->monsterinfo.attack_state = AS_STRAIGHT;
}
}
}
/*
* Strafe sideways, but stay
* at aproximately the same range
*/
void
ai_run_slide(edict_t *self, float distance)
{
float ofs;
if (!self)
{
return;
}
self->ideal_yaw = enemy_yaw;
M_ChangeYaw(self);
if (self->monsterinfo.lefty)
{
ofs = 90;
}
else
{
ofs = -90;
}
if (M_walkmove(self, self->ideal_yaw + ofs, distance))
{
return;
}
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
M_walkmove(self, self->ideal_yaw - ofs, distance);
}
/*
* Decides if we're going to
* attack or do something else
*/
qboolean
ai_checkattack(edict_t *self, float dist)
{
vec3_t temp;
qboolean hesDeadJim;
if (!self || !self->enemy || !self->enemy->inuse)
{
enemy_vis = false;
return false;
}
/* this causes monsters to run blindly
to the combat point w/o firing */
if (self->goalentity)
{
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
{
return false;
}
if ((self->monsterinfo.aiflags & AI_SOUND_TARGET) && !visible(self, self->goalentity))
{
if ((level.time - self->enemy->last_sound_time) > 5.0)
{
if (self->goalentity == self->enemy)
{
if (self->movetarget)
{
self->goalentity = self->movetarget;
}
else
{
self->goalentity = NULL;
}
}
self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
{
self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
}
}
else
{
self->show_hostile = (int)level.time + 1;
return false;
}
}
}
enemy_vis = false;
/* see if the enemy is dead */
hesDeadJim = false;
if ((!self->enemy) || (!self->enemy->inuse))
{
hesDeadJim = true;
}
else if (self->monsterinfo.aiflags & AI_MEDIC)
{
if (self->enemy->health > 0)
{
hesDeadJim = true;
self->monsterinfo.aiflags &= ~AI_MEDIC;
}
}
else
{
if (self->monsterinfo.aiflags & AI_BRUTAL)
{
if (self->enemy->health <= -80)
{
hesDeadJim = true;
}
}
else
{
if (self->enemy->health <= 0)
{
hesDeadJim = true;
}
}
}
if (hesDeadJim)
{
self->enemy = NULL;
if (self->oldenemy && (self->oldenemy->health > 0))
{
self->enemy = self->oldenemy;
self->oldenemy = NULL;
HuntTarget(self);
}
else
{
if (self->movetarget)
{
self->goalentity = self->movetarget;
self->monsterinfo.walk(self);
}
else
{
/* we need the pausetime otherwise the stand code
will just revert to walking with no target and
the monsters will wonder around aimlessly trying
to hunt the world entity */
self->monsterinfo.pausetime = level.time + 100000000;
self->monsterinfo.stand(self);
}
return true;
}
}
self->show_hostile = (int)level.time + 1; /* wake up other monsters */
/* check knowledge of enemy */
enemy_vis = visible(self, self->enemy);
if (enemy_vis)
{
self->monsterinfo.search_time = level.time + 5;
VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
}
if (coop && coop->value && (self->monsterinfo.search_time < level.time))
{
if (FindTarget(self))
{
return true;
}
}
if (self->enemy)
{
enemy_infront = infront(self, self->enemy);
enemy_range = range(self, self->enemy);
VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
enemy_yaw = vectoyaw(temp);
}
if (self->monsterinfo.attack_state == AS_MISSILE)
{
ai_run_missile(self);
return true;
}
if (self->monsterinfo.attack_state == AS_MELEE)
{
ai_run_melee(self);
return true;
}
/* if enemy is not currently
visible, we will never attack */
if (!enemy_vis)
{
return false;
}
return self->monsterinfo.checkattack(self);
}
/*
* The monster has an enemy it is trying to kill
*/
void
ai_run(edict_t *self, float dist)
{
vec3_t v;
edict_t *tempgoal;
edict_t *save;
qboolean new;
edict_t *marker;
float d1, d2;
trace_t tr;
vec3_t v_forward, v_right;
float left, center, right;
vec3_t left_target, right_target;
if (!self)
{
return;
}
/* if we're going to a combat point, just proceed */
if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
{
M_MoveToGoal(self, dist);
return;
}
if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
{
VectorSubtract(self->s.origin, self->enemy->s.origin, v);
if (VectorLength(v) < 64)
{
self->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
self->monsterinfo.stand(self);
return;
}
M_MoveToGoal(self, dist);
if (!FindTarget(self))
{
return;
}
}
if (ai_checkattack(self, dist))
{
return;
}
if (self->monsterinfo.attack_state == AS_SLIDING)
{
ai_run_slide(self, dist);
return;
}
if (enemy_vis)
{
M_MoveToGoal(self, dist);
self->monsterinfo.aiflags &= ~AI_LOST_SIGHT;
VectorCopy(self->enemy->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = level.time;
return;
}
if ((self->monsterinfo.search_time) &&
(level.time > (self->monsterinfo.search_time + 20)))
{
M_MoveToGoal(self, dist);
self->monsterinfo.search_time = 0;
return;
}
save = self->goalentity;
tempgoal = G_Spawn();
self->goalentity = tempgoal;
new = false;
if (!(self->monsterinfo.aiflags & AI_LOST_SIGHT))
{
/* just lost sight of the player, decide where to go first */
self->monsterinfo.aiflags |= (AI_LOST_SIGHT | AI_PURSUIT_LAST_SEEN);
self->monsterinfo.aiflags &= ~(AI_PURSUE_NEXT | AI_PURSUE_TEMP);
new = true;
}
if (self->monsterinfo.aiflags & AI_PURSUE_NEXT)
{
self->monsterinfo.aiflags &= ~AI_PURSUE_NEXT;
/* give ourself more time since we got this far */
self->monsterinfo.search_time = level.time + 5;
if (self->monsterinfo.aiflags & AI_PURSUE_TEMP)
{
self->monsterinfo.aiflags &= ~AI_PURSUE_TEMP;
marker = NULL;
VectorCopy(self->monsterinfo.saved_goal,
self->monsterinfo.last_sighting);
new = true;
}
else if (self->monsterinfo.aiflags & AI_PURSUIT_LAST_SEEN)
{
self->monsterinfo.aiflags &= ~AI_PURSUIT_LAST_SEEN;
marker = PlayerTrail_PickFirst(self);
}
else
{
marker = PlayerTrail_PickNext(self);
}
if (marker)
{
VectorCopy(marker->s.origin, self->monsterinfo.last_sighting);
self->monsterinfo.trail_time = marker->timestamp;
self->s.angles[YAW] = self->ideal_yaw = marker->s.angles[YAW];
new = true;
}
}
VectorSubtract(self->s.origin, self->monsterinfo.last_sighting, v);
d1 = VectorLength(v);
if (d1 <= dist)
{
self->monsterinfo.aiflags |= AI_PURSUE_NEXT;
dist = d1;
}
VectorCopy(self->monsterinfo.last_sighting, self->goalentity->s.origin);
if (new)
{
tr = gi.trace(self->s.origin, self->mins, self->maxs, self->monsterinfo.last_sighting,
self, MASK_PLAYERSOLID);
if (tr.fraction < 1)
{
VectorSubtract(self->goalentity->s.origin, self->s.origin, v);
d1 = VectorLength(v);
center = tr.fraction;
d2 = d1 * ((center + 1) / 2);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
AngleVectors(self->s.angles, v_forward, v_right, NULL);
VectorSet(v, d2, -16, 0);
G_ProjectSource(self->s.origin, v, v_forward, v_right, left_target);
tr = gi.trace(self->s.origin, self->mins, self->maxs, left_target,
self, MASK_PLAYERSOLID);
left = tr.fraction;
VectorSet(v, d2, 16, 0);
G_ProjectSource(self->s.origin, v, v_forward, v_right, right_target);
tr = gi.trace(self->s.origin, self->mins, self->maxs, right_target,
self, MASK_PLAYERSOLID);
right = tr.fraction;
center = (d1 * center) / d2;
if ((left >= center) && (left > right))
{
if (left < 1)
{
VectorSet(v, d2 * left * 0.5, -16, 0);
G_ProjectSource(self->s.origin, v, v_forward, v_right,
left_target);
}
VectorCopy(self->monsterinfo.last_sighting,
self->monsterinfo.saved_goal);
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
VectorCopy(left_target, self->goalentity->s.origin);
VectorCopy(left_target, self->monsterinfo.last_sighting);
VectorSubtract(self->goalentity->s.origin, self->s.origin, v);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
}
else if ((right >= center) && (right > left))
{
if (right < 1)
{
VectorSet(v, d2 * right * 0.5, 16, 0);
G_ProjectSource(self->s.origin, v, v_forward,
v_right, right_target);
}
VectorCopy(self->monsterinfo.last_sighting, self->monsterinfo.saved_goal);
self->monsterinfo.aiflags |= AI_PURSUE_TEMP;
VectorCopy(right_target, self->goalentity->s.origin);
VectorCopy(right_target, self->monsterinfo.last_sighting);
VectorSubtract(self->goalentity->s.origin, self->s.origin, v);
self->s.angles[YAW] = self->ideal_yaw = vectoyaw(v);
}
}
}
M_MoveToGoal(self, dist);
G_FreeEdict(tempgoal);
if (self)
{
self->goalentity = save;
}
}