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Merge pull request #468 from BjossiAlfreds/dodge
Fix monsters being disoriented after ducking
This commit is contained in:
commit
a0d2604030
6 changed files with 11 additions and 0 deletions
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@ -383,6 +383,7 @@ brain_dodge(edict_t *self, edict_t *attacker, float eta)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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self->monsterinfo.pausetime = level.time + eta + 0.5;
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self->monsterinfo.pausetime = level.time + eta + 0.5;
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@ -618,6 +618,7 @@ chick_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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self->monsterinfo.currentmove = &chick_move_duck;
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self->monsterinfo.currentmove = &chick_move_duck;
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@ -609,6 +609,7 @@ gunner_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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self->monsterinfo.currentmove = &gunner_move_duck;
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self->monsterinfo.currentmove = &gunner_move_duck;
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@ -637,6 +637,7 @@ infantry_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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self->monsterinfo.currentmove = &infantry_move_duck;
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self->monsterinfo.currentmove = &infantry_move_duck;
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@ -681,6 +681,11 @@ mmove_t medic_move_duck =
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void
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void
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medic_dodge(edict_t *self, edict_t *attacker, float eta)
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medic_dodge(edict_t *self, edict_t *attacker, float eta)
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{
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{
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if (!self || !attacker)
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{
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return;
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}
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if (random() > 0.25)
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if (random() > 0.25)
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{
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{
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return;
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return;
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@ -689,6 +694,7 @@ medic_dodge(edict_t *self, edict_t *attacker, float eta)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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self->monsterinfo.currentmove = &medic_move_duck;
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self->monsterinfo.currentmove = &medic_move_duck;
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@ -1092,6 +1092,7 @@ soldier_dodge(edict_t *self, edict_t *attacker, float eta)
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if (!self->enemy)
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if (!self->enemy)
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{
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{
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self->enemy = attacker;
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self->enemy = attacker;
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FoundTarget(self);
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}
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}
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if (skill->value == 0)
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if (skill->value == 0)
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