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https://github.com/yquake2/yquake2remaster.git
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game: sync ctf g_ai
This commit is contained in:
parent
63d3e5ac74
commit
f0155f0163
4 changed files with 26 additions and 1474 deletions
2
Makefile
2
Makefile
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@ -1480,7 +1480,7 @@ CTF_OBJS_ = \
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src/common/shared/flash.o \
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src/common/shared/flash.o \
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src/common/shared/rand.o \
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src/common/shared/rand.o \
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src/common/shared/shared.o \
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src/common/shared/shared.o \
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src/ctf/g_ai.o \
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src/game/g_ai.o \
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src/game/g_chase.o \
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src/game/g_chase.o \
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src/game/g_cmds.o \
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src/game/g_cmds.o \
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src/ctf/g_combat.o \
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src/ctf/g_combat.o \
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1236
src/ctf/g_ai.c
1236
src/ctf/g_ai.c
File diff suppressed because it is too large
Load diff
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@ -1,227 +0,0 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) ZeniMax Media Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Player (the arm and the weapons) animation.
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*
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* =======================================================================
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*/
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#define FRAME_stand01 0
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#define FRAME_stand02 1
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#define FRAME_stand03 2
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#define FRAME_stand04 3
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#define FRAME_stand05 4
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#define FRAME_stand06 5
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#define FRAME_stand07 6
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#define FRAME_stand08 7
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#define FRAME_stand09 8
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#define FRAME_stand10 9
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#define FRAME_stand11 10
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#define FRAME_stand12 11
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#define FRAME_stand13 12
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#define FRAME_stand14 13
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#define FRAME_stand15 14
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#define FRAME_stand16 15
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#define FRAME_stand17 16
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#define FRAME_stand18 17
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#define FRAME_stand19 18
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#define FRAME_stand20 19
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#define FRAME_stand21 20
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#define FRAME_stand22 21
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#define FRAME_stand23 22
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#define FRAME_stand24 23
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#define FRAME_stand25 24
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#define FRAME_stand26 25
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#define FRAME_stand27 26
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#define FRAME_stand28 27
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#define FRAME_stand29 28
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#define FRAME_stand30 29
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#define FRAME_stand31 30
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#define FRAME_stand32 31
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#define FRAME_stand33 32
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#define FRAME_stand34 33
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#define FRAME_stand35 34
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#define FRAME_stand36 35
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#define FRAME_stand37 36
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#define FRAME_stand38 37
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#define FRAME_stand39 38
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#define FRAME_stand40 39
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#define FRAME_run1 40
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#define FRAME_run2 41
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#define FRAME_run3 42
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#define FRAME_run4 43
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#define FRAME_run5 44
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#define FRAME_run6 45
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#define FRAME_attack1 46
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#define FRAME_attack2 47
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#define FRAME_attack3 48
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#define FRAME_attack4 49
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#define FRAME_attack5 50
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#define FRAME_attack6 51
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#define FRAME_attack7 52
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#define FRAME_attack8 53
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#define FRAME_pain101 54
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#define FRAME_pain102 55
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#define FRAME_pain103 56
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#define FRAME_pain104 57
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#define FRAME_pain201 58
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#define FRAME_pain202 59
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#define FRAME_pain203 60
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#define FRAME_pain204 61
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#define FRAME_pain301 62
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#define FRAME_pain302 63
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#define FRAME_pain303 64
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#define FRAME_pain304 65
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#define FRAME_jump1 66
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#define FRAME_jump2 67
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#define FRAME_jump3 68
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#define FRAME_jump4 69
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#define FRAME_jump5 70
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#define FRAME_jump6 71
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#define FRAME_flip01 72
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#define FRAME_flip02 73
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#define FRAME_flip03 74
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#define FRAME_flip04 75
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#define FRAME_flip05 76
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#define FRAME_flip06 77
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#define FRAME_flip07 78
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#define FRAME_flip08 79
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#define FRAME_flip09 80
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#define FRAME_flip10 81
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#define FRAME_flip11 82
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#define FRAME_flip12 83
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#define FRAME_salute01 84
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#define FRAME_salute02 85
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#define FRAME_salute03 86
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#define FRAME_salute04 87
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#define FRAME_salute05 88
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#define FRAME_salute06 89
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#define FRAME_salute07 90
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#define FRAME_salute08 91
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#define FRAME_salute09 92
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#define FRAME_salute10 93
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#define FRAME_salute11 94
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#define FRAME_taunt01 95
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#define FRAME_taunt02 96
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#define FRAME_taunt03 97
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#define FRAME_taunt04 98
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#define FRAME_taunt05 99
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#define FRAME_taunt06 100
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#define FRAME_taunt07 101
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#define FRAME_taunt08 102
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#define FRAME_taunt09 103
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#define FRAME_taunt10 104
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#define FRAME_taunt11 105
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#define FRAME_taunt12 106
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#define FRAME_taunt13 107
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#define FRAME_taunt14 108
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#define FRAME_taunt15 109
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#define FRAME_taunt16 110
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#define FRAME_taunt17 111
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#define FRAME_wave01 112
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#define FRAME_wave02 113
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#define FRAME_wave03 114
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#define FRAME_wave04 115
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#define FRAME_wave05 116
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#define FRAME_wave06 117
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#define FRAME_wave07 118
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#define FRAME_wave08 119
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#define FRAME_wave09 120
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#define FRAME_wave10 121
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#define FRAME_wave11 122
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#define FRAME_point01 123
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#define FRAME_point02 124
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#define FRAME_point03 125
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#define FRAME_point04 126
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#define FRAME_point05 127
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#define FRAME_point06 128
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#define FRAME_point07 129
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#define FRAME_point08 130
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#define FRAME_point09 131
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#define FRAME_point10 132
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#define FRAME_point11 133
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#define FRAME_point12 134
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#define FRAME_crstnd01 135
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#define FRAME_crstnd02 136
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#define FRAME_crstnd03 137
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#define FRAME_crstnd04 138
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#define FRAME_crstnd05 139
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#define FRAME_crstnd06 140
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#define FRAME_crstnd07 141
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#define FRAME_crstnd08 142
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#define FRAME_crstnd09 143
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#define FRAME_crstnd10 144
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#define FRAME_crstnd11 145
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#define FRAME_crstnd12 146
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#define FRAME_crstnd13 147
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#define FRAME_crstnd14 148
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#define FRAME_crstnd15 149
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#define FRAME_crstnd16 150
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#define FRAME_crstnd17 151
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#define FRAME_crstnd18 152
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#define FRAME_crstnd19 153
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#define FRAME_crwalk1 154
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#define FRAME_crwalk2 155
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#define FRAME_crwalk3 156
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#define FRAME_crwalk4 157
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#define FRAME_crwalk5 158
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#define FRAME_crwalk6 159
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#define FRAME_crattak1 160
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#define FRAME_crattak2 161
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#define FRAME_crattak3 162
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#define FRAME_crattak4 163
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#define FRAME_crattak5 164
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#define FRAME_crattak6 165
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#define FRAME_crattak7 166
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#define FRAME_crattak8 167
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#define FRAME_crattak9 168
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#define FRAME_crpain1 169
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#define FRAME_crpain2 170
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#define FRAME_crpain3 171
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#define FRAME_crpain4 172
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#define FRAME_crdeath1 173
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#define FRAME_crdeath2 174
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#define FRAME_crdeath3 175
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#define FRAME_crdeath4 176
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#define FRAME_crdeath5 177
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#define FRAME_death101 178
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#define FRAME_death102 179
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#define FRAME_death103 180
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#define FRAME_death104 181
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#define FRAME_death105 182
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#define FRAME_death106 183
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#define FRAME_death201 184
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#define FRAME_death202 185
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#define FRAME_death203 186
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#define FRAME_death204 187
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#define FRAME_death205 188
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#define FRAME_death206 189
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#define FRAME_death301 190
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#define FRAME_death302 191
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#define FRAME_death303 192
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#define FRAME_death304 193
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#define FRAME_death305 194
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#define FRAME_death306 195
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#define FRAME_death307 196
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#define FRAME_death308 197
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#define MODEL_SCALE 1.000000
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@ -21,6 +21,8 @@
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* =======================================================================
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* =======================================================================
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*
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*
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* The basic AI functions like enemy detection, attacking and so on.
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* The basic AI functions like enemy detection, attacking and so on.
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* While mostly unused by the CTF code the functions must be here since
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* big parts of the game logic rely on them.
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*
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*
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* =======================================================================
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* =======================================================================
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*/
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*/
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@ -111,7 +113,7 @@ ai_move(edict_t *self, float dist)
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/*
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/*
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*
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*
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* Used for standing around and looking
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* Used for standing around and looking
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* for players Distance is for slight
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* for players. Distance is for slight
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* position adjustments needed by the
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* position adjustments needed by the
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* animations
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* animations
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*/
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*/
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@ -347,26 +349,30 @@ ai_turn(edict_t *self, float dist)
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/* ============================================================================ */
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/* ============================================================================ */
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/*
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/*
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*
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* .enemy
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* .enemy
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* Will be world if not currently angry at anyone.
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* Will be world if not currently angry at anyone.
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*
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*
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* .movetarget
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* .movetarget
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* The next path spot to walk toward. If .enemy, ignore .movetarget.
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* The next path spot to walk toward. If .enemy,
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* When an enemy is killed, the monster will try to return to it's path.
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* ignore .movetarget. When an enemy is killed,
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* the monster will try to return to it's path.
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*
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*
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* .hunt_time
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* .hunt_time
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* Set to time + something when the player is in sight, but movement straight for
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* Set to time + something when the player is in
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* him is blocked. This causes the monster to use wall following code for
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* sight, but movement straight for him is blocked.
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* This causes the monster to use wall following code for
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* movement direction instead of sighting on the player.
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* movement direction instead of sighting on the player.
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*
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*
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* .ideal_yaw
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* .ideal_yaw
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* A yaw angle of the intended direction, which will be turned towards at up
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* A yaw angle of the intended direction, which will be
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* to 45 deg / state. If the enemy is in view and hunt_time is not active,
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* turned towards at up to 45 deg / state. If the enemy
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* this will be the exact line towards the enemy.
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* is in view and hunt_time is not active, this will be
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* the exact line towards the enemy.
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*
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*
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* .pausetime
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* .pausetime
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* A monster will leave it's stand state and head towards it's .movetarget when
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* A monster will leave it's stand state and head towards
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* time > .pausetime.
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* it's .movetarget when time > .pausetime.
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*
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*
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* walkmove(angle, speed) primitive is all or nothing
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* walkmove(angle, speed) primitive is all or nothing
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*/
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*/
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else
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else
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{
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{
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client = level.sight_client;
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client = level.sight_client;
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if (!client)
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{
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return false; /* no clients to get mad at */
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}
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}
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}
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/* if the entity went away, forget it */
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/* if the entity went away, forget it */
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{
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{
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chance = 0.4;
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chance = 0.4;
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}
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}
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else if (enemy_range == RANGE_MELEE)
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{
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chance = 0.2;
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}
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else if (enemy_range == RANGE_NEAR)
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else if (enemy_range == RANGE_NEAR)
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{
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{
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chance = 0.1;
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chance = 0.1;
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Loading…
Reference in a new issue