Merge pull request #1003 from BjossiAlfreds/intersight

Fixed monsters seeing players during intermissions
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Yamagi 2023-05-08 18:08:48 +02:00 committed by GitHub
commit f74f61a76a
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@ -553,15 +553,11 @@ FindTarget(edict_t *self)
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)
if (!client || !client->inuse ||
(client->client && level.intermissiontime))
{
return false;
}
@ -938,11 +934,38 @@ ai_run_slide(edict_t *self, float distance)
* or do something else used by
* ai_run and ai_stand
*/
static qboolean
hesDeadJim(const edict_t *self)
{
const edict_t *enemy = self->enemy;
if (!enemy || !enemy->inuse)
{
return true;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
return (enemy->health > 0);
}
if (enemy->client && level.intermissiontime)
{
return true;
}
if (self->monsterinfo.aiflags & AI_BRUTAL)
{
return (enemy->health <= -80);
}
return (enemy->health <= 0);
}
qboolean
ai_checkattack(edict_t *self)
{
vec3_t temp;
qboolean hesDeadJim;
if (!self)
{
@ -995,41 +1018,10 @@ ai_checkattack(edict_t *self)
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)
if (hesDeadJim(self))
{
self->enemy = NULL;
self->monsterinfo.aiflags &= ~AI_MEDIC;
if (self->oldenemy && (self->oldenemy->health > 0))
{