yquake2remaster/src/game/g_ai.c
2021-10-29 17:54:26 +00:00

1336 lines
24 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* The basic AI functions like enemy detection, attacking and so on.
*
* =======================================================================
*/
#include "header/local.h"
extern cvar_t *maxclients;
qboolean enemy_vis;
qboolean enemy_infront;
int enemy_range;
float enemy_yaw;
qboolean FindTarget(edict_t *self);
qboolean ai_checkattack(edict_t *self);
/*
* 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.
*/
void
ai_move(edict_t *self, float dist)
{
if (!self)
{
return;
}
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);
}
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 distance 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.
*/
/* ============================================================================ */
/*
* returns the range categorization of an entity relative 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 = 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 < 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;
}
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 == SKILL_EASY) && (randk() & 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_NEAR)
{
chance = 0.1;
}
else if (enemy_range == RANGE_MID)
{
chance = 0.02;
}
else
{
return false;
}
if (skill->value == SKILL_EASY)
{
chance *= 0.5;
}
else if (skill->value >= SKILL_HARD)
{
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
* approximately 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 used by
* ai_run and ai_stand
*/
qboolean
ai_checkattack(edict_t *self)
{
vec3_t temp;
qboolean hesDeadJim;
if (!self)
{
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 = 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;
}
}
/* wake up other monsters */
self->show_hostile = level.time + 1;
/* 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);
}
/* look for other coop players here */
if (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)
{
/* Special case: Some projectiles like grenades or rockets are
classified as an enemy. When they explode they generate a
sound entity, triggering this code path. Since they're gone
after the explosion their entity pointer is NULL. Therefor
self->enemy is also NULL and we're crashing. Work around
this by predending that the enemy is still there, and move
to it. */
if (self->enemy)
{
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))
{
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;
}
tempgoal = G_SpawnOptional();
if (!tempgoal)
{
M_MoveToGoal(self, dist);
return;
}
save = self->goalentity;
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);
self->goalentity = save;
}