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Fixed monsters seeing players during intermissions
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parent
cbc0fa522d
commit
544c0e383a
1 changed files with 31 additions and 33 deletions
64
src/g_ai.c
64
src/g_ai.c
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@ -541,12 +541,10 @@ qboolean FindTarget (edict_t *self)
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else
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{
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client = level.sight_client;
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if (!client)
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return false; // no clients to get mad at
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}
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// if the entity went away, forget it
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if (!client->inuse)
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if (!client || !client->inuse || (client->client && level.intermissiontime))
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return false;
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if (client == self->enemy)
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@ -907,10 +905,36 @@ Decides if we're going to attack or do something else
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used by ai_run and ai_stand
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=============
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*/
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static qboolean hesDeadJim (const edict_t *self)
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{
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const edict_t *enemy = self->enemy;
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if (!enemy || !enemy->inuse)
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{
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return true;
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}
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if (self->monsterinfo.aiflags & AI_MEDIC)
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{
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return (enemy->health > 0);
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}
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if (enemy->client && level.intermissiontime)
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{
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return true;
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}
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if (self->monsterinfo.aiflags & AI_BRUTAL)
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{
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return (enemy->health <= -80);
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}
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return (enemy->health <= 0);
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}
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qboolean ai_checkattack (edict_t *self, float dist)
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{
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vec3_t temp;
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qboolean hesDeadJim;
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if (!self)
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{
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@ -950,37 +974,11 @@ qboolean ai_checkattack (edict_t *self, float dist)
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enemy_vis = false;
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// see if the enemy is dead
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hesDeadJim = false;
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if ((!self->enemy) || (!self->enemy->inuse))
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{
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hesDeadJim = true;
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}
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else if (self->monsterinfo.aiflags & AI_MEDIC)
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{
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if (self->enemy->health > 0)
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{
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hesDeadJim = true;
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self->monsterinfo.aiflags &= ~AI_MEDIC;
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}
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}
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else
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{
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if (self->monsterinfo.aiflags & AI_BRUTAL)
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{
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if (self->enemy->health <= -80)
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hesDeadJim = true;
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}
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else
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{
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if (self->enemy->health <= 0)
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hesDeadJim = true;
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}
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}
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if (hesDeadJim)
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if (hesDeadJim (self))
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{
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self->enemy = NULL;
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// FIXME: look all around for other targets
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self->monsterinfo.aiflags &= ~AI_MEDIC;
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if (self->oldenemy && self->oldenemy->health > 0)
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{
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self->enemy = self->oldenemy;
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