From 544c0e383a8254fcfdb8aba8add927083676cd4b Mon Sep 17 00:00:00 2001 From: BjossiAlfreds Date: Wed, 26 Apr 2023 01:40:13 +0000 Subject: [PATCH] Fixed monsters seeing players during intermissions --- src/g_ai.c | 64 ++++++++++++++++++++++++++---------------------------- 1 file changed, 31 insertions(+), 33 deletions(-) diff --git a/src/g_ai.c b/src/g_ai.c index 2bc9a15..951463b 100644 --- a/src/g_ai.c +++ b/src/g_ai.c @@ -541,12 +541,10 @@ qboolean 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; if (client == self->enemy) @@ -907,10 +905,36 @@ Decides if we're going to attack 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, float dist) { vec3_t temp; - qboolean hesDeadJim; if (!self) { @@ -950,37 +974,11 @@ qboolean ai_checkattack (edict_t *self, float dist) 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; - // FIXME: look all around for other targets + self->monsterinfo.aiflags &= ~AI_MEDIC; + if (self->oldenemy && self->oldenemy->health > 0) { self->enemy = self->oldenemy;