897 lines
18 KiB
C
897 lines
18 KiB
C
void() movetarget_f;
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void() t_movetarget;
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void() knight_walk1;
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void() wiz_guard1;
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void() AngelPitch;
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void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.movetarget
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The next path spot to walk toward. If .enemy, ignore .movetarget.
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When an enemy is killed, the monster will try to return to it's path.
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.huntt_ime
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. 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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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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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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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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//
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// globals
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//
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float current_yaw;
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float walking;
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//
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// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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// will wake up even if they wouldn't have noticed the player
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//
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entity sight_entity;
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float sight_entity_time;
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float(float v) anglemod =
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{
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while (v >= 360)
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v = v - 360;
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while (v < 0)
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v = v + 360;
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return v;
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};
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/*
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==============================================================================
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MOVETARGET CODE
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The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
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targetname
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must be present. The name of this movetarget.
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target
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the next spot to move to. If not present, stop here for good.
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pausetime
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The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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void() movetarget_f =
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{
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if (!self.targetname)
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objerror ("monster_movetarget: no targetname");
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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setsize (self, '-8 -8 -8', '8 8 8');
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};
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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void() path_corner =
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{
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movetarget_f ();
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};
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/*
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=============
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t_movetarget
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Something has bumped into a movetarget. If it is a monster
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moving towards it, change the next destination and continue.
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==============
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*/
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void() t_movetarget =
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{
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local entity temp;
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if (other.movetarget != self)
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return;
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if (other.enemy)
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return; // fighting, not following a path
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temp = self;
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self = other;
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other = temp;
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if (self.classname == "xmen_rogue")
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
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//dprint ("t_movetarget\n");
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self.goalentity = self.movetarget = find (world, targetname, other.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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self.pausetime = time + 999999;
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self.th_stand ();
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return;
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}
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};
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//============================================================================
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/*
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=============
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range
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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float(entity targ) range =
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{
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local vector spot1, spot2;
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local float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (r < 80)
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return RANGE_MELEE;
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if (r < 400)
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return RANGE_NEAR;
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if (r < 1300)
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return RANGE_MID;
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return RANGE_FAR;
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};
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float (entity targ) visible =
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{
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local vector spot1, spot2;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, FALSE, self); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if ((trace_fraction == 1) || (trace_ent == targ))
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return TRUE;
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return FALSE;
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};
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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float(entity targ) infront =
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{
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local vector vec;
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local float dot;
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makevectors (self.angles);
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vec = normalize (targ.origin - self.origin);
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if (self.enemy != world) { // original id sight code
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dot = vec * v_forward;
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if ( dot > 0.3)
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{
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return TRUE;
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}
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}
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else { // X-Men: allow for sideways sighting
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dot = vlen(vec + v_forward);
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if ( dot > 0.75)
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{
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return TRUE;
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}
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}
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return FALSE;
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};
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//============================================================================
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/*
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===========
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ChangeYaw
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Turns towards self.ideal_yaw at self.yaw_speed
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Sets the global variable current_yaw
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Called every 0.1 sec by monsters
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============
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*/
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/*
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void() ChangeYaw =
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{
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local float ideal, move;
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//current_yaw = self.ideal_yaw;
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// mod down the current angle
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current_yaw = anglemod( self.angles_y );
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ideal = self.ideal_yaw;
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if (current_yaw == ideal)
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return;
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move = ideal - current_yaw;
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if (ideal > current_yaw)
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{
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if (move > 180)
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move = move - 360;
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}
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else
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{
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if (move < -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > self.yaw_speed)
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move = self.yaw_speed;
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}
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else
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{
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if (move < 0-self.yaw_speed )
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move = 0-self.yaw_speed;
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}
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current_yaw = anglemod (current_yaw + move);
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self.angles_y = current_yaw;
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};
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*/
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//============================================================================
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void() HuntTarget =
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{
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self.goalentity = self.enemy;
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self.think = self.th_run;
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.nextthink = time + 0.1;
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SUB_AttackFinished (1); // wait a while before first attack
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};
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void() SightSound =
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{
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local float rsnd;
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rsnd = random();
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if (self.classname == "xmen_psylocke")
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FemaleSightSound();
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else if (self.classname == "xmen_storm")
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FemaleSightSound();
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else if (self.classname == "xmen_rogue")
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FemaleSightSound();
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else if (self.classname == "xmen_phoenix")
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FemaleSightSound();
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else if (self.classname == "xmen_wolverine")
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MaleSightSound(1);
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else if (self.classname == "xmen_cyclops")
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MaleSightSound(2);
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else if (self.classname == "xmen_beast")
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MaleSightSound(1);
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else if (self.classname == "xmen_bishop")
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MaleSightSound(2);
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else if (self.classname == "xmen_angel")
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MaleSightSound(2);
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else if (self.classname == "xmen_iceman")
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MaleSightSound(2);
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else if (self.classname == "xmen_gambit")
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MaleSightSound(2);
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else if (self.classname == "xmen_cannonball")
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MaleSightSound(2);
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};
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void() FoundTarget =
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{
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if (self.enemy.classname == "player")
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{ // let other monsters see this monster for a while
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sight_entity = self;
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sight_entity_time = time;
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}
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self.show_hostile = time + 1; // wake up other monsters
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SightSound ();
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HuntTarget ();
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};
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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Returns TRUE if an enemy was sighted
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When a player fires a missile, the point of impact becomes a fakeplayer so
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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float() FindTarget =
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{
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local entity client;
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local float r;
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local vector vect;
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if (self.spawnflags & SPAWNFLAG_CLONE)
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return;
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// if the first spawnflag bit is set, the monster will only wake up on
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// really seeing the player, not another monster getting angry
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// spawnflags & 3 is a big hack, because zombie crucified used the first
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// spawn flag prior to the ambush flag, and I forgot about it, so the second
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// spawn flag works as well
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if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
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{
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client = sight_entity;
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if (client.enemy == self.enemy)
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return;
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}
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else
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{
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client = checkclient ();
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if (!client)
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return FALSE; // current check entity isn't in PVS
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}
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if (client == self.enemy)
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return FALSE;
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if (client.flags & FL_NOTARGET)
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return FALSE;
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if (client.items & IT_INVISIBILITY)
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return FALSE;
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r = range (client);
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if (r == RANGE_FAR)
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return FALSE;
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if (r != RANGE_MELEE) {
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if (!visible (client))
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return FALSE;
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if (!infront(client))
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return FALSE;
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if (r == RANGE_NEAR)
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{
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if (client.show_hostile > time)
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return FALSE;
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}
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}
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// x-men: 3rd bit of spawnflag disables attacking a player on sight, unless really close
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traceline(self.origin, client.origin, FALSE, self);
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if ((self.spawnflags & 4) && ((vlen(self.origin - client.origin) > 96) || (trace_ent != client)))
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return FALSE;
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//
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// got one
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//
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return FALSE;
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}
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}
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FoundTarget ();
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return TRUE;
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};
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//=============================================================================
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float(float dist) ai_forward =
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{
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return walkmove (self.angles_y, dist);
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};
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float(float dist) ai_back =
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{
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return walkmove ( (self.angles_y+180), dist);
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};
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/*
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=============
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ai_pain
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stagger back a bit
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=============
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*/
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void(float dist) ai_pain =
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{
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ai_back (dist);
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/*
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local float away;
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away = anglemod (vectoyaw (self.origin - self.enemy.origin)
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+ 180*(random()- 0.5) );
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walkmove (away, dist);
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*/
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};
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/*
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=============
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ai_painforward
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stagger back a bit
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=============
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*/
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void(float dist) ai_painforward =
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{
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walkmove (self.ideal_yaw, dist);
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};
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/*
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=============
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ai_walk
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The monster is walking it's beat
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=============
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*/
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void(float dist) ai_run;
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void(float dist) ai_walk =
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{
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local vector mtemp;
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movedist = dist;
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if ((self.classname == "xmen_wolverine") &&
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(self.last_health_regen < (time - 1)))
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{
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self.health = self.health + 2;
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self.last_health_regen = time;
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}
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if (self.enemy == world) {
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// check for noticing a player
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if (FindTarget ())
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return;
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movetogoal (dist);
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}
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else { // in walking frames, but still angry at someone
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walking = TRUE;
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ai_run(dist);
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walking = FALSE;
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mtemp = self.origin - self.enemy.origin;
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mtemp_z = 0;
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traceline(self.origin, self.enemy.origin, TRUE, self.enemy);
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if (trace_fraction < 1) // enemy is getting away, so start running
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self.think = self.th_run;
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if ((self.classname == "xmen_wolverine") ||
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(self.classname == "xmen_storm"))
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self.nextthink = time + 0.05;
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}
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};
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/*
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=============
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ai_stand
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The monster is staying in one place for a while, with slight angle turns
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=============
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*/
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void() ai_stand =
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{
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if (self.parallize_time > time)
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{
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return;
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}
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if (FindTarget ())
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return;
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if (time > self.pausetime)
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{
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self.th_walk ();
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return;
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}
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// change angle slightly
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};
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/*
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=============
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ai_turn
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don't move, but turn towards ideal_yaw
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=============
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*/
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void() ai_turn =
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{
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if (FindTarget ())
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return;
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ChangeYaw ();
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};
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//=============================================================================
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/*
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=============
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ChooseTurn
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=============
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*/
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void(vector dest3) ChooseTurn =
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{
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local vector dir, newdir;
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dir = self.origin - dest3;
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newdir_x = trace_plane_normal_y;
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newdir_y = 0 - trace_plane_normal_x;
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newdir_z = 0;
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if (dir * newdir > 0)
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{
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dir_x = 0 - trace_plane_normal_y;
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dir_y = trace_plane_normal_x;
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}
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else
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{
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dir_x = trace_plane_normal_y;
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dir_y = 0 - trace_plane_normal_x;
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}
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dir_z = 0;
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self.ideal_yaw = vectoyaw(dir);
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};
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/*
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============
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FacingIdeal
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============
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*/
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float() FacingIdeal =
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{
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local float delta;
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delta = anglemod(self.angles_y - self.ideal_yaw);
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if (delta > 45 && delta < 315)
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return FALSE;
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return TRUE;
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};
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//=============================================================================
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float() StormCheckAttack;
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float() WizardCheckAttack;
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float() beastCheckAttack;
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float() GambitCheckAttack;
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float() PsylockeCheckAttack;
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float() CheckAnyAttack =
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{
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local float ca; // xmen cl2
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if (!enemy_vis)
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return;
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if (self.classname == "xmen_bishop")
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return SoldierCheckAttack ();
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if (self.classname == "xmen_rogue")
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return OgreCheckAttack ();
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if (self.classname == "xmen_storm")
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return StormCheckAttack ();
|
|
if (self.classname == "xmen_wolverine")
|
|
return DemonCheckAttack ();
|
|
if (self.classname == "xmen_beast")
|
|
return beastCheckAttack ();
|
|
if (self.classname == "xmen_angel")
|
|
return WizardCheckAttack ();
|
|
if (self.classname == "xmen_gambit")
|
|
return GambitCheckAttack ();
|
|
if (self.classname == "xmen_psylocke")
|
|
return PsylockeCheckAttack ();
|
|
|
|
// begin xmen (cl2)
|
|
ca = CheckAttack ();
|
|
if (self.classname == "xmen_iceman") self.count = 1;
|
|
return (ca);
|
|
// End xmen (cl2)
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_melee
|
|
|
|
Turn and close until within an angle to launch a melee attack
|
|
=============
|
|
*/
|
|
void() ai_run_melee =
|
|
{
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
|
|
if (FacingIdeal())
|
|
{
|
|
self.th_melee ();
|
|
self.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_missile
|
|
|
|
Turn in place until within an angle to launch a missile attack
|
|
=============
|
|
*/
|
|
void() ai_run_missile =
|
|
{
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
if (FacingIdeal())
|
|
{
|
|
self.th_missile ();
|
|
self.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_slide
|
|
|
|
Strafe sideways, but stay at aproximately the same range
|
|
=============
|
|
*/
|
|
void() ai_run_slide =
|
|
{
|
|
local float ofs;
|
|
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
if (self.lefty)
|
|
ofs = 90;
|
|
else
|
|
ofs = -90;
|
|
|
|
if (walkmove (self.ideal_yaw + ofs, movedist))
|
|
return;
|
|
|
|
self.lefty = 1 - self.lefty;
|
|
|
|
walkmove (self.ideal_yaw - ofs, movedist);
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run
|
|
|
|
The monster has an enemy it is trying to kill
|
|
=============
|
|
*/
|
|
void() skeleton_animate;
|
|
void(float dist) ai_run =
|
|
{
|
|
local vector delta, vect;
|
|
local float axis, cont;
|
|
local float direct, ang_rint, ang_floor, ang_ceil;
|
|
local entity oenemy;
|
|
|
|
if (self.spawnflags & SPAWNFLAG_CLONE)
|
|
self.th_stand();
|
|
|
|
if (self.classname == "xmen_skeleton") {
|
|
skeleton_animate();
|
|
return;
|
|
}
|
|
|
|
if (self.parallize_time > time)
|
|
{
|
|
return;
|
|
}
|
|
|
|
movedist = dist;
|
|
// see if the enemy is dead
|
|
if (self.enemy.health <= 0)
|
|
{
|
|
self.enemy = world;
|
|
// FIXME: look all around for other targets
|
|
if (self.oldenemy.health > 0)
|
|
{
|
|
self.enemy = self.oldenemy;
|
|
HuntTarget ();
|
|
}
|
|
else
|
|
{
|
|
if (self.movetarget)
|
|
self.th_walk ();
|
|
else
|
|
self.th_stand ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check if in Lava
|
|
cont = pointcontents(self.origin);
|
|
if ((cont == CONTENT_LAVA) ||
|
|
(cont == CONTENT_SLIME)) {
|
|
T_Damage(self, world, world, 100);
|
|
}
|
|
|
|
|
|
self.show_hostile = time + 1; // wake up other monsters
|
|
|
|
// check knowledge of enemy
|
|
enemy_vis = visible(self.enemy);
|
|
if (enemy_vis)
|
|
self.search_time = time + 5;
|
|
|
|
// look for other coop players
|
|
if (coop && self.search_time < time)
|
|
{
|
|
if (FindTarget ())
|
|
return;
|
|
}
|
|
|
|
enemy_infront = infront(self.enemy);
|
|
enemy_range = range(self.enemy);
|
|
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
|
|
if (self.guard_flag) {
|
|
if (self.th_guard) {
|
|
self.th_guard();
|
|
self.guard_flag = FALSE;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self.flags & FL_FLY) {
|
|
// do pitching
|
|
AngelPitch();
|
|
ai_face();
|
|
}
|
|
|
|
if (self.attack_state == AS_MISSILE)
|
|
{
|
|
//dprint ("ai_run_missile\n");
|
|
ai_run_missile ();
|
|
return;
|
|
}
|
|
if (self.attack_state == AS_MELEE)
|
|
{
|
|
//dprint ("ai_run_melee\n");
|
|
ai_run_melee ();
|
|
return;
|
|
}
|
|
|
|
if (CheckAnyAttack ())
|
|
return; // beginning an attack
|
|
|
|
if (self.attack_state == AS_SLIDING)
|
|
{
|
|
ai_run_slide ();
|
|
// return;
|
|
dist = dist / 2;
|
|
}
|
|
|
|
if ((self.classname == "xmen_angel")) {
|
|
if (vlen(self.origin - self.enemy.origin) < 256) {
|
|
|
|
// FIXME: check there is at least 196 units behind
|
|
vect = vectoangles(self.angles);
|
|
traceline(self.origin, self.origin - vect*196, TRUE, self);
|
|
if (trace_fraction < 1)
|
|
dist = 0;
|
|
else {
|
|
dist = dist * -1;
|
|
|
|
if (self.attack_state != AS_SLIDING)
|
|
dist = dist * 0.5;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (self.flags & FL_FLY) {
|
|
// check that we haven't gone TOO close to the player, and sare sitting on their head
|
|
if (vlen(self.enemy.origin - self.origin) < 60) {
|
|
ai_back(5);
|
|
return;
|
|
}
|
|
else if (vlen(self.enemy.origin - self.origin) < 68) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// remove z_ofs (Storm)
|
|
self.origin_z = self.origin_z - self.z_ofs;
|
|
|
|
// head straight in
|
|
self.oldorigin = self.origin;
|
|
|
|
//if (self.classname == "xmen_cannonball") bprint("ai_run: movetogoal\n");
|
|
movetogoal (dist);
|
|
|
|
if ((self.origin == self.oldorigin) && (vlen(self.enemy.origin - self.origin) < 70)) {
|
|
ai_face();
|
|
}
|
|
|
|
// re-apply z_ofs (Storm)
|
|
self.origin_z = self.origin_z + self.z_ofs;
|
|
|
|
// walk if really close
|
|
if ((!walking) &&
|
|
(self.classname == "xmen_wolverine")) {
|
|
delta = self.enemy.origin - self.origin;
|
|
delta_z = 0;
|
|
if (vlen(delta) < 128)
|
|
self.think = self.th_walk;
|
|
}
|
|
|
|
if ((self.classname == "xmen_wolverine") ||
|
|
(self.classname == "xmen_storm"))
|
|
self.nextthink = time + 0.05;
|
|
};
|
|
|