openmohaa/code/fgame/actor_turret.cpp

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/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor_turret.cpp
#include "actor.h"
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void Actor::InitTurret(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Turret;
func->BeginState = &Actor::Begin_Turret;
func->EndState = &Actor::End_Turret;
func->SuspendState = &Actor::Suspend_Turret;
func->RestartState = NULL;
func->FinishedAnimation = &Actor::FinishedAnimation_Turret;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->PostShoot = &Actor::InterruptPoint_Turret;
func->ReceiveAIEvent = &Actor::ReceiveAIEvent_Turret;
func->IsState = &Actor::IsAttackState;
func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Turret;
}
bool Actor::Turret_IsRetargeting(void) const
{
return m_State <= 120;
}
bool Actor::Turret_DecideToSelectState(void)
{
switch (m_State) {
case 100:
if (level.inttime > m_iStateTime + 5000) {
InterruptPoint_Turret();
}
return false;
case 101:
case 107:
case 102:
case 109:
return false;
}
return !Turret_IsRetargeting();
}
void Actor::Turret_SelectState(void)
{
vec2_t vDelta;
float fDistSquared;
if (!m_Enemy) {
TransitionState(109, rand() & 0x7FF + 250);
return;
}
VectorSub2D(origin, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (m_State == 104 && fDistSquared > m_fLeashSquared * 0.64 + 64.0) {
if (PathExists() && !PathComplete()) {
return;
}
} else if (fDistSquared <= m_fLeashSquared * 1.21 + 256.0) {
m_iRunHomeTime = 0;
} else if (m_iRunHomeTime == 0) {
m_iRunHomeTime = level.inttime + (rand() & 0xFFF) + 1000;
} else if (level.inttime >= m_iRunHomeTime) {
m_iRunHomeTime = 0;
ClearPath();
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (PathExists() && !PathComplete()) {
TransitionState(104, 0);
return;
} else {
Com_Printf(
"^~^~^ (entnum %i, radnum %d, targetname '%s') cannot reach his leash home\n",
entnum,
radnum,
targetname.c_str()
);
}
}
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VectorSub2D(origin, m_Enemy->origin, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == 105) {
if (m_fMinDistanceSquared * 2.25 > fDistSquared) {
return;
}
}
if (m_fMinDistanceSquared > fDistSquared) {
ClearPath();
TransitionState(105, 0);
return;
}
if (fDistSquared > m_fMaxDistanceSquared) {
bool bSmthing = false;
if (m_Team == TEAM_GERMAN) {
if ((m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance) && !CanSeeEnemy(200)) {
bSmthing = true;
}
}
if (bSmthing) {
ClearPath();
TransitionState(112, 0);
} else {
if (m_State == 106) {
return;
}
ClearPath();
TransitionState(106, 0);
}
return;
}
if (DecideToThrowGrenade(m_Enemy->velocity + m_vLastEnemyPos, &m_vGrenadeVel, &m_eGrenadeMode)) {
m_bNextForceStart = false;
SetDesiredYawDir(m_vGrenadeVel);
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m_eNextAnimMode = ANIM_MODE_NORMAL;
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m_csNextAnimString =
(m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
TransitionState(107, 0);
return;
}
if (m_State != 100 && m_State != 103 && m_State != 112) {
ClearPath();
TransitionState(100, 0);
}
}
bool Actor::Turret_CheckRetarget(void)
{
if (level.inttime < m_iStateTime + 5000 || level.inttime < m_iLastHitTime + 5000) {
return false;
}
Turret_BeginRetarget();
return true;
}
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void Actor::Begin_Turret(void)
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{
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DoForceActivate();
m_csMood = STRING_ALERT;
ClearPath();
if (m_Enemy) {
TransitionState(110, 0);
} else {
TransitionState(109, (rand() & 0x7FF) + 250);
}
}
void Actor::End_Turret(void)
{
if (m_pCoverNode && m_State != 111) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
TransitionState(-1, 0);
}
void Actor::Suspend_Turret(void)
{
if (!m_Enemy) {
TransitionState(110, 0);
} else {
if (m_State <= 108) {
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
TransitionState(113, 0);
}
}
}
void Actor::State_Turret_Combat(void)
{
if (CanSeeEnemy(200)) {
ClearPath();
Anim_Attack();
AimAtTargetPos();
Turret_CheckRetarget();
return;
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
FindPathNearWithLeash(m_vLastEnemyPos, 4.0 * m_fMinDistanceSquared);
if (!ShortenPathToAttack(0.0)) {
ClearPath();
}
ShortenPathToAvoidSquadMates();
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
m_pszDebugState = "combat->chill";
Turret_BeginRetarget();
} else {
m_pszDebugState = "combat->move";
if (!MovePathWithLeash()) {
m_pszDebugState = "combat->move->aim";
Turret_BeginRetarget();
} else {
Turret_CheckRetarget();
}
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}
}
void Actor::Turret_BeginRetarget(void)
{
SetEnemyPos(m_Enemy->origin);
AimAtEnemyBehavior();
TransitionState(113, 0);
}
void Actor::Turret_NextRetarget(void)
{
vec2_t vDelta;
float fDistSquared;
m_State++;
if (Turret_IsRetargeting()) {
m_iStateTime = level.inttime;
return;
}
VectorSub2D(origin, m_vHome, vDelta);
fDistSquared = VectorLength2DSquared(vDelta);
if (fDistSquared >= m_fLeashSquared) {
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (PathExists() && !PathComplete()) {
TransitionState(104, 0);
State_Turret_RunHome(true);
return;
}
}
if (m_Team == TEAM_AMERICAN) {
if (!CanSeeEnemy(200)) {
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
}
if (!m_Enemy) {
Anim_Stand();
return;
}
TransitionState(100, 0);
State_Turret_Combat();
} else {
if (CanSeeEnemy(200)) {
m_pszDebugState = "Retarget->Combat";
TransitionState(100, 0);
State_Turret_Combat();
} else {
TransitionState(112, 0);
State_Turret_Wait();
}
}
}
void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
{
AimAtEnemyBehavior();
//v3 = iStepSize;
StrafeToAttack(iStepSize, vDir);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((StrafeToAttack(-iStepSize, vDir), PathExists()) && !PathComplete() && PathAvoidsSquadMates())) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
}
}
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void Actor::State_Turret_Shoot(void)
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{
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// FIXME: unimplemented
}
void Actor::State_Turret_Retarget_Suppress(void)
{
// FIXME: unimplemented
}
void Actor::State_Turret_Retarget_Sniper_Node(void)
{
PathNode *pSniperNode;
bool bTryAgain;
AimAtEnemyBehavior();
if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
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}
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pSniperNode = FindSniperNodeAndSetPath(&bTryAgain);
if (pSniperNode) {
m_pCoverNode = pSniperNode;
pSniperNode->Claim(this);
TransitionState(102, 0);
State_Turret_TakeSniperNode();
} else if (bTryAgain) {
ContinueAnimation();
} else {
Turret_NextRetarget();
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}
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}
void Actor::State_Turret_Retarget_Step_Side_Small(void)
{
int iRand; // esi
iRand = (rand() & 64) - 32;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
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}
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}
void Actor::State_Turret_Retarget_Path_Exact(void)
{
AimAtEnemyBehavior();
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
if (ShortenPathToAttack(128) && (ShortenPathToAvoidSquadMates(), PathExists())) {
TransitionState(101, 0);
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} else {
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Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Path_Near(void)
{
AimAtEnemyBehavior();
FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
if (ShortenPathToAttack(128)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Step_Side_Medium(void)
{
int iRand; // esi
iRand = (rand() & 256) - 128;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Step_Side_Large(void)
{
int iRand; // esi
iRand = (rand() & 512) - 256;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[1]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Step_Face_Medium(void)
{
int iRand; // esi
iRand = (rand() & 256) - 128;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[0]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
}
}
void Actor::State_Turret_Retarget_Step_Face_Large(void)
{
int iRand; // esi
iRand = (rand() & 512) - 256;
AimAtEnemyBehavior();
StrafeToAttack(iRand, orientation[0]);
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
)) {
TransitionState(101, 0);
} else {
Turret_NextRetarget();
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}
}
void Actor::State_Turret_Reacquire(void)
{
/*Sentient *v1; // ecx
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float v2; // ST08_4
float v3; // ST0C_4
Sentient *v4; // ecx
float v5; // ST08_4
float v6; // ST0C_4
2019-06-29 23:43:30 +02:00
*/
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if (PathExists() && !PathComplete()) {
if (CanMovePathWithLeash()) {
Anim_RunToInOpen(3);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
} else {
Turret_BeginRetarget();
}
} else {
m_pszDebugState = "Retarget->Cheat";
SetEnemyPos(m_Enemy->origin);
TransitionState(100, 0);
State_Turret_Combat();
}
}
void Actor::State_Turret_TakeSniperNode(void)
{
if (PathExists() && !PathComplete()) {
FaceMotion();
Anim_RunToDanger(3);
} else {
AimAtEnemyBehavior();
TransitionState(103, 0);
}
}
void Actor::State_Turret_SniperNode(void)
{
AimAtTargetPos();
Anim_Sniper();
if (Turret_CheckRetarget()) {
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
m_pCoverNode = NULL;
}
}
bool Actor::State_Turret_RunHome(bool bAttackOnFail)
{
SetPath(m_vHome, NULL, 0, NULL, 0.0);
ShortenPathToAvoidSquadMates();
if (!PathExists() || PathComplete()) {
Com_Printf(
"^~^~^ (entnum %i, radnum %i, targetname '%s') cannot reach his leash home\n",
entnum,
radnum,
targetname.c_str()
);
if (bAttackOnFail) {
m_pszDebugState = "home->combat";
State_Turret_Combat();
}
return false;
} else {
FaceMotion();
Anim_RunToInOpen(2);
return true;
}
}
void Actor::State_Turret_RunAway(void)
{
if (!PathExists() || PathComplete()) {
FindPathAwayWithLeash(m_vLastEnemyPos, origin - m_Enemy->origin, 1.5 * m_fMinDistance);
}
if (!PathExists() || PathComplete()) {
m_pszDebugState = "runaway->combat";
State_Turret_Combat();
return;
}
if (!CanMovePathWithLeash()) {
m_pszDebugState = "runaway->leash->combat";
State_Turret_Combat();
return;
}
Anim_RunAwayFiring(2);
FaceEnemyOrMotion(level.inttime - m_iStateTime);
}
void Actor::State_Turret_Charge(void)
{
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
if (!PathExists()) {
m_pszDebugState = "charge->near";
FindPathNearWithLeash(m_vLastEnemyPos, m_fMaxDistanceSquared);
if (!ShortenPathToAttack(0)) {
ClearPath();
}
}
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
ClearPath();
if (CanSeeEnemy(500)) {
m_pszDebugState = "charge->combat";
State_Turret_Combat();
return;
}
m_bHasDesiredLookAngles = false;
m_pszDebugState = "charge->chill";
Anim_Idle();
if (m_Team != TEAM_AMERICAN) {
//v1 = &this->m_PotentialEnemies;
if (!m_PotentialEnemies.HasAlternateEnemy()) {
if (m_Enemy) {
Turret_CheckRetarget();
}
return;
}
}
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
if (m_Enemy) {
Turret_CheckRetarget();
}
return;
}
if (!MovePathWithLeash()) {
m_pszDebugState = "charge->leash->combat";
TransitionState(100, 0);
State_Turret_Combat();
return;
}
}
void Actor::State_Turret_Grenade(void)
{
GenericGrenadeTossThink();
}
void Actor::State_Turret_FakeEnemy(void)
{
AimAtTargetPos();
Anim_Aim();
if (level.inttime >= m_iStateTime) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
}
void Actor::State_Turret_Wait(void)
{
PathNode *pNode;
if (CanSeeEnemy(500) || CanShootEnemy(500)) {
bool bSmth;
pNode = m_pCoverNode;
Cover_FindCover(true);
if (m_pCoverNode) {
TransitionState(111, 0);
SetThink(THINKSTATE_ATTACK, THINK_COVER);
bSmth = true;
} else {
if (pNode) {
m_pCoverNode = pNode;
m_pCoverNode->Claim(this);
}
bSmth = false;
}
if (bSmth) {
m_pszDebugState = "Wait->CoverInstead";
ContinueAnimation();
} else {
m_pszDebugState = "Wait->Combat";
TransitionState(100, 0);
State_Turret_Combat();
}
} else {
if (level.inttime >= m_iLastFaceDecideTime + 1500) {
m_iLastFaceDecideTime = level.inttime + (rand() & 0x1FF);
pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, 0);
if (pNode) {
if (pNode->m_PathPos - origin != vec_zero) {
SetDesiredYawDir(pNode->m_PathPos - origin);
}
m_eDontFaceWallMode = 6;
} else {
AimAtTargetPos();
DontFaceWall();
}
}
if (m_eDontFaceWallMode > 8) {
Anim_Aim();
} else {
Anim_Stand();
}
}
}
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void Actor::Think_Turret(void)
{
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if (RequireThink()) {
UpdateEyeOrigin();
NoPoint();
UpdateEnemy(200);
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if (m_Enemy && m_State == 110) {
if (!m_bTurretNoInitialCover && Turret_TryToBecomeCoverGuy()) {
m_pszDebugState = "CoverInstead";
CheckUnregister();
UpdateAngles();
DoMove();
UpdateBoneControllers();
UpdateFootsteps();
return;
}
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m_bTurretNoInitialCover = false;
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Turret_SelectState();
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if (m_State == 100 && !CanSeeEnemy(0)) {
Turret_BeginRetarget();
}
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SetLeashHome(origin);
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if (level.inttime < m_iEnemyChangeTime + 200) {
if (AttackEntryAnimation()) {
m_bLockThinkState = true;
TransitionState(108, 0);
}
}
}
if (level.inttime > m_iStateTime + 3000) {
Turret_SelectState();
}
if (m_State == 108) {
m_pszDebugState = "IntroAnim";
AimAtTargetPos();
ContinueAnimation();
} else {
m_bLockThinkState = false;
if (!m_Enemy && m_State != 109 && m_State != 104) {
TransitionState(109, ((rand() + 250) & 0x7FF));
}
if (!m_Enemy) {
if (m_State != 109) {
if (m_State != 104 || (origin - m_vHome).lengthXYSquared() <= 0.64f * m_fLeashSquared + 64.0f
|| !State_Turret_RunHome(false)) {
m_pszDebugState = "Idle";
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
IdleThink();
} else {
m_pszDebugState = "Idle->RunHome";
PostThink(true);
}
return;
}
}
if (m_Enemy && m_State == 109) {
Turret_BeginRetarget();
}
if (Turret_DecideToSelectState()) {
Turret_SelectState();
}
switch (m_State) {
case 100:
m_pszDebugState = "Combat";
State_Turret_Combat();
break;
case 101:
m_pszDebugState = "Reacquire";
State_Turret_Reacquire();
break;
case 102:
m_pszDebugState = "TakeSniperNode";
if (!PathExists() || PathComplete()) {
AimAtEnemyBehavior();
TransitionState(103, 0);
} else {
FaceMotion();
Anim_RunToDanger(3);
}
break;
case 103:
m_pszDebugState = "SniperNode";
State_Turret_SniperNode();
break;
case 104:
m_pszDebugState = "RunHome";
State_Turret_RunHome(true);
break;
case 105:
m_pszDebugState = "RunAway";
State_Turret_RunAway();
break;
case 106:
m_pszDebugState = "Charge";
State_Turret_Charge();
break;
case 107:
m_pszDebugState = "Grenade";
State_Turret_Grenade();
break;
case 109:
m_pszDebugState = "FakeEnemy";
State_Turret_FakeEnemy();
break;
case 111:
m_pszDebugState = "BecomeCover";
ContinueAnimation();
break;
case 112:
m_pszDebugState = "Wait";
State_Turret_Wait();
break;
case 113:
m_pszDebugState = "Retarget_Sniper_Node";
State_Turret_Retarget_Sniper_Node();
break;
case 114:
m_pszDebugState = "Retarget_Step_Side_Small";
State_Turret_Retarget_Step_Side_Small();
break;
case 115:
m_pszDebugState = "Retarget_Path_Exact";
State_Turret_Retarget_Path_Exact();
break;
case 116:
m_pszDebugState = "Retarget_Path_Near";
State_Turret_Retarget_Path_Near();
break;
case 117:
m_pszDebugState = "Retarget_Step_Side_Medium";
State_Turret_Retarget_Step_Side_Medium();
break;
case 118:
m_pszDebugState = "Retarget_Step_Side_Large";
State_Turret_Retarget_Step_Side_Large();
break;
case 119:
m_pszDebugState = "Retarget_Step_Face_Medium";
State_Turret_Retarget_Step_Face_Medium();
break;
case 120:
m_pszDebugState = "Retarget_Step_Face_Large";
State_Turret_Retarget_Step_Face_Large();
break;
default:
Com_Printf("Actor::Think_Turret: invalid think state %i\n", m_State);
assert(!"invalid think state");
break;
}
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
}
if (m_State == 112) {
PostThink(false);
} else {
PostThink(true);
}
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}
}
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void Actor::ReceiveAIEvent_Turret(
vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared
)
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{
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if (iType == AI_EVENT_WEAPON_IMPACT) {
if (m_Enemy && fDistSquared <= Square(128)) {
Turret_TryToBecomeCoverGuy();
}
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} else {
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DefaultReceiveAIEvent(origin, iType, originator, fDistSquared, fMaxDistSquared);
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}
}
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bool Actor::Turret_TryToBecomeCoverGuy(void)
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{
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PathNode *pOldCover = m_pCoverNode;
Cover_FindCover(true);
if (m_pCoverNode) {
TransitionState(111, 0);
SetThink(THINKSTATE_ATTACK, THINK_COVER);
return true;
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} else {
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if (pOldCover) {
m_pCoverNode = pOldCover;
m_pCoverNode->Claim(this);
}
return false;
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}
}
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void Actor::FinishedAnimation_Turret(void)
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{
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if (m_State <= 108) {
Turret_SelectState();
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}
}
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void Actor::InterruptPoint_Turret(void)
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{
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if (m_Enemy && !Turret_TryToBecomeCoverGuy() && m_State == 100) {
m_iStateTime = level.inttime;
Turret_SelectState();
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}
}
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void Actor::PathnodeClaimRevoked_Turret(void)
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{
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if (m_Enemy == NULL) {
TransitionState(110, 0);
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} else {
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Turret_BeginRetarget();
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}
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}