openmohaa/code/fgame/actor_cover.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_cover.cpp
#include "actor.h"
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bool Actor::Cover_IsValid(PathNode *node)
{
if (!node->IsClaimedByOther(this)) {
if (node->nodeflags & AI_CONCEALMENT) {
return true;
} else if (CanSeeFrom(origin + eyeposition, m_Enemy)) {
if (!(node->nodeflags & AI_DUCK)) {
return false;
} else if (CanSeeFrom(origin + eyeposition - Vector(0, 0, 32), m_Enemy)) {
return false;
} else {
return true;
}
} else {
return true;
}
} else {
return false;
}
}
bool Actor::Cover_SetPath(PathNode *node)
{
SetPathWithLeash(node, NULL, 0);
if (!PathExists()) {
return false;
}
float origin_ratio;
Vector enemy_offset;
PathInfo *current_node;
Vector enemy_origin;
Vector vDelta;
float fMinDistSquared;
float fPathDist;
fPathDist = PathDist();
fMinDistSquared = fPathDist * fPathDist;
vDelta = node->origin - origin;
if (fMinDistSquared >= vDelta.lengthSquared() * 4.0f) {
if (fPathDist > 128.0f) {
return false;
}
}
if (!PathComplete()) {
enemy_origin = m_Enemy->origin;
vDelta = enemy_origin - origin;
if (VectorLength2DSquared(vDelta) * 0.64f > 192 * 192) {
origin_ratio = 192 * 192;
}
for (current_node = CurrentPathNode() - 1; current_node >= LastPathNode(); current_node--) {
vDelta[0] = origin[0] - current_node->point[0];
vDelta[1] = origin[1] - current_node->point[1];
if (origin_ratio >= VectorLength2DSquared(vDelta)) {
return false;
}
float fDot = DotProduct2D(vDelta, current_node->dir);
if (fDot < 0.0f && -current_node->dist <= fDot) {
if ((vDelta[0] * current_node->dir[0] - vDelta[1] * current_node->dir[1])
* (vDelta[0] * current_node->dir[0] - vDelta[1] * current_node->dir[1])) {
return false;
}
}
}
}
return true;
}
void Actor::Cover_FindCover(bool bCheckAll)
{
if (m_pCoverNode) {
if (Cover_IsValid(m_pCoverNode) && Cover_SetPath(m_pCoverNode)) {
return;
}
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
if (!m_iPotentialCoverCount) {
m_iPotentialCoverCount = PathManager.FindPotentialCover(this, origin, m_Enemy, m_pPotentialCoverNode, 16);
}
if (m_iPotentialCoverCount) {
PathNode *pNode = NULL;
while (m_iPotentialCoverCount) {
m_iPotentialCoverCount--;
pNode = m_pPotentialCoverNode[m_iPotentialCoverCount];
m_pPotentialCoverNode[m_iPotentialCoverCount] = NULL;
if (Cover_IsValid(pNode) && Cover_SetPath(pNode)) {
break;
}
if (!bCheckAll) {
return;
}
}
m_pCoverNode = pNode;
m_pCoverNode->Claim(this);
memset(m_pPotentialCoverNode, 0, sizeof(m_pPotentialCoverNode));
m_iPotentialCoverCount = 0;
}
}
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void Actor::InitCover(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_Cover;
func->BeginState = &Actor::Begin_Cover;
func->EndState = &Actor::End_Cover;
func->SuspendState = &Actor::Suspend_Cover;
func->FinishedAnimation = &Actor::FinishedAnimation_Cover;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsAttackState;
func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Cover;
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}
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void Actor::Begin_Cover(void)
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{
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DoForceActivate();
m_csIdleMood = STRING_NERVOUS;
m_csMood = STRING_ALERT;
if (m_pCoverNode) {
TransitionState(302, 0);
return;
}
TransitionState(300, 0);
if (level.inttime < m_iEnemyChangeTime + 200) {
SetLeashHome(origin);
if (AttackEntryAnimation()) {
m_bLockThinkState = true;
TransitionState(312, 0);
}
}
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}
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void Actor::End_Cover(void)
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{
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m_pszDebugState = "";
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if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
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TransitionState(-1, 0);
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}
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void Actor::Suspend_Cover(void)
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{
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if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
m_pCoverNode = NULL;
}
TransitionState(301, 0);
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}
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void Actor::State_Cover_NewEnemy(void)
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{
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m_bHasDesiredLookAngles = true;
Cover_FindCover(true);
if (m_pCoverNode && PathExists() && PathComplete()) {
Anim_RunToCover(3);
TransitionState(302, 0);
} else {
Anim_Aim();
AimAtTargetPos();
TransitionState(307, 0);
}
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}
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void Actor::State_Cover_FindCover(void)
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{
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Anim_Aim();
AimAtTargetPos();
Cover_FindCover(false);
if (m_pCoverNode) {
if (PathExists() && !PathComplete()) {
Anim_RunToCover(3);
TransitionState(302, 0);
} else {
TransitionState(307, 0);
}
} else {
if (!m_iPotentialCoverCount) {
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
}
}
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}
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void Actor::State_Cover_TakeCover(void)
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{
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if (PathExists() && !PathComplete()) {
FaceEnemyOrMotion(level.inttime - m_iStateTime);
Anim_RunToCover(3);
m_csPathGoalEndAnimScript = m_bInReload ? STRING_ANIM_RUNTO_COVER_SCR : STRING_ANIM_IDLE_SCR;
} else {
ClearPath();
m_eAnimMode = 1;
TransitionState(303, 0);
State_Cover_FinishReloading();
}
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}
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static int Cover_HideTime(int iTeam)
{
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if (iTeam == TEAM_AMERICAN) {
return rand() % 2001 + 2000;
} else {
return rand() % 11001 + 4000;
}
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}
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void Actor::State_Cover_FinishReloading(void)
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{
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if (m_bInReload) {
ContinueAnimation();
AimAtTargetPos();
return;
}
Weapon *pWeap = GetWeapon(0);
if (!pWeap || pWeap->GetFireType(FIRE_PRIMARY) == FT_PROJECTILE
|| pWeap->GetFireType(FIRE_PRIMARY) == FT_SPECIAL_PROJECTILE) {
if (m_pCoverNode->nodeflags & AI_DUCK) {
Anim_Crouch();
} else {
Anim_Stand();
}
m_sCurrentPathNodeIndex = -1;
TransitionState(308, Cover_HideTime(m_Team));
Anim_Aim();
AimAtTargetPos();
return;
}
SetDesiredYaw(angles[1]);
SafeSetOrigin(origin);
m_eNextAnimMode = 1;
m_bNextForceStart = false;
m_csNextAnimString = m_csSpecialAttack;
TransitionState(304, 0);
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}
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void Actor::State_Cover_Target(void)
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{
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DontFaceWall();
if (m_eDontFaceWallMode <= 8) {
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
Anim_Aim();
AimAtTargetPos();
if (level.inttime > m_iStateTime + 300 && fabs(m_DesiredYaw - angles[1]) < 0.001f) {
Vector end = m_vLastEnemyPos + velocity;
if (DecideToThrowGrenade(end, &m_vGrenadeVel, &m_eGrenadeMode)) {
SetDesiredYawDir(m_vGrenadeVel);
m_eNextAnimMode = 1;
m_bNextForceStart = false;
m_csNextAnimString =
m_eGrenadeMode == AI_GREN_TOSS_ROLL ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
TransitionState(310, 0);
} else if (CanSeeEnemy(500) && CanShootEnemy(500)) {
TransitionState(309, 0);
} else {
TransitionState(308, Cover_HideTime(m_Team));
}
}
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}
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void Actor::State_Cover_Hide(void)
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{
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if (m_Enemy) {
SetEnemyPos(origin);
}
if (!m_pCoverNode) {
TransitionState(301, 0);
State_Cover_FindCover();
return;
}
m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this);
MPrintf("special: %d", m_csSpecialAttack);
if (m_csSpecialAttack) {
SetDesiredYaw(m_pCoverNode->angles[1]);
SafeSetOrigin(m_pCoverNode->origin);
m_eNextAnimMode = 1;
m_bNextForceStart = false;
m_csNextAnimString = m_csSpecialAttack;
TransitionState(304, 0);
return;
}
bool bCanShoot = CanShootEnemy(500);
if (CanSeeEnemy(500)) {
if (bCanShoot) {
Vector vDelta = m_Enemy->origin - origin;
if (VectorLength2DSquared(vDelta) * 0.75f <= Square(DotProduct2D(vDelta, orientation[0]))) {
TransitionState(307, 0);
} else {
TransitionState(309, 0);
State_Cover_Shoot();
}
return;
}
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
m_pCoverNode = NULL;
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
if (bCanShoot) {
m_pCoverNode->Relinquish();
m_pCoverNode->MarkTemporarilyBad();
m_pCoverNode = NULL;
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
if (m_Team == TEAM_AMERICAN) {
if (level.inttime >= m_iLastFaceDecideTime + 1000) {
m_iLastFaceDecideTime = level.inttime;
PathNode *node = PathManager.FindCornerNodeForExactPath(this, m_Enemy, m_fLeash + m_fMaxDistance);
if (!node) {
m_bHasDesiredLookAngles = false;
Anim_Stand();
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
UpdateEnemy(-1);
return;
}
Vector vDelta = node->m_PathPos - origin;
if (vDelta[0] || vDelta[1]) {
SetDesiredYawDir(vDelta);
}
}
Anim_Aim();
} else {
if (level.inttime >= m_iLastFaceDecideTime + 1000) {
m_iLastFaceDecideTime = level.inttime;
Vector eyepos = EyePosition();
Vector end = m_vLastEnemyPos + eyeposition;
trace_t trace = G_Trace(
eyepos,
vec_zero,
vec_zero,
end,
this,
(CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA),
false,
"State_Cover"
);
PathNode *node = PathManager.FindCornerNodeForWall(origin, m_vLastEnemyPos, this, 0.0f, trace.plane.normal);
if (node) {
Vector vDelta = node->m_PathPos - origin;
if (vDelta[0] || vDelta[1]) {
SetDesiredYawDir(vDelta);
}
m_eDontFaceWallMode = 6;
} else {
AimAtTargetPos();
DontFaceWall();
}
}
if (m_eDontFaceWallMode <= 8) {
Anim_Stand();
} else {
Anim_Aim();
}
}
if (level.inttime <= m_iStateTime) {
return;
}
PathNode *pNode = (PathNode *)G_FindRandomSimpleTarget(m_pCoverNode->target);
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
if (!pNode) {
Anim_Stand();
TransitionState(305, rand() & 0x7FF);
return;
}
assert(pNode->IsSubclassOfPathNode());
if (pNode->IsSubclassOfPathNode()) {
if (!pNode->IsClaimedByOther(this)) {
SetPath(pNode, "Actor::State_Cover_Target", 0);
if (PathExists()) {
m_pCoverNode = pNode;
pNode->Claim(this);
Anim_RunToDanger(3);
TransitionState(306, 0);
}
}
}
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}
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void Actor::State_Cover_Shoot(void)
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{
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if (m_bNeedReload) {
Cover_FindCover(true);
if (m_pCoverNode) {
Anim_RunToCover(3);
FaceEnemyOrMotion(0);
TransitionState(302, 0);
return;
}
}
Anim_Shoot();
AimAtTargetPos();
if (level.inttime > m_iStateTime + 10000) {
gi.cvar_set("g_monitornum", va("%i", entnum));
assert(!"anim/shoot.scr took over 10 seconds");
Com_Error(
ERR_DROP, "anim/shoot.scr took over 10 seconds, entnum = %i, targetname = %s", entnum, targetname.c_str()
);
}
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}
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void Actor::State_Cover_Grenade(void)
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{
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GenericGrenadeTossThink();
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}
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void Actor::State_Cover_SpecialAttack(void)
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{
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m_bHasDesiredLookAngles = false;
assert(m_pCoverNode);
if (!m_pCoverNode) {
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
if (mbBreakSpecialAttack) {
if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
if (level.inttime >= m_iLastEnemyPosChangeTime + level.intframetime || !m_csSpecialAttack) {
m_csSpecialAttack = m_pCoverNode->GetSpecialAttack(this);
if (!m_csSpecialAttack) {
TransitionState(305, 0);
State_Cover_FindEnemy();
return;
}
}
SetDesiredYaw(angles[1]);
m_eNextAnimMode = 1;
m_csNextAnimString = m_csSpecialAttack;
m_bNextForceStart = false;
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}
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void Actor::State_Cover_FindEnemy(void)
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{
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if (m_Team == TEAM_AMERICAN) {
m_bHasDesiredLookAngles = false;
__setpath:
Anim_Stand();
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
ShortenPathToAvoidSquadMates();
if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) {
TransitionState(311, 0);
} else {
m_bTurretNoInitialCover = true;
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
}
return;
}
AimAtTargetPos();
Anim_Aim();
DontFaceWall();
if (CanSeeEnemy(200)) {
if (m_eDontFaceWallMode > 8) {
TransitionState(307, 0);
}
goto __setpath;
}
if (m_eDontFaceWallMode <= 8 || level.inttime > m_iStateTime + 500) {
goto __setpath;
}
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}
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void Actor::State_Cover_SearchNode(void)
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{
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m_bHasDesiredLookAngles = false;
if (CanSeeEnemy(200)) {
Anim_Aim();
AimAtTargetPos();
TransitionState(307, 0);
return;
}
if (PathExists() && !PathComplete()) {
FaceEnemyOrMotion(level.inttime - m_iStateTime);
Anim_RunToDanger(3);
} else {
Anim_Aim();
AimAtTargetPos();
if (level.inttime > m_iStateTime + 3000) {
TransitionState(301, 0);
}
}
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}
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void Actor::State_Cover_HuntEnemy(void)
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{
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FaceEnemyOrMotion(level.inttime - m_iStateTime);
MovePathWithLeash();
if (PathExists() && !PathComplete()) {
if (CanSeeEnemy(300)) {
TransitionState(307, 0);
}
} else {
TransitionState(305, rand() & 0x7FF);
if (m_pCoverNode) {
m_pCoverNode->Relinquish();
m_pCoverNode = NULL;
}
}
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}
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void Actor::State_Cover_FakeEnemy(void)
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{
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AimAtTargetPos();
Anim_Aim();
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if (level.inttime >= m_iStateTime) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
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}
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void Actor::Think_Cover(void)
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{
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if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
NoPoint();
UpdateEnemy(500);
if (m_State == 312) {
ContinueAnimation();
} else {
m_bLockThinkState = false;
if (m_Enemy) {
if (m_State == 313) {
TransitionState(300, 0);
}
} else {
if (m_State != 313) {
TransitionState(313, (rand() & 0x7FF) + 1000);
}
}
switch (m_State) {
case 300:
m_pszDebugState = "NewEnemy";
State_Cover_NewEnemy();
break;
case 301:
m_pszDebugState = "FindCover";
State_Cover_FindCover();
break;
case 302:
m_pszDebugState = "TakeCover";
State_Cover_TakeCover();
break;
case 303:
m_pszDebugState = "FinishReloading";
State_Cover_FinishReloading();
break;
case 304:
m_pszDebugState = "SpecialAttack";
State_Cover_SpecialAttack();
break;
case 305:
m_pszDebugState = "FindEnemy";
State_Cover_FindEnemy();
break;
case 306:
m_pszDebugState = "SearchNode";
State_Cover_SearchNode();
break;
case 307:
m_pszDebugState = "Target";
State_Cover_Target();
break;
case 308:
m_pszDebugState = "Hide";
State_Cover_Hide();
break;
case 309:
m_pszDebugState = "Shoot";
State_Cover_Shoot();
break;
case 310:
m_pszDebugState = "Grenade";
State_Cover_Grenade();
break;
case 311:
m_pszDebugState = "HuntEnemy";
State_Cover_HuntEnemy();
break;
case 313:
m_pszDebugState = "FakeEnemy";
State_Cover_FakeEnemy();
break;
default:
Com_Printf("Actor::Think_Cover: invalid think state %i\n", m_State);
assert(0);
break;
}
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
}
if (m_State != 305 && m_State != 307 && m_State != 308 && m_State != 309) {
PostThink(true);
} else {
PostThink(false);
}
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}
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void Actor::FinishedAnimation_Cover(void)
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{
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if (m_State == 309) {
if (m_Enemy && !m_Enemy->IsDead() && CanSeeEnemy(500) && CanShootEnemy(500)) {
TransitionState(309, 0);
} else {
TransitionState(301, 0);
}
} else if (m_State == 310 || m_State == 312) {
TransitionState(301, 0);
}
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}
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void Actor::PathnodeClaimRevoked_Cover(void)
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{
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TransitionState(301, 0);
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}