2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_cover.cpp
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#include "actor.h"
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void Actor::InitCover
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(
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GlobalFuncs_t *func
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)
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{
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func->ThinkState = &Actor::Think_Cover;
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func->BeginState = &Actor::Begin_Cover;
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func->EndState = &Actor::End_Cover;
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func->SuspendState = &Actor::Suspend_Cover;
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func->FinishedAnimation = &Actor::FinishedAnimation_Cover;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->IsState = &Actor::IsAttackState;
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func->PathnodeClaimRevoked = &Actor::PathnodeClaimRevoked_Cover;
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}
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void Actor::Begin_Cover
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(
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void
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)
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{
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DoForceActivate();
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m_csIdleMood = STRING_NERVOUS;
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m_csMood = STRING_ALERT;
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if( m_pCoverNode )
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{
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m_State = 302;
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m_iStateTime = level.inttime;
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return;
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}
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m_State = 300;
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m_iStateTime = level.inttime;
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if( level.inttime < m_iEnemyChangeTime + 200 )
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{
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SetLeashHome( origin );
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if( AttackEntryAnimation() )
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{
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m_bLockThinkState = true;
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m_State = 312;
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m_iStateTime = level.inttime;
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}
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}
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}
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void Actor::End_Cover
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(
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void
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)
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{
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m_pszDebugState = "";
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if( m_pCoverNode )
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{
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m_pCoverNode->Relinquish();
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m_pCoverNode = NULL;
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}
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m_State = -1;
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m_iStateTime = level.inttime;
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}
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void Actor::Suspend_Cover
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(
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void
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)
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{
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if( m_pCoverNode )
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{
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m_pCoverNode->Relinquish();
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m_pCoverNode->MarkTemporarilyBad();
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m_pCoverNode = NULL;
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}
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m_State = 301;
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m_iStateTime = level.inttime;
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}
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void Actor::State_Cover_NewEnemy
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(
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void
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)
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{
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m_bHasDesiredLookAngles = true;
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Cover_FindCover( true );
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if( m_pCoverNode && PathExists() && PathComplete() )
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{
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Anim_RunToCover( 3 );
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m_State = 302;
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}
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else
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{
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Anim_Aim();
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AimAtAimNode();
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m_State = 307;
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}
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m_iStateTime = level.inttime;
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}
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void Actor::State_Cover_FindCover
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(
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void
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)
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{
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Anim_Aim();
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AimAtAimNode();
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Cover_FindCover( false );
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if( m_pCoverNode )
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{
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if( PathExists() && !PathComplete() )
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{
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Anim_RunToCover( 3 );
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m_State = 302;
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}
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else
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{
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m_State = 307;
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}
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m_iStateTime = level.inttime;
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}
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else
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{
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if( !m_iPotentialCoverCount )
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{
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2018-09-05 16:55:10 +02:00
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SetThink( THINKSTATE_ATTACK, THINK_TURRET );
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2016-03-27 11:49:47 +02:00
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}
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}
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}
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void Actor::State_Cover_TakeCover
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(
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void
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)
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{
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if( PathExists() && !PathComplete() )
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{
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FaceEnemyOrMotion( level.inttime - m_iStateTime );
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Anim_RunToCover( 3 );
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m_csPathGoalEndAnimScript = m_bInReload ? STRING_ANIM_RUNTO_COVER_SCR : STRING_ANIM_IDLE_SCR;
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}
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else
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{
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ClearPath();
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m_eAnimMode = 1;
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m_State = 303;
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m_iStateTime = level.inttime;
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State_Cover_FinishReloading();
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}
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}
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void Actor::State_Cover_FinishReloading
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(
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void
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)
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{
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if( m_bInReload )
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{
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ContinueAnimation();
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AimAtAimNode();
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return;
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}
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Weapon *pWeap = GetWeapon( 0 );
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if( !pWeap || pWeap->GetFireType( FIRE_PRIMARY ) == FT_PROJECTILE || pWeap->GetFireType( FIRE_PRIMARY ) == FT_SPECIAL_PROJECTILE )
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{
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if( m_pCoverNode->nodeflags & AI_DUCK )
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{
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Anim_Crouch();
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}
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else
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{
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Anim_Stand();
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}
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m_sCurrentPathNodeIndex = -1;
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if( m_Team == TEAM_AMERICAN )
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{
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m_iStateTime = level.inttime + ( rand() % 2001 + 2000 );
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}
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else
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{
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m_iStateTime = level.inttime + ( rand() % 11001 + 4000 );
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}
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Anim_Aim();
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AimAtAimNode();
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return;
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}
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m_YawAchieved = false;
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m_DesiredYaw = angles[ 1 ];
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SafeSetOrigin( origin );
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m_eNextAnimMode = 1;
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m_bNextForceStart = false;
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m_csNextAnimString = m_csSpecialAttack;
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2018-08-02 15:12:07 +02:00
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m_State = 308;
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2016-03-27 11:49:47 +02:00
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m_iStateTime = level.inttime;
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}
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void Actor::State_Cover_Target
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(
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void
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)
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{
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DontFaceWall();
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if( m_eDontFaceWallMode <= 8 )
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{
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m_State = 305;
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m_iStateTime = level.inttime;
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State_Cover_FindEnemy();
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return;
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}
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Anim_Aim();
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AimAtAimNode();
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if( level.inttime > m_iStateTime + 300 && fabs( m_DesiredYaw - angles[ 1 ] ) < 0.001f )
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{
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Vector end = m_vLastEnemyPos + velocity;
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if( DecideToThrowGrenade( end, &m_vGrenadeVel, &m_eGrenadeMode ) )
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{
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m_YawAchieved = false;
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m_DesiredYaw = vectoyaw( m_vGrenadeVel );
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m_eNextAnimMode = 1;
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m_bNextForceStart = false;
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m_State = 310;
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m_csNextAnimString = m_eGrenadeMode == 2 ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
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}
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else if( CanSeeEnemy( 500 ) && CanShootEnemy( 500 ) )
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{
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m_State = 309;
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}
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else
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{
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if( m_Team == TEAM_AMERICAN )
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{
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m_iStateTime = level.inttime + ( rand() % 2001 + 2000 );
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}
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else
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{
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m_iStateTime = level.inttime + ( rand() % 11001 + 4000 );
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}
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}
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}
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}
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void Actor::State_Cover_Hide
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(
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void
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)
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{
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if( m_Enemy )
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{
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SetEnemyPos( origin );
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}
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if( !m_pCoverNode )
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{
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m_State = 301;
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m_iStateTime = level.inttime;
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State_Cover_FindCover();
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return;
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}
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m_csSpecialAttack = m_pCoverNode->GetSpecialAttack( this );
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MPrintf( "special: %d", m_csSpecialAttack );
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if( m_csSpecialAttack )
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{
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m_DesiredYaw = angles[ 1 ];
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m_YawAchieved = false;
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SafeSetOrigin( origin );
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m_eNextAnimMode = 1;
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m_bNextForceStart = false;
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m_State = 304;
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m_csNextAnimString = m_csSpecialAttack;
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m_iStateTime = level.inttime;
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return;
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}
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bool bCanShoot = CanShootEnemy( 500 );
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if( CanSeeEnemy( 500 ) || bCanShoot )
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{
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if( CanShootEnemy( 500 ) )
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{
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Vector vDelta = m_Enemy->origin - origin;
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if( VectorLength2DSquared( vDelta ) * 0.75f <= ( orientation[ 0 ][ 0 ] + orientation[ 0 ][ 1 ] ) * ( orientation[ 0 ][ 0 ] + orientation[ 1 ][ 1 ] ) )
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{
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m_State = 307;
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}
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else
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{
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m_State = 309;
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}
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m_iStateTime = level.inttime;
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State_Cover_Shoot();
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return;
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}
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m_pCoverNode->Relinquish();
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m_pCoverNode->MarkTemporarilyBad();
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m_State = 305;
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m_iStateTime = level.inttime;
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State_Cover_FindEnemy();
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return;
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}
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if( m_Team == TEAM_AMERICAN )
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{
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if( level.inttime >= m_iLastFaceDecideTime + 1000 )
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{
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m_iLastFaceDecideTime = level.inttime;
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PathNode *node = PathManager.FindCornerNodeForExactPath( this, m_Enemy, m_fLeash + m_fMaxDistance );
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if( !node )
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{
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m_bHasDesiredLookAngles = false;
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Anim_Stand();
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m_PotentialEnemies.FlagBadEnemy( m_Enemy );
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UpdateEnemy( -1 );
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return;
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}
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Vector vDelta = node->m_PathPos - origin;
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if( vDelta[ 0 ] || vDelta[ 1 ] == 0 )
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{
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m_DesiredYaw = vectoyaw( vDelta );
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m_YawAchieved = false;
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}
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}
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Anim_Aim();
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}
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else
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{
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if( level.inttime >= m_iLastFaceDecideTime + 1000 )
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{
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m_iLastFaceDecideTime = level.inttime;
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Vector eyepos = EyePosition();
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Vector end = m_vLastEnemyPos + eyepos;
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trace_t trace = G_Trace(
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eyepos,
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vec_zero,
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vec_zero,
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end,
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this,
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(CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA),
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true,
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"State_Cover" );
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PathNode *node = PathManager.FindCornerNodeForWall( origin, m_vLastEnemyPos, this, 0.0f, trace.plane.normal );
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if( node )
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{
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Vector vDelta = node->m_PathPos - origin;
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if( vDelta[ 0 ] == 0.0f || vDelta[ 1 ] == 0.0f )
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{
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m_DesiredYaw = vectoyaw( vDelta );
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m_YawAchieved = false;
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}
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m_eDontFaceWallMode = 6;
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}
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else
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{
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|
|
|
AimAtAimNode();
|
|
|
|
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();
|
|
|
|
m_State = 305;
|
|
|
|
m_iStateTime = level.inttime + ( rand() & 0x7FF );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert( pNode->IsSubclassOfPathNode() );
|
|
|
|
if( !pNode->IsSubclassOfPathNode() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pNode->IsClaimedByOther( this ) )
|
|
|
|
{
|
|
|
|
SetPath( pNode, "Actor::State_Cover_Target", 0 );
|
|
|
|
|
|
|
|
if( PathExists() )
|
|
|
|
{
|
|
|
|
m_pCoverNode = pNode;
|
|
|
|
pNode->Claim( this );
|
|
|
|
Anim_RunToDanger( 3 );
|
|
|
|
m_State = 306;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_Shoot
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if( m_bNeedReload )
|
|
|
|
{
|
|
|
|
Cover_FindCover( true );
|
|
|
|
|
|
|
|
if( m_pCoverNode )
|
|
|
|
{
|
|
|
|
Anim_RunToCover( 3 );
|
|
|
|
FaceEnemyOrMotion( 0 );
|
|
|
|
m_State = 302;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2018-08-02 15:12:07 +02:00
|
|
|
sizeof(SimpleEntity);
|
2016-03-27 11:49:47 +02:00
|
|
|
Anim_Shoot();
|
|
|
|
AimAtAimNode();
|
|
|
|
|
|
|
|
if( level.inttime > m_iStateTime + 10000 )
|
|
|
|
{
|
|
|
|
gi.Cvar_Set( "g_monitornum", va( "%i", entnum ) );
|
2018-09-05 16:55:10 +02:00
|
|
|
assert( !"anim/shoot.scr took over 10 seconds" );
|
2016-03-27 11:49:47 +02:00
|
|
|
Com_Error( ERR_DROP, "anim/shoot.scr took over 10 seconds, entnum = %i, targetname = %s", entnum, targetname.c_str() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_Grenade
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
GenericGrenadeTossThink();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_SpecialAttack
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
m_bHasDesiredLookAngles = false;
|
|
|
|
|
|
|
|
assert( m_pCoverNode );
|
|
|
|
if( !m_pCoverNode )
|
|
|
|
{
|
|
|
|
m_State = 305;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
State_Cover_FindEnemy();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( mbBreakSpecialAttack )
|
|
|
|
{
|
|
|
|
if( m_pCoverNode )
|
|
|
|
{
|
|
|
|
m_pCoverNode->Relinquish();
|
|
|
|
m_pCoverNode = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_State = 305;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
State_Cover_FindEnemy();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( level.inttime >= m_iLastEnemyPosChangeTime + level.intframetime || !m_csSpecialAttack )
|
|
|
|
{
|
|
|
|
m_csSpecialAttack = m_pCoverNode->GetSpecialAttack( this );
|
|
|
|
|
|
|
|
if( !m_csSpecialAttack )
|
|
|
|
{
|
|
|
|
m_State = 305;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
State_Cover_FindEnemy();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_DesiredYaw = angles[ 1 ];
|
|
|
|
m_YawAchieved = false;
|
|
|
|
m_eNextAnimMode = 1;
|
|
|
|
m_csNextAnimString = m_csSpecialAttack;
|
|
|
|
m_bNextForceStart = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_FindEnemy
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if( m_Team == TEAM_AMERICAN )
|
|
|
|
{
|
|
|
|
m_bHasDesiredLookAngles = false;
|
|
|
|
|
|
|
|
__setpath:
|
|
|
|
Anim_Stand();
|
|
|
|
SetPathWithLeash( m_vLastEnemyPos, NULL, 0 );
|
|
|
|
ShortenPathToAvoidSquadMates();
|
|
|
|
if( PathExists() && !PathComplete() && PathAvoidsSquadMates() )
|
|
|
|
{
|
|
|
|
m_State = 311;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_bTurretNoInitialCover = true;
|
2018-09-05 16:55:10 +02:00
|
|
|
SetThink( THINKSTATE_ATTACK, THINK_TURRET );
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
AimAtAimNode();
|
|
|
|
Anim_Aim();
|
|
|
|
DontFaceWall();
|
|
|
|
|
|
|
|
if( CanSeeEnemy( 200 ) )
|
|
|
|
{
|
|
|
|
if( m_eDontFaceWallMode > 8 )
|
|
|
|
{
|
|
|
|
m_State = 307;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
|
|
|
|
goto __setpath;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_eDontFaceWallMode <= 8 || level.inttime > m_iStateTime + 500 )
|
|
|
|
{
|
|
|
|
goto __setpath;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_SearchNode
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
m_bHasDesiredLookAngles = false;
|
|
|
|
|
|
|
|
if( CanSeeEnemy( 200 ) )
|
|
|
|
{
|
|
|
|
Anim_Aim();
|
|
|
|
AimAtAimNode();
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( PathExists() && !PathComplete() )
|
|
|
|
{
|
|
|
|
FaceEnemyOrMotion( level.inttime - m_iStateTime );
|
|
|
|
Anim_RunToDanger( 3 );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Anim_Aim();
|
|
|
|
AimAtAimNode();
|
|
|
|
|
|
|
|
if( level.inttime > m_iStateTime + 3000 )
|
|
|
|
{
|
|
|
|
m_State = 301;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_HuntEnemy
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
FaceEnemyOrMotion( level.inttime - m_iStateTime );
|
|
|
|
MovePathWithLeash();
|
|
|
|
|
|
|
|
if( PathExists() && !PathComplete() )
|
|
|
|
{
|
|
|
|
if( CanSeeEnemy( 300 ) )
|
|
|
|
{
|
|
|
|
m_State = 307;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_State = 305;
|
|
|
|
m_iStateTime = level.inttime + ( rand() & 0x7FF );
|
|
|
|
|
|
|
|
if( m_pCoverNode )
|
|
|
|
{
|
|
|
|
m_pCoverNode->Relinquish();
|
|
|
|
m_pCoverNode = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::State_Cover_FakeEnemy
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
AimAtAimNode();
|
|
|
|
Anim_Aim();
|
|
|
|
|
|
|
|
if( level.inttime >= m_iStateTime )
|
|
|
|
{
|
2018-09-05 16:55:10 +02:00
|
|
|
SetThinkState( THINKSTATE_IDLE, THINKLEVEL_NORMAL);
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::Think_Cover
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if( !RequireThink() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
UpdateEyeOrigin();
|
|
|
|
NoPoint();
|
|
|
|
UpdateEnemy( 500 );
|
|
|
|
|
|
|
|
if( m_State == 312 )
|
|
|
|
{
|
|
|
|
ContinueAnimation();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_bLockThinkState = false;
|
|
|
|
if( m_Enemy )
|
|
|
|
{
|
|
|
|
if( m_State == 313 )
|
|
|
|
{
|
|
|
|
m_State = 300;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( m_State != 313 )
|
|
|
|
{
|
|
|
|
m_State = 313;
|
|
|
|
m_iStateTime = level.inttime + ( 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, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_State != 305 && m_State != 307 && m_State != 308 && m_State != 309 )
|
|
|
|
{
|
|
|
|
PostThink( true );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PostThink( false );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::FinishedAnimation_Cover
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
if( m_State == 309 )
|
|
|
|
{
|
|
|
|
if( m_Enemy && !m_Enemy->IsDead() && CanSeeEnemy( 500 ) && CanShootEnemy( 500 ) )
|
|
|
|
{
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_State = 301;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( m_State == 310 || m_State == 312 )
|
|
|
|
{
|
|
|
|
m_State = 301;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Actor::PathnodeClaimRevoked_Cover
|
|
|
|
(
|
|
|
|
void
|
|
|
|
)
|
|
|
|
|
|
|
|
{
|
|
|
|
m_State = 301;
|
|
|
|
m_iStateTime = level.inttime;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|