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Finalized actor_machinegunner
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parent
69df583508
commit
5a5cc4ea17
1 changed files with 140 additions and 137 deletions
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@ -45,38 +45,40 @@ void Actor::Begin_MachineGunner(void)
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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if (m_pTurret) {
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Sentient *pOwner;
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m_pTurret->m_bHadOwner = true;
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pOwner = m_pTurret->GetOwner();
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if (pOwner) {
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Com_Printf(
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"^~^~^ Actor (entnum %d, radnum %d, targetname '%s') cannot use turret (entnum %d, radnum %d, "
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"targetname '%s')"
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" since it is already being used by Actor (entnum %d, radnum %d, targetname '%s')\n",
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entnum,
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radnum,
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targetname.c_str(),
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m_pTurret->entnum,
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m_pTurret->radnum,
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m_pTurret->TargetName().c_str(),
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pOwner->entnum,
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pOwner->radnum,
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pOwner->TargetName().c_str()
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);
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} else {
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Holster();
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m_pTurret->TurretBeginUsed(this);
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TransitionState(1200, 0);
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}
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} else {
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if (!m_pTurret) {
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Com_Printf(
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"^~^~^ Actor (entnum %d, radnum %d, targetname '%s') has no turret specified\n",
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entnum,
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radnum,
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targetname.c_str()
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);
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return;
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}
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Sentient *pOwner;
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m_pTurret->m_bHadOwner = true;
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pOwner = m_pTurret->GetOwner();
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if (m_pTurret->GetOwner()) {
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Com_Printf(
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"^~^~^ Actor (entnum %d, radnum %d, targetname '%s') cannot use turret (entnum %d, radnum %d, "
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"targetname '%s')"
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" since it is already being used by Actor (entnum %d, radnum %d, targetname '%s')\n",
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entnum,
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radnum,
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targetname.c_str(),
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m_pTurret->entnum,
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m_pTurret->radnum,
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m_pTurret->targetname.c_str(),
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m_pTurret->GetOwner()->entnum,
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m_pTurret->GetOwner()->radnum,
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m_pTurret->GetOwner()->targetname.c_str()
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);
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} else {
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Holster();
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m_pTurret->TurretBeginUsed(this);
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TransitionState(ACTOR_STATE_MACHINE_GUNNER_READY);
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}
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}
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@ -87,92 +89,87 @@ void Actor::End_MachineGunner(void)
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}
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Unholster();
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if (m_pTurret) {
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if (m_pTurret->GetOwner() == this) {
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m_pTurret->TurretEndUsed();
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}
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if (m_pTurret && m_pTurret->GetOwner() == this) {
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m_pTurret->TurretEndUsed();
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}
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}
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void Actor::ThinkHoldGun_TurretGun(void)
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{
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Vector end;
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trace_t trace;
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float temp;
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float temp2;
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float machine_gunner_hands_up_stand;
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float heightDiff;
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Vector vForward;
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vec3_t new_angles;
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vec3_t offset;
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vec3_t newOrigin;
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float right;
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//vec3_t newOrigin;
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Vector offset;
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Vector start;
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//vec3_t new_angles;
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Vector vForward;
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float heightDiff;
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float machine_gunner_hands_up_stand;
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float temp;
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trace_t trace;
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Vector end;
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UpdateEyeOrigin();
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m_pszDebugState = "";
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if (m_State == 1200) {
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if (m_pTurret->IsFiring()) {
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if (m_pTurret->aim_target == G_GetEntity(0)) {
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m_bNoSurprise = true;
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}
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m_csNextAnimString = STRING_ANIM_MG42_SHOOT_SCR;
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} else {
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m_csNextAnimString = STRING_ANIM_MG42_IDLE_SCR;
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if (m_State != ACTOR_STATE_MACHINE_GUNNER_READY) {
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DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_RELOAD_SCR);
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m_bAnimScriptSet = false;
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} else if (m_pTurret->IsFiring()) {
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if (m_pTurret->aim_target == G_GetEntity(0)) {
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m_bNoSurprise = true;
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}
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DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_SHOOT_SCR);
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} else {
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m_csNextAnimString = STRING_ANIM_MG42_RELOAD_SCR;
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m_bAnimScriptSet = false;
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DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_IDLE_SCR);
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}
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m_eNextAnimMode = ANIM_MODE_FROZEN;
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m_bNextForceStart = false;
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CheckUnregister();
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StopTurning();
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setAngles(Vector(0, m_pTurret->angles[1], 0));
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VectorSet(new_angles, 0, m_pTurret->angles[1], 0);
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setAngles(new_angles);
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vForward = Vector(m_pTurret->orientation[0]) * -39 + m_pTurret->origin;
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VectorScale(m_pTurret->orientation[0], -39, offset);
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VectorAdd(m_pTurret->origin, offset, newOrigin);
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if (m_State == 1201) {
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if (m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
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heightDiff = 71.6f;
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} else {
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heightDiff = 71.8f;
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}
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machine_gunner_hands_up_stand = origin[2] - (m_pTurret->origin[2] - heightDiff);
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newOrigin[2] -= heightDiff;
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machine_gunner_hands_up_stand = origin[2] - newOrigin[2];
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if (machine_gunner_hands_up_stand < 0) {
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if (m_State == 1201) {
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temp = (machine_gunner_hands_up_stand - m_pTurret->origin[2]) / 39;
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if (m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
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m_fCrouchWeight = 0;
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temp = (origin[2] + 71.6f - m_pTurret->origin[2]) / 39.f;
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if (temp >= -1.0 && temp <= 1.0) {
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right = atan2(temp / sqrt(temp * -temp + 1), 1) * 180 / M_PI;
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m_pTurret->setAngles(Vector(right, m_pTurret->angles[1], m_pTurret->angles[2]));
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m_pTurret->angles[0] = RAD2DEG(atan(temp / sqrt(temp * -temp + 1)));
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m_pTurret->setAngles(m_pTurret->angles);
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}
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} else {
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m_fCrouchWeight = machine_gunner_hands_up_stand / 17.1;
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m_fCrouchWeight = machine_gunner_hands_up_stand / 17.1f;
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if (m_fCrouchWeight < -1.0) {
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m_fCrouchWeight = -1.0;
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}
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}
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temp2 = m_fCrouchWeight * 2.6;
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offset.x = (-(-9.3 * m_fCrouchWeight + 23.4)) * orientation[0][0] + vForward.x;
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offset.y = (-(-9.3 * m_fCrouchWeight + 23.4)) * orientation[0][0] + vForward.y;
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VectorScale2D(orientation[0], m_fCrouchWeight * -9.3f + 23.4f, offset);
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VectorAdd2D(newOrigin, offset, newOrigin);
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VectorScale2D(orientation[1], m_fCrouchWeight * 2.6f + 10.3f, offset);
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VectorAdd2D(newOrigin, offset, newOrigin);
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} else {
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m_fCrouchWeight = machine_gunner_hands_up_stand / (heightDiff - 38.7);
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m_fCrouchWeight = machine_gunner_hands_up_stand / (heightDiff - 38.7f);
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if (m_fCrouchWeight > 1.0) {
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m_fCrouchWeight = 1.0;
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}
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temp2 = m_fCrouchWeight * -1.6;
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offset.x = (-(-3 * m_fCrouchWeight + 23.4)) * orientation[0][0] + vForward.x;
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offset.y = (-(-3 * m_fCrouchWeight + 23.4)) * orientation[0][0] + vForward.y;
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VectorScale2D(orientation[0], m_fCrouchWeight * -3.f + 23.4f, offset);
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VectorAdd2D(newOrigin, offset, newOrigin);
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VectorScale2D(orientation[1], m_fCrouchWeight * -1.6f + 10.3f, offset);
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VectorAdd2D(newOrigin, offset, newOrigin);
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}
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start.x = (temp2 + 10.3) * orientation[1][0] + offset.x;
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start.y = (temp2 + 10.3) * orientation[1][1] + offset.y;
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if (m_fCrouchWeight >= 0.5) {
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m_csCurrentPosition = STRING_CROUCH;
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} else {
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@ -181,91 +178,97 @@ void Actor::ThinkHoldGun_TurretGun(void)
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UpdateAimMotion();
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UpdateAnim();
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start.z = origin.z + 18.0;
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end = start;
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end.z = origin.z - 94.0;
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trace = G_Trace(start, MINS, MAXS, end, this, 1107437825, qfalse, "Actor::ThinkHoldGun_TurretGun");
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end[0] = newOrigin[0];
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end[1] = newOrigin[1];
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end[2] = newOrigin[2] - 94;
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trace = G_Trace(newOrigin, MINS, MAXS, end, this, MASK_PATHSOLID, qfalse, "Actor::ThinkHoldGun_TurretGun");
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if (trace.fraction != 1.0 && !trace.startsolid && !trace.allsolid && trace.ent) {
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SafeSetOrigin(trace.endpos);
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}
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velocity = vec_zero;
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VectorClear(velocity);
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UpdateBoneControllers();
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UpdateFootsteps();
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}
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void Actor::Think_MachineGunner_TurretGun(void)
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{
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// FIXME: unimplemented
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if (!m_bEnableEnemy) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (level.inttime < m_iEnemyCheckTime + 200) {
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ThinkHoldGun_TurretGun();
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return;
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}
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UpdateEnemyInternal();
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if (m_pTurret->AI_CanTarget(G_GetEntity(0)->centroid)) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (m_pGrenade && rand() / 21474836.f <= m_fGrenadeAwareness) {
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BecomeTurretGuy();
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return;
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}
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if (!G_SightTrace(
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EyePosition(),
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vec_zero,
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vec_zero,
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static_cast<Sentient *>(G_GetEntity(0))->EyePosition(),
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this,
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G_GetEntity(0),
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MASK_CANSEE,
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qfalse,
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"Actor::Think_MachineGunner"
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)) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (m_ThinkStates[THINKLEVEL_IDLE] != THINKSTATE_IDLE) {
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BecomeTurretGuy();
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return;
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}
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if (m_Enemy && !(m_Enemy->flags & FL_NOTARGET) && !EnemyIsDisguised() && m_PotentialEnemies.IsEnemyConfirmed()) {
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BecomeTurretGuy();
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return;
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}
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if (m_Enemy && m_iCuriousTime || (m_Enemy && !EnemyIsDisguised() && !m_PotentialEnemies.IsEnemyConfirmed())) {
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m_iCuriousAnimHint = 6;
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BecomeTurretGuy();
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return;
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}
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ThinkHoldGun_TurretGun();
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}
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void Actor::Think_MachineGunner(void)
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{
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if (RequireThink()) {
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if (m_pTurret && m_pTurret->GetOwner() == this && !m_bNoPlayerCollision) {
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if (!m_bEnableEnemy) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (!RequireThink()) {
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return;
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}
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if (level.inttime < m_iEnemyCheckTime + 200) {
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ThinkHoldGun_TurretGun();
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return;
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}
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m_iEnemyCheckTime = level.inttime;
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if (m_pTurret->AI_CanTarget(G_GetEntity(0)->centroid)) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (!m_pGrenade || m_fGrenadeAwareness < rand() * 0.000000046566129) {
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if (!G_SightTrace(
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EyePosition(),
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vec_zero,
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vec_zero,
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G_GetEntity(0)->centroid,
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this,
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G_GetEntity(0),
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33819417,
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qfalse,
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"Actor::Think_MachineGunner"
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)) {
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ThinkHoldGun_TurretGun();
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return;
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}
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if (m_ThinkStates[THINKLEVEL_IDLE] != THINKSTATE_IDLE) {
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BecomeTurretGuy();
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return;
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}
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if (m_Enemy && !m_Enemy->IsSubclassOfActor() && !EnemyIsDisguised()
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&& m_PotentialEnemies.GetCurrentVisibility() >= 1) {
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BecomeTurretGuy();
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return;
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}
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if (!m_Enemy || !m_Enemy->IsSubclassOfActor() || EnemyIsDisguised()
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|| m_PotentialEnemies.GetCurrentVisibility() > 1) {
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ThinkHoldGun_TurretGun();
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return;
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}
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SetCuriousAnimHint(6);
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}
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}
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if (m_pTurret && m_pTurret->GetOwner() == this && !m_bNoPlayerCollision) {
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UpdateEyeOrigin();
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Think_MachineGunner_TurretGun();
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} else {
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BecomeTurretGuy();
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}
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}
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void Actor::FinishedAnimation_MachineGunner(void)
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{
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if (!m_bAnimScriptSet && m_State == 1201) {
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TransitionState(1200, 0);
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if (!m_bAnimScriptSet && m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
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TransitionState(ACTOR_STATE_MACHINE_GUNNER_READY, 0);
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Unregister(STRING_ANIMDONE);
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}
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}
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