Finalized actor_machinegunner

This commit is contained in:
smallmodel 2023-10-22 16:14:52 +02:00
parent 69df583508
commit 5a5cc4ea17
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GPG key ID: 9F2D623CEDF08512

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