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Finalized actor_turret
This commit is contained in:
parent
6eff8bc273
commit
70c628d759
2 changed files with 398 additions and 382 deletions
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@ -463,6 +463,8 @@ enum eActorState_Turret {
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ACTOR_STATE_TURRET_COVER_INSTEAD,
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ACTOR_STATE_TURRET_BECOME_COVER,
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ACTOR_STATE_TURRET_WAIT,
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ACTOR_STATE_TURRET_SHOOT, // Added in 2.0
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ACTOR_STATE_TURRET_RETARGET_SUPPRESS, // Added in 2.0
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ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE,
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ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_SMALL,
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ACTOR_STATE_TURRET_RETARGET_PATH_EXACT,
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@ -470,7 +472,8 @@ enum eActorState_Turret {
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ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_MEDIUM,
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ACTOR_STATE_TURRET_RETARGET_STEP_SIDE_LARGE,
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ACTOR_STATE_TURRET_RETARGET_STEP_FACE_MEDIUM,
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ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE
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ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE,
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ACTOR_STATE_TURRET_NUM_STATES
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};
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//
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@ -41,7 +41,7 @@ void Actor::InitTurret(GlobalFuncs_t *func)
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bool Actor::Turret_IsRetargeting(void) const
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{
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return m_State <= ACTOR_STATE_TURRET_RETARGET_STEP_FACE_LARGE;
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return m_State > ACTOR_STATE_TURRET_SHOOT && m_State < ACTOR_STATE_TURRET_NUM_STATES;
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}
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bool Actor::Turret_DecideToSelectState(void)
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@ -56,30 +56,33 @@ bool Actor::Turret_DecideToSelectState(void)
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case ACTOR_STATE_TURRET_GRENADE:
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case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
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case ACTOR_STATE_TURRET_FAKE_ENEMY:
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case ACTOR_STATE_TURRET_SHOOT:
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return false;
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}
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return !Turret_IsRetargeting();
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}
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void Actor::Turret_SelectState(void)
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{
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vec2_t vDelta;
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float fDistSquared;
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vec2_t vDelta;
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if (!m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, rand() & 0x7FF + 250);
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TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() & 0x7FF) + 250);
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return;
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}
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VectorSub2D(origin, m_vHome, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == ACTOR_STATE_TURRET_RUN_HOME && fDistSquared > m_fLeashSquared * 0.64 + 64.0) {
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if (m_State == ACTOR_STATE_TURRET_RUN_HOME && fDistSquared > (m_fLeashSquared * 0.64 + 64.0)) {
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if (PathExists() && !PathComplete()) {
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return;
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}
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} else if (fDistSquared <= m_fLeashSquared * 1.21 + 256.0) {
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m_iRunHomeTime = 0;
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} else if (m_iRunHomeTime == 0) {
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} else if (!m_iRunHomeTime) {
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m_iRunHomeTime = level.inttime + (rand() & 0xFFF) + 1000;
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} else if (level.inttime >= m_iRunHomeTime) {
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m_iRunHomeTime = 0;
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@ -88,68 +91,58 @@ void Actor::Turret_SelectState(void)
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SetPath(m_vHome, NULL, 0, NULL, 0.0);
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ShortenPathToAvoidSquadMates();
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if (PathExists() && !PathComplete()) {
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TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
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return;
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} else {
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if (!PathExists()) {
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Com_Printf(
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"^~^~^ (entnum %i, radnum %d, targetname '%s') cannot reach his leash home\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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} else if (!PathComplete()) {
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TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
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return;
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}
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}
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VectorSub2D(origin, m_Enemy->origin, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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if (m_State == ACTOR_STATE_TURRET_RUN_AWAY) {
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if (m_fMinDistanceSquared * 2.25 > fDistSquared) {
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if (m_State == ACTOR_STATE_TURRET_RUN_AWAY && fDistSquared < m_fMinDistanceSquared * 2.25) {
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return;
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}
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}
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if (m_fMinDistanceSquared > fDistSquared) {
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if (fDistSquared < m_fMinDistanceSquared) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_RUN_AWAY, 0);
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return;
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}
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if (fDistSquared > m_fMaxDistanceSquared) {
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bool bSmthing = false;
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if (m_Team == TEAM_GERMAN) {
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if ((m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance) && !CanSeeEnemy(200)) {
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bSmthing = true;
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}
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}
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if (bSmthing) {
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if (m_Team == TEAM_GERMAN && (m_Enemy->origin - m_vHome).lengthSquared() >= Square(m_fLeash + m_fMaxDistance)
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&& !CanSeeEnemy(200)) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_WAIT, 0);
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} else {
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if (m_State == ACTOR_STATE_TURRET_CHARGE) {
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return;
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}
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} else if (m_State != ACTOR_STATE_TURRET_CHARGE) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_CHARGE, 0);
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}
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return;
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}
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if (DecideToThrowGrenade(m_Enemy->velocity + m_vLastEnemyPos, &m_vGrenadeVel, &m_eGrenadeMode, false)) {
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m_bNextForceStart = false;
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} else {
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if (DecideToThrowGrenade(m_vLastEnemyPos + m_Enemy->velocity, &m_vGrenadeVel, &m_eGrenadeMode, false)) {
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SetDesiredYawDir(m_vGrenadeVel);
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m_eNextAnimMode = ANIM_MODE_NORMAL;
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m_csNextAnimString =
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(m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
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DesiredAnimation(
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ANIM_MODE_NORMAL,
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m_eGrenadeMode == AI_GREN_TOSS_ROLL ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR
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);
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TransitionState(ACTOR_STATE_TURRET_GRENADE, 0);
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return;
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}
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if (m_State != ACTOR_STATE_TURRET_COMBAT && m_State != ACTOR_STATE_TURRET_SNIPER_NODE && m_State != ACTOR_STATE_TURRET_WAIT) {
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if (m_State != ACTOR_STATE_TURRET_COMBAT && m_State != ACTOR_STATE_TURRET_SNIPER_NODE
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&& m_State != ACTOR_STATE_TURRET_WAIT && m_State != ACTOR_STATE_TURRET_SHOOT) {
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ClearPath();
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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TransitionState(ACTOR_STATE_TURRET_COMBAT);
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}
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}
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}
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@ -191,12 +184,8 @@ void Actor::Suspend_Turret(void)
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{
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if (!m_Enemy) {
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TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
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} else {
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if (m_State <= ACTOR_STATE_TURRET_INTRO_AIM) {
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SetEnemyPos(m_Enemy->origin);
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AimAtEnemyBehavior();
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TransitionState(ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE, 0);
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}
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} else if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM) {
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Turret_BeginRetarget();
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}
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}
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@ -209,57 +198,60 @@ void Actor::State_Turret_Combat(void)
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Turret_CheckRetarget();
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return;
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
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ShortenPathToAvoidSquadMates();
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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FindPathNearWithLeash(m_vLastEnemyPos, 4.0 * m_fMinDistanceSquared);
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FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared * 4);
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if (!ShortenPathToAttack(0.0)) {
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ClearPath();
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}
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ShortenPathToAvoidSquadMates();
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}
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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m_pszDebugState = "combat->chill";
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Turret_BeginRetarget();
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} else {
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return;
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}
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m_pszDebugState = "combat->move";
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if (!MovePathWithLeash()) {
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m_pszDebugState = "combat->move->aim";
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Turret_BeginRetarget();
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} else {
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return;
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}
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Turret_CheckRetarget();
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}
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}
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}
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void Actor::Turret_BeginRetarget(void)
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{
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SetEnemyPos(m_Enemy->origin);
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AimAtEnemyBehavior();
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TransitionState(ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE, 0);
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TransitionState(ACTOR_STATE_TURRET_RETARGET_SUPPRESS, 0);
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}
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void Actor::Turret_NextRetarget(void)
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{
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vec2_t vDelta;
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float fDistSquared;
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m_State++;
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if (Turret_IsRetargeting()) {
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m_iStateTime = level.inttime;
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if (m_State < 122) {
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TransitionState(m_State);
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return;
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}
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VectorSub2D(origin, m_vHome, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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if (fDistSquared >= m_fLeashSquared) {
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if (VectorLength2DSquared(vDelta) >= m_fLeashSquared) {
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SetPath(m_vHome, NULL, 0, NULL, 0.0);
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ShortenPathToAvoidSquadMates();
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if (PathExists() && !PathComplete()) {
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TransitionState(ACTOR_STATE_TURRET_RUN_HOME, 0);
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State_Turret_RunHome(true);
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@ -272,15 +264,15 @@ void Actor::Turret_NextRetarget(void)
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m_PotentialEnemies.FlagBadEnemy(m_Enemy);
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UpdateEnemy(-1);
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}
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if (!m_Enemy) {
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Anim_Stand();
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return;
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}
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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State_Turret_Combat();
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} else {
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if (CanSeeEnemy(200)) {
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} else if (CanSeeEnemy(200)) {
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m_pszDebugState = "Retarget->Combat";
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TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
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State_Turret_Combat();
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@ -289,16 +281,18 @@ void Actor::Turret_NextRetarget(void)
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State_Turret_Wait();
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}
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}
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}
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void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
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{
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AimAtEnemyBehavior();
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//v3 = iStepSize;
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StrafeToAttack(iStepSize, vDir);
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((StrafeToAttack(-iStepSize, vDir), PathExists()) && !PathComplete() && PathAvoidsSquadMates())) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
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StrafeToAttack(-iStepSize, vDir);
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}
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if (PathExists() && !PathComplete() && PathAvoidsSquadMates()) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE);
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} else {
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Turret_NextRetarget();
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}
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@ -306,12 +300,69 @@ void Actor::Turret_SideStep(int iStepSize, vec3_t vDir)
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void Actor::State_Turret_Shoot(void)
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{
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// FIXME: unimplemented
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if (CanSeeEnemy(200) || FriendlyInLineOfFire(m_Enemy)) {
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TransitionState(ACTOR_STATE_TURRET_COMBAT);
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State_Turret_Combat();
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return;
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}
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AimAtTargetPos();
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Anim_Suppress();
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if (level.inttime >= m_iStateTime + 15000) {
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Turret_SelectState();
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if (m_State == ACTOR_STATE_TURRET_SHOOT) {
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Turret_BeginRetarget();
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}
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}
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}
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void Actor::State_Turret_Retarget_Suppress(void)
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{
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// FIXME: unimplemented
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trace_t trace;
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if (rand() % 100 >= m_iSuppressChance) {
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AimAtEnemyBehavior();
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Turret_NextRetarget();
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return;
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}
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if (level.inttime >= m_iLastEnemyVisibleTime + 15000) {
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AimAtEnemyBehavior();
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Turret_NextRetarget();
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return;
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}
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if (FriendlyInLineOfFire(m_Enemy)) {
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AimAtEnemyBehavior();
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Turret_NextRetarget();
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return;
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}
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trace = G_Trace(
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EyePosition(),
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vec_zero,
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vec_zero,
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m_Enemy->EyePosition(),
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this,
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MASK_CANSEE,
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qfalse,
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"Actor::State_Turret_Retarget_Suppress"
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);
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if (trace.fraction <= 0.5f) {
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AimAtEnemyBehavior();
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Turret_NextRetarget();
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return;
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}
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if (trace.fraction != 1.f && trace.plane.normal[2] >= 0.7f) {
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AimAtEnemyBehavior();
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Turret_NextRetarget();
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return;
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}
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TransitionState(ACTOR_STATE_TURRET_SHOOT);
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State_Turret_Shoot();
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}
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void Actor::State_Turret_Retarget_Sniper_Node(void)
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@ -324,12 +375,12 @@ void Actor::State_Turret_Retarget_Sniper_Node(void)
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m_pCoverNode->Relinquish();
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m_pCoverNode = NULL;
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}
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pSniperNode = FindSniperNodeAndSetPath(&bTryAgain);
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if (pSniperNode) {
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m_pCoverNode = pSniperNode;
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pSniperNode->Claim(this);
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TransitionState(ACTOR_STATE_TURRET_TAKE_SNIPER_NODE, 0);
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TransitionState(ACTOR_STATE_TURRET_TAKE_SNIPER_NODE);
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State_Turret_TakeSniperNode();
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} else if (bTryAgain) {
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ContinueAnimation();
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@ -340,35 +391,34 @@ void Actor::State_Turret_Retarget_Sniper_Node(void)
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void Actor::State_Turret_Retarget_Step_Side_Small(void)
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{
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int iRand; // esi
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iRand = (rand() & 64) - 32;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
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)) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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} else {
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Turret_NextRetarget();
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}
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Turret_SideStep((rand() & 64) - 32, orientation[1]);
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}
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void Actor::State_Turret_Retarget_Path_Exact(void)
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{
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AimAtEnemyBehavior();
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SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
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if (ShortenPathToAttack(128) && (ShortenPathToAvoidSquadMates(), PathExists())) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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} else {
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if (!ShortenPathToAttack(128)) {
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Turret_NextRetarget();
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return;
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}
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ShortenPathToAvoidSquadMates();
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if (!PathExists()) {
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Turret_NextRetarget();
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return;
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}
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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}
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void Actor::State_Turret_Retarget_Path_Near(void)
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{
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AimAtEnemyBehavior();
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FindPathNearWithLeash(m_vLastEnemyPos, m_fMinDistanceSquared);
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if (ShortenPathToAttack(128)) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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} else {
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@ -378,107 +428,59 @@ void Actor::State_Turret_Retarget_Path_Near(void)
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void Actor::State_Turret_Retarget_Step_Side_Medium(void)
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{
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int iRand; // esi
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iRand = (rand() & 256) - 128;
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AimAtEnemyBehavior();
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StrafeToAttack(iRand, orientation[1]);
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if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
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|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
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)) {
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TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
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} else {
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Turret_NextRetarget();
|
||||
}
|
||||
Turret_SideStep((rand() & 256) - 128, orientation[1]);
|
||||
}
|
||||
|
||||
void Actor::State_Turret_Retarget_Step_Side_Large(void)
|
||||
{
|
||||
int iRand; // esi
|
||||
|
||||
iRand = (rand() & 512) - 256;
|
||||
AimAtEnemyBehavior();
|
||||
StrafeToAttack(iRand, orientation[1]);
|
||||
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
||||
|| ((Actor::StrafeToAttack(-iRand, orientation[1]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
||||
)) {
|
||||
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
|
||||
} else {
|
||||
Turret_NextRetarget();
|
||||
}
|
||||
Turret_SideStep((rand() & 512) - 256, orientation[1]);
|
||||
}
|
||||
|
||||
void Actor::State_Turret_Retarget_Step_Face_Medium(void)
|
||||
{
|
||||
int iRand; // esi
|
||||
|
||||
iRand = (rand() & 256) - 128;
|
||||
AimAtEnemyBehavior();
|
||||
StrafeToAttack(iRand, orientation[0]);
|
||||
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
||||
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
||||
)) {
|
||||
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
|
||||
} else {
|
||||
Turret_NextRetarget();
|
||||
}
|
||||
Turret_SideStep((rand() & 256) - 128, orientation[0]);
|
||||
}
|
||||
|
||||
void Actor::State_Turret_Retarget_Step_Face_Large(void)
|
||||
{
|
||||
int iRand; // esi
|
||||
|
||||
iRand = (rand() & 512) - 256;
|
||||
AimAtEnemyBehavior();
|
||||
StrafeToAttack(iRand, orientation[0]);
|
||||
if ((PathExists() && !PathComplete() && PathAvoidsSquadMates())
|
||||
|| ((Actor::StrafeToAttack(-iRand, orientation[0]), PathExists()) && !PathComplete() && PathAvoidsSquadMates()
|
||||
)) {
|
||||
TransitionState(ACTOR_STATE_TURRET_REACQUIRE, 0);
|
||||
} else {
|
||||
Turret_NextRetarget();
|
||||
}
|
||||
Turret_SideStep((rand() & 512) - 256, orientation[0]);
|
||||
}
|
||||
|
||||
void Actor::State_Turret_Reacquire(void)
|
||||
{
|
||||
/*Sentient *v1; // ecx
|
||||
float v2; // ST08_4
|
||||
float v3; // ST0C_4
|
||||
Sentient *v4; // ecx
|
||||
float v5; // ST08_4
|
||||
float v6; // ST0C_4
|
||||
*/
|
||||
if (PathExists() && !PathComplete()) {
|
||||
if (CanMovePathWithLeash()) {
|
||||
Anim_RunToInOpen(3);
|
||||
FaceEnemyOrMotion(level.inttime - m_iStateTime);
|
||||
} else {
|
||||
Turret_BeginRetarget();
|
||||
}
|
||||
} else {
|
||||
if (!PathExists() || PathComplete()) {
|
||||
m_pszDebugState = "Retarget->Cheat";
|
||||
SetEnemyPos(m_Enemy->origin);
|
||||
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
|
||||
State_Turret_Combat();
|
||||
return;
|
||||
}
|
||||
|
||||
if (CanMovePathWithLeash()) {
|
||||
Anim_RunToInOpen(ANIM_MODE_PATH_GOAL);
|
||||
FaceEnemyOrMotion(level.inttime - m_iStateTime);
|
||||
} else {
|
||||
Turret_BeginRetarget();
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::State_Turret_TakeSniperNode(void)
|
||||
{
|
||||
if (PathExists() && !PathComplete()) {
|
||||
FaceMotion();
|
||||
Anim_RunToDanger(3);
|
||||
} else {
|
||||
if (!PathExists() || PathComplete()) {
|
||||
AimAtEnemyBehavior();
|
||||
TransitionState(ACTOR_STATE_TURRET_SNIPER_NODE, 0);
|
||||
return;
|
||||
}
|
||||
|
||||
FaceMotion();
|
||||
Anim_RunToDanger(ANIM_MODE_PATH_GOAL);
|
||||
}
|
||||
|
||||
void Actor::State_Turret_SniperNode(void)
|
||||
{
|
||||
AimAtTargetPos();
|
||||
Anim_Sniper();
|
||||
|
||||
if (Turret_CheckRetarget()) {
|
||||
m_pCoverNode->Relinquish();
|
||||
m_pCoverNode->MarkTemporarilyBad();
|
||||
|
@ -490,6 +492,7 @@ bool Actor::State_Turret_RunHome(bool bAttackOnFail)
|
|||
{
|
||||
SetPath(m_vHome, NULL, 0, NULL, 0.0);
|
||||
ShortenPathToAvoidSquadMates();
|
||||
|
||||
if (!PathExists() || PathComplete()) {
|
||||
Com_Printf(
|
||||
"^~^~^ (entnum %i, radnum %i, targetname '%s') cannot reach his leash home\n",
|
||||
|
@ -502,11 +505,11 @@ bool Actor::State_Turret_RunHome(bool bAttackOnFail)
|
|||
State_Turret_Combat();
|
||||
}
|
||||
return false;
|
||||
} else {
|
||||
FaceMotion();
|
||||
Anim_RunToInOpen(2);
|
||||
return true;
|
||||
}
|
||||
|
||||
FaceMotion();
|
||||
Anim_RunToInOpen(ANIM_MODE_PATH);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Actor::State_Turret_RunAway(void)
|
||||
|
@ -514,17 +517,20 @@ void Actor::State_Turret_RunAway(void)
|
|||
if (!PathExists() || PathComplete()) {
|
||||
FindPathAwayWithLeash(m_vLastEnemyPos, origin - m_Enemy->origin, 1.5 * m_fMinDistance);
|
||||
}
|
||||
|
||||
if (!PathExists() || PathComplete()) {
|
||||
m_pszDebugState = "runaway->combat";
|
||||
State_Turret_Combat();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!CanMovePathWithLeash()) {
|
||||
m_pszDebugState = "runaway->leash->combat";
|
||||
State_Turret_Combat();
|
||||
return;
|
||||
}
|
||||
Anim_RunAwayFiring(2);
|
||||
|
||||
Anim_RunAwayFiring(ANIM_MODE_PATH);
|
||||
FaceEnemyOrMotion(level.inttime - m_iStateTime);
|
||||
}
|
||||
|
||||
|
@ -532,40 +538,39 @@ void Actor::State_Turret_Charge(void)
|
|||
{
|
||||
SetPathWithLeash(m_vLastEnemyPos, NULL, 0);
|
||||
ShortenPathToAvoidSquadMates();
|
||||
|
||||
if (!PathExists()) {
|
||||
m_pszDebugState = "charge->near";
|
||||
FindPathNearWithLeash(m_vLastEnemyPos, m_fMaxDistanceSquared);
|
||||
|
||||
if (!ShortenPathToAttack(0)) {
|
||||
ClearPath();
|
||||
}
|
||||
}
|
||||
|
||||
if (!PathExists() || PathComplete() || !PathAvoidsSquadMates()) {
|
||||
ClearPath();
|
||||
|
||||
if (CanSeeEnemy(500)) {
|
||||
m_pszDebugState = "charge->combat";
|
||||
State_Turret_Combat();
|
||||
return;
|
||||
}
|
||||
m_bHasDesiredLookAngles = false;
|
||||
|
||||
m_pszDebugState = "charge->chill";
|
||||
|
||||
ForwardLook();
|
||||
Anim_Idle();
|
||||
if (m_Team != TEAM_AMERICAN) {
|
||||
//v1 = &this->m_PotentialEnemies;
|
||||
if (!m_PotentialEnemies.HasAlternateEnemy()) {
|
||||
if (m_Enemy) {
|
||||
Turret_CheckRetarget();
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Team == TEAM_AMERICAN || m_PotentialEnemies.HasAlternateEnemy()) {
|
||||
m_PotentialEnemies.FlagBadEnemy(m_Enemy);
|
||||
UpdateEnemy(-1);
|
||||
}
|
||||
|
||||
if (m_Enemy) {
|
||||
Turret_CheckRetarget();
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!MovePathWithLeash()) {
|
||||
} else if (!MovePathWithLeash()) {
|
||||
m_pszDebugState = "charge->leash->combat";
|
||||
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
|
||||
State_Turret_Combat();
|
||||
|
@ -582,6 +587,7 @@ void Actor::State_Turret_FakeEnemy(void)
|
|||
{
|
||||
AimAtTargetPos();
|
||||
Anim_Aim();
|
||||
|
||||
if (level.inttime >= m_iStateTime) {
|
||||
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
|
||||
}
|
||||
|
@ -590,58 +596,51 @@ void Actor::State_Turret_FakeEnemy(void)
|
|||
void Actor::State_Turret_Wait(void)
|
||||
{
|
||||
PathNode *pNode;
|
||||
if (CanSeeEnemy(500) || CanShootEnemy(500)) {
|
||||
bool bSmth;
|
||||
|
||||
pNode = m_pCoverNode;
|
||||
Cover_FindCover(true);
|
||||
|
||||
if (m_pCoverNode) {
|
||||
TransitionState(ACTOR_STATE_TURRET_BECOME_COVER, 0);
|
||||
SetThink(THINKSTATE_ATTACK, THINK_COVER);
|
||||
bSmth = true;
|
||||
} else {
|
||||
if (pNode) {
|
||||
m_pCoverNode = pNode;
|
||||
m_pCoverNode->Claim(this);
|
||||
}
|
||||
bSmth = false;
|
||||
}
|
||||
if (bSmth) {
|
||||
if (CanSeeEnemy(500) || CanSeeEnemy(500)) {
|
||||
if (Turret_TryToBecomeCoverGuy()) {
|
||||
m_pszDebugState = "Wait->CoverInstead";
|
||||
ContinueAnimation();
|
||||
} else {
|
||||
m_pszDebugState = "Wait->Combat";
|
||||
TransitionState(ACTOR_STATE_TURRET_COMBAT, 0);
|
||||
TransitionState(ACTOR_STATE_TURRET_COMBAT);
|
||||
State_Turret_Combat();
|
||||
}
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
|
||||
if (level.inttime >= m_iLastEnemyVisibleTime + 25000) {
|
||||
m_vLastEnemyPos = m_Enemy->origin;
|
||||
Turret_BeginRetarget();
|
||||
}
|
||||
|
||||
if (level.inttime >= m_iLastFaceDecideTime + 1500) {
|
||||
m_iLastFaceDecideTime = level.inttime + (rand() & 0x1FF);
|
||||
|
||||
pNode = PathManager.FindCornerNodeForExactPath(this, m_Enemy, 0);
|
||||
|
||||
if (pNode) {
|
||||
if (pNode->m_PathPos - origin != vec_zero) {
|
||||
SetDesiredYawDir(pNode->m_PathPos - origin);
|
||||
}
|
||||
SetDesiredYawDest(pNode->m_PathPos);
|
||||
m_eDontFaceWallMode = 6;
|
||||
} else {
|
||||
AimAtTargetPos();
|
||||
DontFaceWall();
|
||||
}
|
||||
}
|
||||
if (m_eDontFaceWallMode > 8) {
|
||||
Anim_Aim();
|
||||
} else {
|
||||
|
||||
if (m_eDontFaceWallMode == 7 || m_eDontFaceWallMode == 8) {
|
||||
Anim_Stand();
|
||||
}
|
||||
} else {
|
||||
Anim_Aim();
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::Think_Turret(void)
|
||||
{
|
||||
if (RequireThink()) {
|
||||
if (!RequireThink()) {
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateEyeOrigin();
|
||||
NoPoint();
|
||||
UpdateEnemy(200);
|
||||
|
@ -649,6 +648,7 @@ void Actor::Think_Turret(void)
|
|||
if (m_Enemy && m_State == ACTOR_STATE_TURRET_COVER_INSTEAD) {
|
||||
if (!m_bTurretNoInitialCover && Turret_TryToBecomeCoverGuy()) {
|
||||
m_pszDebugState = "CoverInstead";
|
||||
|
||||
CheckUnregister();
|
||||
UpdateAngles();
|
||||
DoMove();
|
||||
|
@ -658,7 +658,6 @@ void Actor::Think_Turret(void)
|
|||
}
|
||||
|
||||
m_bTurretNoInitialCover = false;
|
||||
|
||||
Turret_SelectState();
|
||||
|
||||
if (m_State == ACTOR_STATE_TURRET_COMBAT && !CanSeeEnemy(0)) {
|
||||
|
@ -667,11 +666,9 @@ void Actor::Think_Turret(void)
|
|||
|
||||
SetLeashHome(origin);
|
||||
|
||||
if (level.inttime < m_iEnemyChangeTime + 200) {
|
||||
if (AttackEntryAnimation()) {
|
||||
if (level.inttime < m_iEnemyChangeTime + 200 && AttackEntryAnimation()) {
|
||||
TransitionState(ACTOR_STATE_TURRET_INTRO_AIM);
|
||||
m_bLockThinkState = true;
|
||||
TransitionState(ACTOR_STATE_TURRET_INTRO_AIM, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -683,14 +680,24 @@ void Actor::Think_Turret(void)
|
|||
m_pszDebugState = "IntroAnim";
|
||||
AimAtTargetPos();
|
||||
ContinueAnimation();
|
||||
|
||||
if (m_State == ACTOR_STATE_TURRET_WAIT) {
|
||||
PostThink(false);
|
||||
} else {
|
||||
m_bLockThinkState = false;
|
||||
if (!m_Enemy && m_State != ACTOR_STATE_TURRET_FAKE_ENEMY && m_State != ACTOR_STATE_TURRET_RUN_HOME) {
|
||||
TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, ((rand() + 250) & 0x7FF));
|
||||
PostThink(true);
|
||||
}
|
||||
if (!m_Enemy) {
|
||||
if (m_State != ACTOR_STATE_TURRET_FAKE_ENEMY) {
|
||||
if (m_State != ACTOR_STATE_TURRET_RUN_HOME || (origin - m_vHome).lengthXYSquared() <= 0.64f * m_fLeashSquared + 64.0f
|
||||
return;
|
||||
}
|
||||
|
||||
m_bLockThinkState = false;
|
||||
|
||||
if (!m_Enemy && m_State != ACTOR_STATE_TURRET_FAKE_ENEMY && m_State != ACTOR_STATE_TURRET_RUN_HOME) {
|
||||
TransitionState(ACTOR_STATE_TURRET_FAKE_ENEMY, (rand() + 250) & 0x7FF);
|
||||
}
|
||||
|
||||
if (!m_Enemy && m_State != ACTOR_STATE_TURRET_FAKE_ENEMY) {
|
||||
if (m_State != ACTOR_STATE_TURRET_RUN_HOME
|
||||
|| (origin - m_vHome).lengthXYSquared() <= (m_fLeashSquared * 0.64f + 64.0f)
|
||||
|| !State_Turret_RunHome(false)) {
|
||||
m_pszDebugState = "Idle";
|
||||
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
|
||||
|
@ -701,7 +708,7 @@ void Actor::Think_Turret(void)
|
|||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_Enemy && m_State == ACTOR_STATE_TURRET_FAKE_ENEMY) {
|
||||
Turret_BeginRetarget();
|
||||
}
|
||||
|
@ -721,13 +728,7 @@ void Actor::Think_Turret(void)
|
|||
break;
|
||||
case ACTOR_STATE_TURRET_TAKE_SNIPER_NODE:
|
||||
m_pszDebugState = "TakeSniperNode";
|
||||
if (!PathExists() || PathComplete()) {
|
||||
AimAtEnemyBehavior();
|
||||
TransitionState(ACTOR_STATE_TURRET_SNIPER_NODE, 0);
|
||||
} else {
|
||||
FaceMotion();
|
||||
Anim_RunToDanger(3);
|
||||
}
|
||||
State_Turret_TakeSniperNode();
|
||||
break;
|
||||
case ACTOR_STATE_TURRET_SNIPER_NODE:
|
||||
m_pszDebugState = "SniperNode";
|
||||
|
@ -761,6 +762,14 @@ void Actor::Think_Turret(void)
|
|||
m_pszDebugState = "Wait";
|
||||
State_Turret_Wait();
|
||||
break;
|
||||
case ACTOR_STATE_TURRET_SHOOT:
|
||||
m_pszDebugState = "Shoot";
|
||||
State_Turret_Shoot();
|
||||
break;
|
||||
case ACTOR_STATE_TURRET_RETARGET_SUPPRESS:
|
||||
m_pszDebugState = "Retarget_Suppress";
|
||||
State_Turret_Retarget_Suppress();
|
||||
break;
|
||||
case ACTOR_STATE_TURRET_RETARGET_SNIPER_NODE:
|
||||
m_pszDebugState = "Retarget_Sniper_Node";
|
||||
State_Turret_Retarget_Sniper_Node();
|
||||
|
@ -798,49 +807,53 @@ void Actor::Think_Turret(void)
|
|||
assert(!"invalid think state");
|
||||
break;
|
||||
}
|
||||
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE);
|
||||
|
||||
if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE)) {
|
||||
CheckForTransition(THINKSTATE_BADPLACE, THINKLEVEL_IDLE);
|
||||
}
|
||||
|
||||
if (m_State == ACTOR_STATE_TURRET_WAIT) {
|
||||
PostThink(false);
|
||||
} else {
|
||||
PostThink(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::ReceiveAIEvent_Turret(
|
||||
vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared
|
||||
)
|
||||
{
|
||||
if (iType == AI_EVENT_WEAPON_IMPACT) {
|
||||
if (m_Enemy && fDistSquared <= Square(128)) {
|
||||
Turret_TryToBecomeCoverGuy();
|
||||
}
|
||||
} else {
|
||||
if (iType != AI_EVENT_WEAPON_IMPACT) {
|
||||
DefaultReceiveAIEvent(origin, iType, originator, fDistSquared, fMaxDistSquared);
|
||||
} else if (m_Enemy && fDistSquared <= Square(128)) {
|
||||
Turret_TryToBecomeCoverGuy();
|
||||
}
|
||||
}
|
||||
|
||||
bool Actor::Turret_TryToBecomeCoverGuy(void)
|
||||
{
|
||||
PathNode *pOldCover = m_pCoverNode;
|
||||
|
||||
Cover_FindCover(true);
|
||||
|
||||
if (m_pCoverNode) {
|
||||
TransitionState(ACTOR_STATE_TURRET_BECOME_COVER, 0);
|
||||
SetThink(THINKSTATE_ATTACK, THINK_COVER);
|
||||
return true;
|
||||
} else {
|
||||
}
|
||||
|
||||
if (pOldCover) {
|
||||
m_pCoverNode = pOldCover;
|
||||
m_pCoverNode->Claim(this);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void Actor::FinishedAnimation_Turret(void)
|
||||
{
|
||||
if (m_State <= ACTOR_STATE_TURRET_INTRO_AIM) {
|
||||
if (m_State == ACTOR_STATE_TURRET_GRENADE || m_State == ACTOR_STATE_TURRET_INTRO_AIM
|
||||
|| m_State == ACTOR_STATE_TURRET_SHOOT) {
|
||||
Turret_SelectState();
|
||||
}
|
||||
}
|
||||
|
@ -855,7 +868,7 @@ void Actor::InterruptPoint_Turret(void)
|
|||
|
||||
void Actor::PathnodeClaimRevoked_Turret(void)
|
||||
{
|
||||
if (m_Enemy == NULL) {
|
||||
if (!m_Enemy) {
|
||||
TransitionState(ACTOR_STATE_TURRET_COVER_INSTEAD, 0);
|
||||
} else {
|
||||
Turret_BeginRetarget();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue