Beispiel #1
0
gentity_t *UpdateGoal( void ) 
{
	gentity_t	*goal;

	if ( !NPCInfo->goalEntity ) 
	{
		return NULL;
	}

	if ( !NPCInfo->goalEntity->inuse )
	{//Somehow freed it, but didn't clear it
		NPC_ClearGoal();
		return NULL;
	}

	goal = NPCInfo->goalEntity;

	if ( ReachedGoal( goal ) ) 
	{
		NPC_ReachedGoal();
		goal = NULL;//so they don't keep trying to move to it
	}//else if fail, need to tell script so?

	return goal;
}
Beispiel #2
0
gentity_t *UpdateGoal( void ) 
{
	//FIXME: CREED should look at this
	//		this func doesn't seem to be working correctly for the sand creature

	gentity_t	*goal;

	if ( !NPCInfo->goalEntity ) 
	{
		return NULL;
	}

	if ( !NPCInfo->goalEntity->inuse )
	{//Somehow freed it, but didn't clear it
		NPC_ClearGoal();
		return NULL;
	}

	goal = NPCInfo->goalEntity;

	if ( ReachedGoal( goal ) ) 
	{
		NPC_ReachedGoal();
		goal = NULL;//so they don't keep trying to move to it
	}//else if fail, need to tell script so?

	return goal;
}