Ejemplo n.º 1
0
qboolean NPC_FindEnemy( qboolean checkAlerts )
{
	gentity_t *newenemy;

	//We're ignoring all enemies for now
	//if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	if (0) //rwwFIXMEFIXME: support for flag
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		return qfalse;
	}

	//Don't want a new enemy
	//rwwFIXMEFIXME: support for locked enemy
	//if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
	//	return qtrue;

	//See if the player is closer than our current enemy
	if ( NPC_CheckPlayerDistance() )
	{
		return qtrue;
	}

	//Otherwise, turn off the flag
//	NPC->svFlags &= ~SVF_LOCKEDENEMY;
	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		//&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	return qfalse;
}
Ejemplo n.º 2
0
qboolean NPC_FindEnemy( qboolean checkAlerts = qfalse )
{
	//We're ignoring all enemies for now
	if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		return qfalse;
	}

	//Don't want a new enemy
	if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->svFlags & SVF_LOCKEDENEMY ) )
		return qtrue;

	//See if the player is closer than our current enemy
	if ( NPC_CheckPlayerDistance() )
	{
		return qtrue;
	}

	//Otherwise, turn off the flag
	NPC->svFlags &= ~SVF_LOCKEDENEMY;

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	gentity_t *newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	return qfalse;
}
Ejemplo n.º 3
0
qboolean NPC_FindEnemy( qboolean checkAlerts )
{//RACC - checks to see if our enemy is still valid.  Updates if it is not.
	gentity_t *newenemy;

	//[CoOp] SP Code
	//reenabling the IGNORE_ENEMIES flag
	if( NPC->NPC->scriptFlags & SCF_IGNORE_ENEMIES )
	//We're ignoring all enemies for now
	//if( NPC->svFlags & SVF_IGNORE_ENEMIES )
	//if (0) //rwwFIXMEFIXME: support for flag
	//[/CoOp]
	{
		G_ClearEnemy( NPC );
		return qfalse;
	}

	//we can't pick up any enemies for now
	if( NPCInfo->confusionTime > level.time )
	{
		//[CoOp] SP Code
		G_ClearEnemy( NPC );
		//[/CoOp]
		return qfalse;
	}

	//[CoOp] SP Code
	//Don't want a new enemy
	if ( ( ValidEnemy( NPC->enemy ) ) && ( NPC->NPC->aiFlags & NPCAI_LOCKEDENEMY ) )
		return qtrue;
	
	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}
	/* This shouldn't be here. SP Code
	//See if the player is closer than our current enemy
	if ( NPC_CheckPlayerDistance() )
	{
		return qtrue;
	}*/
	

	//Otherwise, turn off the flag since if we have a locked enemy at this point,
	//the enemy is invalid.
	NPC->NPC->aiFlags &= ~NPCAI_LOCKEDENEMY;
//	NPC->svFlags &= ~SVF_LOCKEDENEMY;
	/* Moved up.  SP Code
	//See if the player is closer than our current enemy
	if ( NPC->client->NPC_class != CLASS_RANCOR 
		&& NPC->client->NPC_class != CLASS_WAMPA
		//&& NPC->client->NPC_class != CLASS_SAND_CREATURE
		&& NPC_CheckPlayerDistance() )
	{//rancors, wampas & sand creatures don't care if player is closer, they always go with closest
		return qtrue;
	}
	*/
	//[/CoOp]

	//If we've gotten here alright, then our target it still valid
	if ( NPC_ValidEnemy( NPC->enemy ) )
		return qtrue;

	newenemy = NPC_PickEnemyExt( checkAlerts );

	//if we found one, take it as the enemy
	if( NPC_ValidEnemy( newenemy ) )
	{
		G_SetEnemy( NPC, newenemy );
		return qtrue;
	}

	//[CoOp] SP Code.  Remove enemy since they're not valid at this point.
	G_ClearEnemy( NPC );
	//[/CoOp]
	return qfalse;
}