Exemple #1
0
/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}

	vec3_t dif;
	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		MineMonster_Idle();
		return;
	}
}
/*
-------------------------
Mark2_Patrol
-------------------------
*/
void Mark2_Patrol( void )
{
	if ( NPC_CheckPlayerTeamStealth() )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//If we have somewhere to go, then do that
	if (!NPC->enemy)
	{
		if ( UpdateGoal() )
		{
			ucmd.buttons |= BUTTON_WALKING;
			NPC_MoveToGoal( qtrue );
			NPC_UpdateAngles( qtrue, qtrue );
		}

		//randomly talk
		if (TIMER_Done(NPC,"patrolNoise"))
		{
			TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
		}
	}
}
Exemple #3
0
/*
-------------------------
GM_Move
-------------------------
*/
static qboolean GM_Move( void )
{
	NPCInfo->combatMove = qtrue;//always bMove straight toward our goal

	qboolean	moved = NPC_MoveToGoal( qtrue );
	navInfo_t	info;
	
	//Get the bMove info
	NAV_GetLastMove( info );

	//FIXME: if we bump into another one of our guys and can't get around him, just stop!
	//If we hit our target, then stop and fire!
	if ( info.flags & NIF_COLLISION ) 
	{
		if ( info.blocker == NPC->enemy )
		{
			GM_HoldPosition();
		}
	}

	//If our bMove failed, then reset
	if ( moved == qfalse )
	{//FIXME: if we're going to a combat point, need to pick a different one
		if ( !Q3_TaskIDPending( NPC, TID_MOVE_NAV ) )
		{//can't transfer movegoal or stop when a script we're running is waiting to complete
			GM_HoldPosition();
		}
	}

	return moved;
}
/*
-------------------------
Mark2_Patrol
-------------------------
*/
void Mark2_Patrol( void )
{
	if ( NPC_CheckPlayerTeamStealth() )
	{
//		G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/anger.wav"));
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//If we have somewhere to go, then do that
	if (!NPC->enemy)
	{
		if ( UpdateGoal() )
		{
			ucmd.buttons |= BUTTON_WALKING;
			NPC_MoveToGoal( qtrue );
			NPC_UpdateAngles( qtrue, qtrue );
		}

		//randomly talk
		if (TIMER_Done(NPC,"patrolNoise"))
		{
//			G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav",	Q_irand(1, 4))));

			TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
		}
	}
}
Exemple #5
0
/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
	vector3 dif;

	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPC, "patrolTime" ))
		{
			TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	//rwwFIXMEFIXME: Care about all clients, not just client 0
	VectorSubtract( &g_entities[0].r.currentOrigin, &NPC->r.currentOrigin, &dif );

	if ( VectorLengthSquared( &dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}
}
Exemple #6
0
void NPC_BSCinematic( void ) 
{

	if( NPCInfo->scriptFlags & SCF_FIRE_WEAPON )
	{
		WeaponThink( qtrue );
	}

	if ( UpdateGoal() )
	{//have a goalEntity
		//move toward goal, should also face that goal
		NPC_MoveToGoal( qtrue );
	}

	if ( NPCInfo->watchTarget )
	{//have an entity which we want to keep facing
		//NOTE: this will override any angles set by NPC_MoveToGoal
		vec3_t eyes, viewSpot, viewvec, viewangles;

		CalcEntitySpot( NPC, SPOT_HEAD_LEAN, eyes );
		CalcEntitySpot( NPCInfo->watchTarget, SPOT_HEAD_LEAN, viewSpot );

		VectorSubtract( viewSpot, eyes, viewvec );
		
		vectoangles( viewvec, viewangles );

		NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = viewangles[YAW];
		NPCInfo->lockedDesiredPitch = NPCInfo->desiredPitch = viewangles[PITCH];
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #7
0
/*
-------------------------
Rancor_Patrol
-------------------------
*/
void Rancor_Patrol( void )
{
	NPCS.NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
		{
			TIMER_Set( NPCS.NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Rancor_Idle();
		return;
	}
	Rancor_CheckRoar( NPCS.NPC );
	TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
void ImperialProbe_Patrol( void ) {
	ImperialProbe_MaintainHeight();

	if ( NPC_CheckPlayerTeamStealth() ) {
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//If we have somewhere to go, then do that
	if ( !NPC->enemy ) {
		NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_NORMAL );

		if ( UpdateGoal() ) {
			//start loop sound once we move
			NPC->s.loopSound = G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
			ucmd.buttons |= BUTTON_WALKING;
			NPC_MoveToGoal( qtrue );
		}
		//randomly talk
		if ( TIMER_Done( NPC, "patrolNoise" ) ) {
			G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/probe/misc/probetalk%d", Q_irand( 1, 3 ) ) );

			TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
		}
	}
	else	// He's got an enemy. Make him angry.
	{
		G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/probe/misc/anger1" );
		TIMER_Set( NPC, "angerNoise", Q_irand( 2000, 4000 ) );
		//NPCInfo->behaviorState = BS_HUNT_AND_KILL;
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #9
0
/*
-------------------------
NPC_Sentry_Patrol
-------------------------
*/
void NPC_Sentry_Patrol( void ) {
    Sentry_MaintainHeight();

    //If we have somewhere to go, then do that
    if ( !NPC->enemy ) {
        if ( NPC_CheckPlayerTeamStealth() ) {
            //NPC_AngerSound();
            NPC_UpdateAngles( qtrue, qtrue );
            return;
        }

        if ( UpdateGoal() ) {
            //start loop sound once we move
            ucmd.buttons |= BUTTON_WALKING;
            NPC_MoveToGoal( qtrue );
        }

        //randomly talk
        if ( TIMER_Done( NPC, "patrolNoise" ) ) {
            G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/sentry/misc/talk%d", Q_irand( 1, 3 ) ) );

            TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
        }
    }

    NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #10
0
/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPC, "patrolTime" ))
		{
			TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	vec3_t dif;

	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		Howler_Idle();
		return;
	}
}
Exemple #11
0
/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
	vec3_t dif;

	NPCS.NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		NPCS.ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
		{
			TIMER_Set( NPCS.NPC, "patrolTime", Q_flrand(-1.0f, 1.0f) * 5000 + 5000 );
		}
	}

	//rwwFIXMEFIXME: Care about all clients, not just client 0
	//OJKFIXME: clietnum 0
	VectorSubtract( g_entities[0].r.currentOrigin, NPCS.NPC->r.currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPCS.NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		MineMonster_Idle();
		return;
	}
}
/*
-------------------------
Droid_Run
-------------------------
*/
void Droid_Run( void )
{
	R2D2_PartsMove();

	if ( NPCInfo->localState == LSTATE_BACKINGUP )
	{
		ucmd.forwardmove = -127;
		NPCInfo->desiredYaw += 5; 

		NPCInfo->localState = LSTATE_NONE;	// So he doesn't constantly backup.
	}
	else 
	{
		ucmd.forwardmove = 64;
		//If we have somewhere to go, then do that
		if ( UpdateGoal() )
		{
			if (NPC_MoveToGoal( qfalse ))
			{
				NPCInfo->desiredYaw += sin(level.time*.5) * 5; // Weaves side to side a little
			}
		}
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #13
0
/*
-------------------------
MineMonster_Idle
-------------------------
*/
void MineMonster_Idle( void )
{
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
}
Exemple #14
0
void Rancor_Idle( void ) {
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() ) {
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
}
Exemple #15
0
/*
-------------------------
MineMonster_Move
-------------------------
*/
void MineMonster_Move( qboolean visible )
{
	if ( NPCInfo->localState != LSTATE_WAITING )
	{
		NPCInfo->goalEntity = NPC->enemy;
		NPC_MoveToGoal( qtrue );
		NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range
	}
}
void NPC_BSReaver_Idle( void )
{	
	//See if we have a goal to run to
	if ( UpdateGoal() )
	{
		NPC_MoveToGoal();
	}

	NPC_UpdateAngles( qfalse, qtrue );
}
Exemple #17
0
qboolean SandCreature_Move( void )
{
	qboolean moved = qfalse;
	//FIXME should ignore doors..?
	vec3_t dest;
	VectorCopy( NPCInfo->goalEntity->currentOrigin, dest );
	//Sand Creatures look silly using waypoints when they can go straight to the goal
	if ( SandCreature_CheckAhead( dest ) )
	{//use our temp move straight to goal check
		VectorSubtract( dest, NPC->currentOrigin, NPC->client->ps.moveDir );
		NPC->client->ps.speed = VectorNormalize( NPC->client->ps.moveDir );
		if ( (ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
		{
			NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
		}
		else
		{
			if ( NPC->client->ps.speed < NPCInfo->stats.walkSpeed )
			{
				NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
			}
			if ( !(ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed < NPCInfo->stats.runSpeed )
			{
				NPC->client->ps.speed = NPCInfo->stats.runSpeed;
			}
			else if ( NPC->client->ps.speed > NPCInfo->stats.runSpeed )
			{
				NPC->client->ps.speed = NPCInfo->stats.runSpeed;
			}
		}
		moved = qtrue;
	}
	else
	{
		moved = NPC_MoveToGoal( qtrue );
	}
	if ( moved && NPC->radius )
	{
		vec3_t	newPos;
		float curTurfRange, newTurfRange;
		curTurfRange = DistanceHorizontal( NPC->currentOrigin, NPC->s.origin );
		VectorMA( NPC->currentOrigin, NPC->client->ps.speed/100.0f, NPC->client->ps.moveDir, newPos );
		newTurfRange = DistanceHorizontal( newPos, NPC->s.origin );
		if ( newTurfRange > NPC->radius && newTurfRange > curTurfRange )
		{//would leave our range
			//stop
			NPC->client->ps.speed = 0.0f;
			VectorClear( NPC->client->ps.moveDir );
			ucmd.forwardmove = ucmd.rightmove = 0;
			moved = qfalse;
		}
	}
	return (moved);
	//often erroneously returns false ???  something wrong with NAV...?
}
Exemple #18
0
void Droid_Patrol( void ) {

	NPC->pos1.yaw = AngleNormalize360( NPC->pos1.yaw );

	if ( NPC->client && NPC->client->NPC_class != CLASS_GONK ) {
		if ( NPC->client->NPC_class != CLASS_R5D2 ) { //he doesn't have an eye.
			R2D2_PartsMove();		// Get his eye moving.
		}
		R2D2_TurnAnims();
	}

	//If we have somewhere to go, then do that
	if ( UpdateGoal() ) {
		ucmd.buttons |= BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );

		if ( NPC->client && NPC->client->NPC_class == CLASS_MOUSE ) {
			NPCInfo->desiredYaw += sinf( level.time*.5f ) * 25; // Weaves side to side a little

			if ( TIMER_Done( NPC, "patrolNoise" ) ) {
				G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/mouse/misc/mousego%d.wav", Q_irand( 1, 3 ) ) );

				TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		else if ( NPC->client && NPC->client->NPC_class == CLASS_R2D2 ) {
			if ( TIMER_Done( NPC, "patrolNoise" ) ) {
				G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", Q_irand( 1, 3 ) ) );

				TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		else if ( NPC->client && NPC->client->NPC_class == CLASS_R5D2 ) {
			if ( TIMER_Done( NPC, "patrolNoise" ) ) {
				G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/r5d2/misc/r5talk%d.wav", Q_irand( 1, 4 ) ) );

				TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		if ( NPC->client && NPC->client->NPC_class == CLASS_GONK ) {
			if ( TIMER_Done( NPC, "patrolNoise" ) ) {
				G_SoundOnEnt( NPC, CHAN_AUTO, va( "sound/chars/gonk/misc/gonktalk%d.wav", Q_irand( 1, 2 ) ) );

				TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
			}
		}
		//		else
		//		{
		//			R5D2_LookAround();
		//		}
	}

	NPC_UpdateAngles( qtrue, qtrue );

}
Exemple #19
0
static qboolean Sniper_Move( void )
{
	qboolean	moved;
	navInfo_t	info;

	NPCInfo->combatMove = qtrue;//always move straight toward our goal

	moved = NPC_MoveToGoal( qtrue );
	
	//Get the move info
	NAV_GetLastMove( &info );

	//FIXME: if we bump into another one of our guys and can't get around him, just stop!
	//If we hit our target, then stop and fire!
	if ( info.flags & NIF_COLLISION ) 
	{
		if ( info.blocker == NPC->enemy )
		{
			Sniper_HoldPosition();
		}
	}

	//If our move failed, then reset
	if ( moved == qfalse )
	{//couldn't get to enemy
		if ( (NPCInfo->scriptFlags&SCF_CHASE_ENEMIES) && NPCInfo->goalEntity && NPCInfo->goalEntity == NPC->enemy )
		{//we were running after enemy
			//Try to find a combat point that can hit the enemy
			int cpFlags = (CP_CLEAR|CP_HAS_ROUTE);
			int cp;
			if ( NPCInfo->scriptFlags&SCF_USE_CP_NEAREST )
			{
				cpFlags &= ~(CP_FLANK|CP_APPROACH_ENEMY|CP_CLOSEST);
				cpFlags |= CP_NEAREST;
			}
			cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->r.currentOrigin, cpFlags, 32, -1 );
			if ( cp == -1 && !(NPCInfo->scriptFlags&SCF_USE_CP_NEAREST) )
			{//okay, try one by the enemy
				cp = NPC_FindCombatPoint( NPC->r.currentOrigin, NPC->r.currentOrigin, NPC->enemy->r.currentOrigin, CP_CLEAR|CP_HAS_ROUTE|CP_HORZ_DIST_COLL, 32, -1 );
			}
			//NOTE: there may be a perfectly valid one, just not one within CP_COLLECT_RADIUS of either me or him...
			if ( cp != -1 )
			{//found a combat point that has a clear shot to enemy
				NPC_SetCombatPoint( cp );
				NPC_SetMoveGoal( NPC, level.combatPoints[cp].origin, 8, qtrue, cp, NULL );
				return moved;
			}
		}
		//just hang here
		Sniper_HoldPosition();
	}

	return moved;
}
Exemple #20
0
void Mark2_Hunt( void ) {
	if ( NPCInfo->goalEntity == NULL ) {
		NPCInfo->goalEntity = NPC->enemy;
	}

	// Turn toward him before moving towards him.
	NPC_FaceEnemy( qtrue );

	NPCInfo->combatMove = qtrue;
	NPC_MoveToGoal( qtrue );
}
Exemple #21
0
void NPC_BSRun (void)
{
	//FIXME if there is no nav data, we need to do something else
	// if we're stuck, try to move around it
	if ( UpdateGoal() )
	{
		NPC_MoveToGoal( qtrue );
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #22
0
void ATST_Hunt( qboolean visible, qboolean advance ) {

	if ( NPCInfo->goalEntity == NULL ) {//hunt
		NPCInfo->goalEntity = NPC->enemy;
	}

	NPCInfo->combatMove = qtrue;

	NPC_MoveToGoal( qtrue );

}
Exemple #23
0
void Rancor_Move( qboolean visible ) {
	if ( NPCInfo->localState != LSTATE_WAITING ) {
		NPCInfo->goalEntity = NPC->enemy;
		if ( !NPC_MoveToGoal( qtrue ) ) {
			NPCInfo->consecutiveBlockedMoves++;
		}
		else {
			NPCInfo->consecutiveBlockedMoves = 0;
		}
		NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range
	}
}
Exemple #24
0
/*
-------------------------
void NPC_SlideMoveToGoal( void )

Now assumes goal is goalEntity, if want to use tempGoal, you set that before calling the func
-------------------------
*/
qboolean NPC_SlideMoveToGoal( void ) {
	float	saveYaw = NPC->client->ps.viewangles.yaw;
	qboolean ret;

	NPCInfo->combatMove = qtrue;

	ret = NPC_MoveToGoal( qtrue );

	NPCInfo->desiredYaw = saveYaw;

	return ret;
}
void Hirogen_Hunt( void )
{
	if ( NPCInfo->combatPoint == -1 )
	{
		NPCInfo->combatPoint = NPC_FindCombatPoint( CP_CLEAR );

		if ( NPCInfo->combatPoint == -1 )
		{
			assert(0);
			return;
		}

		//Move there
		NPC_SetMoveGoal( NPC, level.combatPoints[NPCInfo->combatPoint].origin, 4, qtrue );

		NPCInfo->combatMove = qtrue;

		NPC_MoveToGoal();
		NPC_UpdateAngles( qtrue, qtrue );

		return;
	}

	//See if we made it
	if ( NAV_HitNavGoal( NPC->currentOrigin, NPC->mins, NPC->maxs, level.combatPoints[NPCInfo->combatPoint].origin, 2 ) )
	{
		NPCInfo->combatPoint = -1;
		//Hirogen_Hunt();	//NOTENOTE: Remove the 10Hz latency that would be introduced otherwise, but be careful with this one!
		return;
	}

	//Move there
	NPC_SetMoveGoal( NPC, level.combatPoints[NPCInfo->combatPoint].origin, 2, qtrue );

	NPCInfo->combatMove = qtrue;

	NPC_MoveToGoal();
	NPC_UpdateAngles( qtrue, qtrue );
}
/*
-------------------------
Mark1_Hunt
- look for enemy.
-------------------------`
*/
void Mark1_Hunt(void)
{

	if ( NPCInfo->goalEntity == NULL )
	{
		NPCInfo->goalEntity = NPC->enemy;
	}

	NPC_FaceEnemy( qtrue );

	NPCInfo->combatMove = qtrue;
	NPC_MoveToGoal( qtrue );
}
Exemple #27
0
/*
-------------------------
Remote_Hunt
-------------------------
*/
void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat )
{
	float	distance, speed;
	vec3_t	forward;

	//If we're not supposed to stand still, pursue the player
	if ( NPCInfo->standTime < level.time )
	{
		// Only strafe when we can see the player
		if ( visible )
		{
			Remote_Strafe();
			return;
		}
	}

	//If we don't want to advance, stop here
	if ( advance == qfalse && visible == qtrue )
		return;

	//Only try and navigate if the player is visible
	if ( visible == qfalse )
	{
		// Move towards our goal
		NPCInfo->goalEntity = NPC->enemy;
		NPCInfo->goalRadius = 12;

		//[CoOp]
		NPC_MoveToGoal(qtrue);
		return;
		/*
		//Get our direction from the navigator if we can't see our target
		if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
			return;
		*/
		//[/CoOp]
	}
	else
	{
		VectorSubtract( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, forward );
		distance = VectorNormalize( forward );
	}

	speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill.integer;
	if ( retreat == qtrue )
	{
		speed *= -1;
	}
	VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
Exemple #28
0
void ATST_Patrol( void ) {
	if ( NPC_CheckPlayerTeamStealth() ) {
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//If we have somewhere to go, then do that
	if ( !NPC->enemy ) {
		if ( UpdateGoal() ) {
			ucmd.buttons |= BUTTON_WALKING;
			NPC_MoveToGoal( qtrue );
			NPC_UpdateAngles( qtrue, qtrue );
		}
	}

}
void Reaver_Hunt( void )
{
	NPCInfo->combatMove = qtrue;

	//If we're not supposed to stand still, pursue the player
	if ( NPCInfo->standTime < level.time )
	{
		//Move towards our goal
		NPCInfo->goalEntity = NPC->enemy;
		NPCInfo->goalRadius = 12;
		NPC_MoveToGoal();
	}

	//Update our angles regardless
	NPC_UpdateAngles( qtrue, qtrue );
}
Exemple #30
0
void Interrogator_Hunt( qboolean visible, qboolean advance )
{
	float	distance, speed;
	vec3_t	forward;

	Interrogator_PartsMove();

	NPC_FaceEnemy(qfalse);

	//If we're not supposed to stand still, pursue the player
	if ( NPCInfo->standTime < level.time )
	{
		// Only strafe when we can see the player
		if ( visible )
		{
			Interrogator_Strafe();
			if ( NPCInfo->standTime > level.time )
			{//successfully strafed
				return;
			}
		}
	}

	//If we don't want to advance, stop here
	if ( advance == qfalse )
		return;

	//Only try and navigate if the player is visible
	if ( visible == qfalse )
	{
		// Move towards our goal
		NPCInfo->goalEntity = NPC->enemy;
		NPCInfo->goalRadius = 12;

		NPC_MoveToGoal(qtrue);
		return;

	}
	else
	{
		VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
		distance = VectorNormalize( forward );
	}

	speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer;
	VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}