Esempio n. 1
0
//[SPPortComplete]
gentity_t *NPC_PickEnemyExt( qboolean checkAlerts )
{
	//Check for Hazard Team status and remove this check
	/*
	if ( NPC->client->playerTeam != TEAM_STARFLEET )
	{
		//If we've found the player, return it
		if ( NPC_FindPlayer() )
			return &g_entities[0];
	}
	*/

	//If we've asked for the closest enemy
	int entID = NPC_FindNearestEnemy( NPC );

	//If we have a valid enemy, use it
	if ( entID >= 0 )
		return &g_entities[entID];

	if ( checkAlerts )
	{
		//[CoOp]
		int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED, qfalse );
		//int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );
		//[/CoOp]

		//There is an event to look at
		if ( alertEvent >= 0 )
		{
			alertEvent_t *event = &level.alertEvents[alertEvent];

			//Don't pay attention to our own alerts
			if ( event->owner == NPC )
				return NULL;

			if ( event->level >= AEL_DISCOVERED )
			{
				//If it's the player, attack him
				//[CoOp]
				//account for all players
				if ( event->owner->s.number < MAX_CLIENTS )
				//if ( event->owner == &g_entities[0] )
					return event->owner;

				//If it's on our team, then take its enemy as well
				if ( ( event->owner->client ) && ( event->owner->client->playerTeam == NPC->client->playerTeam ) )
				//racc - communicate enemies with allies if our allies are making a lot of noise.				
					return event->owner->enemy;
			}
		}
	}

	return NULL;
}
Esempio n. 2
0
gentity_t *NPC_PickEnemyExt( qboolean checkAlerts )
{

	//Check for Hazard Team status and remove this check
	/*
	if ( NPC->client->playerTeam != TEAM_STARFLEET )
	{
		//If we've found the player, return it
		if ( NPC_FindPlayer() )
			return &g_entities[0];
	}
	*/

	//If we've asked for the closest enemy
	int entID = NPC_FindNearestEnemy( NPCS.NPC );

	//If we have a valid enemy, use it
	if ( entID >= 0 )
		return &g_entities[entID];

	if ( checkAlerts )
	{
		int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );

		//There is an event to look at
		if ( alertEvent >= 0 )
		{
			alertEvent_t *event = &level.alertEvents[alertEvent];

			//Don't pay attention to our own alerts
			if ( event->owner == NPCS.NPC )
				return NULL;

			if ( event->level >= AEL_DISCOVERED )
			{
				//If it's the player, attack him
				//OJKFIXME: clientnum 0
				if ( event->owner == &g_entities[0] )
					return event->owner;

				//If it's on our team, then take its enemy as well
				if ( ( event->owner->client ) && ( event->owner->client->playerTeam == NPCS.NPC->client->playerTeam ) )
					return event->owner->enemy;
			}
		}
	}

	return NULL;
}
Esempio n. 3
0
gentity_t *NPC_PickEnemyExt( qboolean checkAlerts = qfalse )
{
	//If we've asked for the closest enemy
	int entID = NPC_FindNearestEnemy( NPC );

	//If we have a valid enemy, use it
	if ( entID >= 0 )
		return &g_entities[entID];

	if ( checkAlerts )
	{
		int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qtrue, AEL_DISCOVERED );

		//There is an event to look at
		if ( alertEvent >= 0 )
		{
			alertEvent_t *event = &level.alertEvents[alertEvent];

			//Don't pay attention to our own alerts
			if ( event->owner == NPC )
				return NULL;

			if ( event->level >= AEL_DISCOVERED )
			{
				//If it's the player, attack him
				if ( event->owner == &g_entities[0] )
					return event->owner;

				//If it's on our team, then take its enemy as well
				if ( ( event->owner->client ) && ( event->owner->client->playerTeam == NPC->client->playerTeam ) )
					return event->owner->enemy;
			}
		}
	}

	return NULL;
}