Improve friendly fire check for barney (#405)

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Roman Chistokhodov 2023-11-08 14:54:06 +03:00 committed by GitHub
parent 2c596747d2
commit bee6aa02c4
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 9 additions and 1 deletions

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@ -829,6 +829,7 @@ BOOL CBarney::NoFriendlyFire()
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
CPlane frontPlane;
Vector vecLeftSide;
Vector vecRightSide;
@ -841,9 +842,13 @@ BOOL CBarney::NoFriendlyFire()
v_left = gpGlobals->v_right * -1.0f;
CBaseEntity* pEnemy = m_hEnemy;
const Vector enemyCenter = pEnemy->Center();
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane( v_left, vecRightSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
frontPlane.InitializePlane( gpGlobals->v_forward * -1, enemyCenter + gpGlobals->v_forward * pEnemy->pev->size.Length2D() / 2 );
for( int k = 1; k <= gpGlobals->maxClients; k++ )
{
@ -856,7 +861,10 @@ BOOL CBarney::NoFriendlyFire()
{
//ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
// player is in the check volume! Don't shoot!
return FALSE;
if (frontPlane.PointInFront( pPlayer->pev->origin ))
return FALSE;
else if (pEnemy->pev->deadflag == DEAD_DYING || pEnemy->pev->deadflag == DEAD_DEAD) // don't shoot when ally is behind the dying enemy
return FALSE;
}
}
}