mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-27 12:29:53 +01:00
550 lines
12 KiB
C
550 lines
12 KiB
C
/*
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sv_move.c - monsters movement
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Copyright (C) 2007 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "xash3d_mathlib.h"
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#include "server.h"
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#include "const.h"
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#include "pm_defs.h"
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#define MOVE_NORMAL 0 // normal move in the direction monster is facing
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#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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qboolean SV_CheckBottom( edict_t *ent, int iMode )
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{
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vec3_t mins, maxs, start, stop;
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float mid, bottom;
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qboolean monsterClip;
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trace_t trace;
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int x, y;
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monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
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VectorAdd( ent->v.origin, ent->v.mins, mins );
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VectorAdd( ent->v.origin, ent->v.maxs, maxs );
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1.0f;
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for( x = 0; x <= 1; x++ )
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{
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for( y = 0; y <= 1; y++ )
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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svs.groupmask = ent->v.groupinfo;
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if( SV_PointContents( start ) != CONTENTS_SOLID )
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goto realcheck;
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}
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}
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return true; // we got out easy
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realcheck:
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// check it for real...
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start[2] = mins[2];
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if( !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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start[2] += svgame.movevars.stepsize;
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5f;
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start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f;
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stop[2] = start[2] - 2.0f * svgame.movevars.stepsize;
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if( iMode == WALKMOVE_WORLDONLY )
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trace = SV_MoveNoEnts( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent );
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else trace = SV_Move( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, monsterClip );
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if( trace.fraction == 1.0f )
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for( x = 0; x <= 1; x++ )
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{
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for( y = 0; y <= 1; y++ )
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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if( iMode == WALKMOVE_WORLDONLY )
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trace = SV_MoveNoEnts( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent );
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else trace = SV_Move( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, monsterClip );
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if( trace.fraction != 1.0f && trace.endpos[2] > bottom )
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bottom = trace.endpos[2];
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if( trace.fraction == 1.0f || mid - trace.endpos[2] > svgame.movevars.stepsize )
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return false;
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}
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}
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return true;
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}
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void SV_WaterMove( edict_t *ent )
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{
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float drownlevel;
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int waterlevel;
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int watertype;
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int flags;
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if( ent->v.movetype == MOVETYPE_NOCLIP )
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{
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ent->v.air_finished = sv.time + 12.0f;
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return;
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}
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// no watermove for monsters but pushables
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if(( ent->v.flags & FL_MONSTER ) && ent->v.health <= 0.0f )
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return;
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drownlevel = (ent->v.deadflag == DEAD_NO) ? 3.0 : 1.0;
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waterlevel = ent->v.waterlevel;
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watertype = ent->v.watertype;
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flags = ent->v.flags;
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if( !( flags & ( FL_IMMUNE_WATER|FL_GODMODE )))
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{
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if((( flags & FL_SWIM ) && waterlevel > drownlevel ) || waterlevel <= drownlevel )
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{
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if( ent->v.air_finished > sv.time && ent->v.pain_finished > sv.time )
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{
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ent->v.dmg += 2;
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if( ent->v.dmg < 15 )
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ent->v.dmg = 10; // quake1 original code
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ent->v.pain_finished = sv.time + 1.0f;
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}
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}
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else
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{
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ent->v.air_finished = sv.time + 12.0f;
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ent->v.dmg = 2;
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}
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}
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if( !waterlevel )
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{
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if( flags & FL_INWATER )
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{
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// leave the water.
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const char *snd = SoundList_GetRandom( EntityWaterExit );
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if( snd )
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SV_StartSound( ent, CHAN_BODY, snd, 1.0f, ATTN_NORM, 0, 100 );
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ent->v.flags = flags & ~FL_INWATER;
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}
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ent->v.air_finished = sv.time + 12.0f;
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return;
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}
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if( watertype == CONTENTS_LAVA )
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{
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if((!( flags & ( FL_IMMUNE_LAVA|FL_GODMODE ))) && ent->v.dmgtime < sv.time )
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{
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if( ent->v.radsuit_finished < sv.time )
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ent->v.dmgtime = sv.time + 0.2f;
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else ent->v.dmgtime = sv.time + 1.0f;
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}
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}
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else if( watertype == CONTENTS_SLIME )
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{
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if((!( flags & ( FL_IMMUNE_SLIME|FL_GODMODE ))) && ent->v.dmgtime < sv.time )
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{
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if( ent->v.radsuit_finished < sv.time )
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ent->v.dmgtime = sv.time + 1.0;
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// otherwise radsuit is fully protect entity from slime
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}
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}
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if( !( flags & FL_INWATER ))
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{
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if( watertype == CONTENTS_WATER )
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{
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// entering the water
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const char *snd = SoundList_GetRandom( EntityWaterEnter );
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if( snd )
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SV_StartSound( ent, CHAN_BODY, snd, 1.0f, ATTN_NORM, 0, 100 );
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}
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ent->v.flags = flags | FL_INWATER;
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ent->v.dmgtime = 0.0f;
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}
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if( !( flags & FL_WATERJUMP ))
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{
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VectorMA( ent->v.velocity, ( ent->v.waterlevel * -0.8f * sv.frametime ), ent->v.velocity, ent->v.velocity );
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}
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}
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/*
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=============
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SV_VecToYaw
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converts dir to yaw
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=============
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*/
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float SV_VecToYaw( const vec3_t src )
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{
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float yaw;
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if( !src ) return 0.0f;
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if( src[1] == 0.0f && src[0] == 0.0f )
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{
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yaw = 0.0f;
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}
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else
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{
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yaw = (int)( atan2( src[1], src[0] ) * 180.0 / M_PI );
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if( yaw < 0 ) yaw += 360.0f;
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}
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return yaw;
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}
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//============================================================================
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qboolean SV_MoveStep( edict_t *ent, vec3_t move, qboolean relink )
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{
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int i;
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trace_t trace;
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vec3_t oldorg, neworg, end;
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qboolean monsterClip;
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edict_t *enemy;
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float dz;
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VectorCopy( ent->v.origin, oldorg );
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VectorAdd( ent->v.origin, move, neworg );
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monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
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// well, try it. Flying and swimming monsters are easiest.
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if( ent->v.flags & ( FL_SWIM|FL_FLY ))
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{
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// try one move with vertical motion, then one without
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for( i = 0; i < 2; i++ )
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{
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VectorAdd( ent->v.origin, move, neworg );
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enemy = ent->v.enemy;
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if( i == 0 && enemy != NULL )
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{
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dz = ent->v.origin[2] - enemy->v.origin[2];
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if( dz > 40.0f ) neworg[2] -= 8.0f;
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else if( dz < 30.0f ) neworg[2] += 8.0f;
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}
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trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, neworg, MOVE_NORMAL, ent, monsterClip );
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if( trace.fraction == 1.0f )
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{
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svs.groupmask = ent->v.groupinfo;
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// that move takes us out of the water.
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// apparently though, it's okay to travel into solids, lava, sky, etc :)
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if(( ent->v.flags & FL_SWIM ) && SV_PointContents( trace.endpos ) == CONTENTS_EMPTY )
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return 0;
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VectorCopy( trace.endpos, ent->v.origin );
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if( relink ) SV_LinkEdict( ent, true );
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return 1;
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}
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else
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{
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if( !SV_IsValidEdict( enemy ))
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break;
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}
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}
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return 0;
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}
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else
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{
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dz = svgame.movevars.stepsize;
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neworg[2] += dz;
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VectorCopy( neworg, end );
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end[2] -= dz * 2.0f;
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trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent, monsterClip );
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if( trace.allsolid )
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return 0;
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if( trace.startsolid != 0 )
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{
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neworg[2] -= dz;
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trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent, monsterClip );
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if( trace.allsolid != 0 || trace.startsolid != 0 )
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return 0;
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}
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if( trace.fraction == 1.0f )
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{
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if( ent->v.flags & FL_PARTIALGROUND )
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{
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VectorAdd( ent->v.origin, move, ent->v.origin );
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if( relink ) SV_LinkEdict( ent, true );
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ent->v.flags &= ~FL_ONGROUND;
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return 1;
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}
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return 0;
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}
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else
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{
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VectorCopy( trace.endpos, ent->v.origin );
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if( SV_CheckBottom( ent, WALKMOVE_NORMAL ) == 0 )
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{
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if( ent->v.flags & FL_PARTIALGROUND )
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{
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if( relink ) SV_LinkEdict( ent, true );
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return 1;
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}
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VectorCopy( oldorg, ent->v.origin );
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return 0;
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}
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else
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{
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ent->v.flags &= ~FL_PARTIALGROUND;
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ent->v.groundentity = trace.ent;
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if( relink ) SV_LinkEdict( ent, true );
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return 1;
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}
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}
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}
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}
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qboolean SV_MoveTest( edict_t *ent, vec3_t move, qboolean relink )
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{
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float temp;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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VectorCopy( ent->v.origin, oldorg );
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VectorAdd( ent->v.origin, move, neworg );
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temp = svgame.movevars.stepsize;
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neworg[2] += temp;
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VectorCopy( neworg, end );
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end[2] -= temp * 2.0f;
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trace = SV_MoveNoEnts( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
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if( trace.allsolid != 0 )
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return 0;
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if( trace.startsolid != 0 )
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{
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neworg[2] -= temp;
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trace = SV_MoveNoEnts( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
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if( trace.allsolid != 0 || trace.startsolid != 0 )
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return 0;
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}
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if( trace.fraction == 1.0f )
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{
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if( ent->v.flags & FL_PARTIALGROUND )
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{
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VectorAdd( ent->v.origin, move, ent->v.origin );
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if( relink ) SV_LinkEdict( ent, true );
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ent->v.flags &= ~FL_ONGROUND;
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return 1;
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}
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return 0;
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}
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else
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{
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VectorCopy( trace.endpos, ent->v.origin );
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if( SV_CheckBottom( ent, WALKMOVE_WORLDONLY ) == 0 )
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{
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if( ent->v.flags & FL_PARTIALGROUND )
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{
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if( relink ) SV_LinkEdict( ent, true );
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return 1;
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}
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VectorCopy( oldorg, ent->v.origin );
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return 0;
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}
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else
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{
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ent->v.flags &= ~FL_PARTIALGROUND;
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ent->v.groundentity = trace.ent;
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if( relink ) SV_LinkEdict( ent, true );
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return 1;
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}
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}
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}
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static qboolean SV_StepDirection( edict_t *ent, float yaw, float dist )
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{
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int ret;
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float cSin, cCos;
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vec3_t move;
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yaw = yaw * M_PI2 / 360.0f;
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SinCos( yaw, &cSin, &cCos );
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VectorSet( move, cCos * dist, cSin * dist, 0.0f );
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ret = SV_MoveStep( ent, move, false );
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SV_LinkEdict( ent, true );
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return ret;
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}
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static qboolean SV_FlyDirection( edict_t *ent, vec3_t move )
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{
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int ret;
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ret = SV_MoveStep( ent, move, false );
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SV_LinkEdict( ent, true );
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return ret;
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}
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static void SV_NewChaseDir( edict_t *actor, vec3_t destination, float dist )
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{
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float deltax, deltay;
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float tempdir, olddir, turnaround;
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vec3_t d;
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olddir = anglemod(((int)( actor->v.ideal_yaw / 45.0f )) * 45.0f );
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turnaround = anglemod( olddir - 180.0f );
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deltax = destination[0] - actor->v.origin[0];
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deltay = destination[1] - actor->v.origin[1];
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if( deltax > 10.0f )
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d[1] = 0.0f;
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else if( deltax < -10.0f )
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d[1] = 180.0f;
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else d[1] = -1;
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if( deltay < -10.0f )
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d[2] = 270.0f;
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else if( deltay > 10.0f )
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d[2] = 90.0f;
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else d[2] = -1.0f;
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// try direct route
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if( d[1] != -1.0f && d[2] != -1.0f )
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{
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if( d[1] == 0.0f )
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tempdir = ( d[2] == 90.0f ) ? 45.0f : 315.0f;
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else tempdir = ( d[2] == 90.0f ) ? 135.0f : 215.0f;
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if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
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return;
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}
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// try other directions
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if( COM_RandomLong( 0, 1 ) != 0 || fabs( deltay ) > fabs( deltax ))
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{
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tempdir = d[1];
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d[1] = d[2];
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d[2] = tempdir;
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}
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if( d[1] != -1.0f && d[1] != turnaround && SV_StepDirection( actor, d[1], dist ))
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return;
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if( d[2] != -1.0f && d[2] != turnaround && SV_StepDirection( actor, d[2], dist ))
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return;
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// there is no direct path to the player, so pick another direction
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if( olddir != -1.0f && SV_StepDirection( actor, olddir, dist ))
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return;
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// fine, just run somewhere.
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if( COM_RandomLong( 0, 1 ) != 1 )
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{
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for( tempdir = 0; tempdir <= 315.0f; tempdir += 45.0f )
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{
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if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
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return;
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}
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}
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else
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{
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for( tempdir = 315.0f; tempdir >= 0.0f; tempdir -= 45.0f )
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{
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if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
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return;
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}
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}
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// we tried. run backwards. that ought to work...
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if( turnaround != -1.0f && SV_StepDirection( actor, turnaround, dist ))
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return;
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// well, we're stuck somehow.
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actor->v.ideal_yaw = olddir;
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// if a bridge was pulled out from underneath a monster, it may not have
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// a valid standing position at all.
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if( !SV_CheckBottom( actor, WALKMOVE_NORMAL ))
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{
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actor->v.flags |= FL_PARTIALGROUND;
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}
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}
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void SV_MoveToOrigin( edict_t *ent, const vec3_t pflGoal, float dist, int iMoveType )
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{
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vec3_t vecDist;
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|
|
|
VectorCopy( pflGoal, vecDist );
|
|
|
|
if( ent->v.flags & ( FL_FLY|FL_SWIM|FL_ONGROUND ))
|
|
{
|
|
if( iMoveType == MOVE_NORMAL )
|
|
{
|
|
if( !SV_StepDirection( ent, ent->v.ideal_yaw, dist ))
|
|
{
|
|
SV_NewChaseDir( ent, vecDist, dist );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vecDist[0] -= ent->v.origin[0];
|
|
vecDist[1] -= ent->v.origin[1];
|
|
|
|
if( ent->v.flags & ( FL_FLY|FL_SWIM ))
|
|
vecDist[2] -= ent->v.origin[2];
|
|
else vecDist[2] = 0.0f;
|
|
|
|
VectorNormalize( vecDist );
|
|
VectorScale( vecDist, dist, vecDist );
|
|
SV_FlyDirection( ent, vecDist );
|
|
}
|
|
}
|
|
}
|