/**
Uniform pull towards a point
**/
-vector steerlib_pull(entity this, vector point)
+#define steerlib_pull(ent,point) normalize(point - (ent).origin)
+/*vector steerlib_pull(entity this, vector point)
{
return normalize(point - this.origin);
-}
+}*/
/**
Uniform push from a point
vector wander_point;
wander_point = v_forward - oldpoint;
- if (vlen(wander_point) > tresh)
+ if (vdist(wander_point, >, tresh))
return oldpoint;
range = bound(0,range,1);
return normalize(leftwish + rightwish + frontwish);
}
-float beamsweep_badpoint(vector point,float waterok)
+bool beamsweep_badpoint(vector point, bool waterok)
{
- float pc,pc2;
-
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
- return 1;
-
- pc = pointcontents(point);
- pc2 = pointcontents(point - '0 0 1');
-
- switch(pc)
+ return true;
+
+ int pc = pointcontents(point);
+ int pc2 = pointcontents(point - '0 0 1');
+
+ if(pc == CONTENT_EMPTY && pc2 == CONTENT_SOLID)
+ return false;
+ if(pc == CONTENT_EMPTY && pc2 == CONTENT_WATER && waterok)
+ return false;
+ if(pc == CONTENT_WATER && waterok)
+ return false;
+ return true;
+
+ /*switch(pc)
{
case CONTENT_SOLID: break;
case CONTENT_SLIME: break;
case CONTENT_LAVA: break;
case CONTENT_SKY:
- return 1;
+ return true;
case CONTENT_EMPTY:
if (pc2 == CONTENT_SOLID)
break;
}
- return 1;
+ return true;*/
}
//#define BEAMSTEER_VISUAL
float beamsweep(entity this, vector from, vector dir,float length, float step,float step_up, float step_down)
{
float i;
- vector a,b,u,d;
+ vector a, b, u, d;
u = '0 0 1' * step_up;
d = '0 0 1' * step_down;
if(bm_left + bm_right < 0.15)
{
- vr = normalize((v_forward*-1) + v_right * 0.75);
- vl = normalize((v_forward*-1) - v_right * 0.75);
+ vr = normalize((v_forward*-1) + v_right * 0.90);
+ vl = normalize((v_forward*-1) - v_right * 0.90);
bm_right = beamsweep(this, this.origin, vr, length, step, step_up, step_down);
bm_left = beamsweep(this, this.origin, vl, length, step, step_up, step_down);
void flocker_hunter_think(entity this)
{
vector dodgemove,attractmove,newmove;
- entity e,ee;
- float d,bd;
+ entity ee;
this.angles_x = this.angles.x * -1;
makevectors(this.angles);
if(it == this.owner || it == ee)
continue;
- if(!this.enemy || vlen2(this.origin - it.origin) < vlen2(this.origin - this.enemy.origin))
+ if(!this.enemy || vlen2(this.origin - it.origin) > vlen2(this.origin - this.enemy.origin))
this.enemy = it;
});
}