Adjust the way monsters test their target to make them less likely to drop them and...
authorMario <mario.mario@y7mail.com>
Thu, 2 Jun 2022 02:28:39 +0000 (12:28 +1000)
committerMario <mario.mario@y7mail.com>
Thu, 2 Jun 2022 02:28:39 +0000 (12:28 +1000)
qcsrc/common/monsters/sv_monsters.qc

index 483f6a1ac31896a48f4248224bf55c5fad741efb..fc1681a91410065817cabc8570873d299d7b4280 100644 (file)
@@ -590,20 +590,6 @@ vector Monster_Move_Target(entity this, entity targ)
        {
                vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
                targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
-               WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
-
-               // cases where the enemy may have changed their state (don't need to check everything here)
-               if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
-                       || (STAT(FROZEN, this.enemy))
-                       || (this.enemy.flags & FL_NOTARGET)
-                       || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
-                       || (this.enemy.takedamage == DAMAGE_NO)
-                       || (vdist(this.origin - targ_origin, >, this.target_range))
-                       || ((trace_fraction < 1) && (trace_ent != this.enemy))
-                       )
-               {
-                       this.enemy = NULL;
-               }
 
                if(this.enemy)
                {
@@ -1202,7 +1188,28 @@ void Monster_Frozen_Think(entity this)
 void Monster_Enemy_Check(entity this)
 {
        if(this.enemy)
-               return;
+       {
+               vector targ_origin = ((this.enemy.absmin + this.enemy.absmax) * 0.5);
+               targ_origin = WarpZone_RefSys_TransformOrigin(this.enemy, this, targ_origin); // origin of target as seen by the monster (us)
+               WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
+
+               // cases where the enemy may have changed their state (don't need to check everything here)
+               if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
+                       || (STAT(FROZEN, this.enemy))
+                       || (this.enemy.flags & FL_NOTARGET)
+                       || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
+                       || (this.enemy.takedamage == DAMAGE_NO)
+                       || (vdist(this.origin - targ_origin, >, this.target_range))
+                       || ((trace_fraction < 1) && (trace_ent != this.enemy))
+                       )
+               {
+                       this.enemy = NULL;
+               }
+               else
+               {
+                       return;
+               }
+       }
 
        this.enemy = Monster_FindTarget(this);
        if(this.enemy)