| 1332 | */ |
| 1333 | |
| 1334 | qboolean NPC_FacePosition( vec3_t position, qboolean doPitch ) |
| 1335 | { |
| 1336 | vec3_t muzzle; |
| 1337 | qboolean facing = qtrue; |
| 1338 | |
| 1339 | //Get the positions |
| 1340 | if ( NPC->client && (NPC->client->NPC_class == CLASS_RANCOR || NPC->client->NPC_class == CLASS_WAMPA || NPC->client->NPC_class == CLASS_SAND_CREATURE) ) |
| 1341 | { |
| 1342 | CalcEntitySpot( NPC, SPOT_ORIGIN, muzzle ); |
| 1343 | muzzle[2] += NPC->maxs[2] * 0.75f; |
| 1344 | } |
| 1345 | else if ( NPC->client && NPC->client->NPC_class == CLASS_GALAKMECH ) |
| 1346 | { |
| 1347 | CalcEntitySpot( NPC, SPOT_WEAPON, muzzle ); |
| 1348 | } |
| 1349 | else |
| 1350 | { |
| 1351 | CalcEntitySpot( NPC, SPOT_HEAD_LEAN, muzzle );//SPOT_HEAD |
| 1352 | if ( NPC->client->NPC_class == CLASS_ROCKETTROOPER ) |
| 1353 | {//*sigh*, look down more |
| 1354 | position[2] -= 32; |
| 1355 | } |
| 1356 | } |
| 1357 | |
| 1358 | //Find the desired angles |
| 1359 | vec3_t angles; |
| 1360 | |
| 1361 | GetAnglesForDirection( muzzle, position, angles ); |
| 1362 | |
| 1363 | NPCInfo->desiredYaw = AngleNormalize360( angles[YAW] ); |
| 1364 | NPCInfo->desiredPitch = AngleNormalize360( angles[PITCH] ); |
| 1365 | |
| 1366 | if ( NPC->enemy && NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_ATST ) |
| 1367 | { |
| 1368 | // FIXME: this is kind of dumb, but it was the easiest way to get it to look sort of ok |
| 1369 | NPCInfo->desiredYaw += Q_flrand( -5, 5 ) + sin( level.time * 0.004f ) * 7; |
| 1370 | NPCInfo->desiredPitch += Q_flrand( -2, 2 ); |
| 1371 | } |
| 1372 | //Face that yaw |
| 1373 | NPC_UpdateAngles( qtrue, qtrue ); |
| 1374 | |
| 1375 | //Find the delta between our goal and our current facing |
| 1376 | float yawDelta = AngleNormalize360( NPCInfo->desiredYaw - ( SHORT2ANGLE( ucmd.angles[YAW] + client->ps.delta_angles[YAW] ) ) ); |
| 1377 | |
| 1378 | //See if we are facing properly |
| 1379 | if ( fabs( yawDelta ) > VALID_ATTACK_CONE ) |
| 1380 | facing = qfalse; |
| 1381 | |
| 1382 | if ( doPitch ) |
| 1383 | { |
| 1384 | //Find the delta between our goal and our current facing |
| 1385 | float currentAngles = ( SHORT2ANGLE( ucmd.angles[PITCH] + client->ps.delta_angles[PITCH] ) ); |
| 1386 | float pitchDelta = NPCInfo->desiredPitch - currentAngles; |
| 1387 | |
| 1388 | //See if we are facing properly |
| 1389 | if ( fabs( pitchDelta ) > VALID_ATTACK_CONE ) |
| 1390 | facing = qfalse; |
| 1391 | } |
no test coverage detected