============ Q3_LookTarget ? ============ */
| 5940 | ============ |
| 5941 | */ |
| 5942 | static void Q3_LookTarget( int entID, char *targetName) |
| 5943 | { |
| 5944 | gentity_t *ent = &g_entities[entID]; |
| 5945 | |
| 5946 | if ( !ent ) |
| 5947 | { |
| 5948 | Quake3Game()->DebugPrint( IGameInterface::WL_WARNING, "Q3_LookTarget: invalid entID %d\n", entID); |
| 5949 | return; |
| 5950 | } |
| 5951 | |
| 5952 | if ( !ent->client ) |
| 5953 | { |
| 5954 | Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "Q3_LookTarget: '%s' is not an NPC/player!\n", ent->targetname ); |
| 5955 | return; |
| 5956 | } |
| 5957 | |
| 5958 | if(Q_stricmp("none", targetName) == 0 || Q_stricmp("NULL", targetName) == 0) |
| 5959 | {//clearing look target |
| 5960 | NPC_ClearLookTarget( ent ); |
| 5961 | return; |
| 5962 | } |
| 5963 | |
| 5964 | gentity_t *targ = G_Find(NULL, FOFS(targetname), targetName); |
| 5965 | if(!targ) |
| 5966 | { |
| 5967 | targ = G_Find(NULL, FOFS(script_targetname), targetName); |
| 5968 | if (!targ) |
| 5969 | { |
| 5970 | targ = G_Find(NULL, FOFS(NPC_targetname), targetName); |
| 5971 | if (!targ) |
| 5972 | { |
| 5973 | Quake3Game()->DebugPrint( IGameInterface::WL_ERROR, "Q3_LookTarget: Can't find ent %s\n", targetName ); |
| 5974 | return; |
| 5975 | } |
| 5976 | } |
| 5977 | } |
| 5978 | |
| 5979 | NPC_SetLookTarget( ent, targ->s.number, 0 ); |
| 5980 | } |
| 5981 | |
| 5982 | /* |
| 5983 | ============ |
no test coverage detected