Initial commit.
This commit is contained in:
407
code/game/g_nav.cpp
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407
code/game/g_nav.cpp
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// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_nav.h"
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#include "g_navigator.h"
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//Global navigator
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//CNavigator navigator;
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extern qboolean G_EntIsUnlockedDoor( int entityNum );
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extern qboolean G_EntIsDoor( int entityNum );
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extern qboolean G_EntIsRemovableUsable( int entNum );
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extern qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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//For debug graphics
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extern void CG_Line( vec3_t start, vec3_t end, vec3_t color, float alpha );
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extern void CG_Cube( vec3_t mins, vec3_t maxs, vec3_t color, float alpha );
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extern void CG_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha );
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extern qboolean FlyingCreature( gentity_t *ent );
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extern vec3_t NPCDEBUG_RED;
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/*
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-------------------------
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NPC_SetMoveGoal
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-------------------------
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*/
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void NPC_SetMoveGoal( gentity_t *ent, vec3_t point, int radius, qboolean isNavGoal, int combatPoint, gentity_t *targetEnt )
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{
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//Must be an NPC
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if ( ent->NPC == NULL )
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{
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return;
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}
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if ( ent->NPC->tempGoal == NULL )
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{//must still have a goal
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return;
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}
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//Copy the origin
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//VectorCopy( point, ent->NPC->goalPoint ); //FIXME: Make it use this, and this alone!
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VectorCopy( point, ent->NPC->tempGoal->currentOrigin );
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//Copy the mins and maxs to the tempGoal
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VectorCopy( ent->mins, ent->NPC->tempGoal->mins );
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VectorCopy( ent->mins, ent->NPC->tempGoal->maxs );
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//FIXME: TESTING let's try making sure the tempGoal isn't stuck in the ground?
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if ( 0 )
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{
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trace_t trace;
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vec3_t bottom = {ent->NPC->tempGoal->currentOrigin[0],ent->NPC->tempGoal->currentOrigin[1],ent->NPC->tempGoal->currentOrigin[2]+ent->NPC->tempGoal->mins[2]};
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gi.trace( &trace, ent->NPC->tempGoal->currentOrigin, vec3_origin, vec3_origin, bottom, ent->s.number, ent->clipmask );
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if ( trace.fraction < 1.0f )
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{//in the ground, raise it up
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ent->NPC->tempGoal->currentOrigin[2] -= ent->NPC->tempGoal->mins[2]*(1.0f-trace.fraction)-0.125f;
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}
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}
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ent->NPC->tempGoal->target = NULL;
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ent->NPC->tempGoal->clipmask = ent->clipmask;
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ent->NPC->tempGoal->svFlags &= ~SVF_NAVGOAL;
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if ( targetEnt && targetEnt->waypoint >= 0 )
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{
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ent->NPC->tempGoal->waypoint = targetEnt->waypoint;
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}
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else
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{
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ent->NPC->tempGoal->waypoint = WAYPOINT_NONE;
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}
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ent->NPC->tempGoal->noWaypointTime = 0;
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if ( isNavGoal )
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{
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assert(ent->NPC->tempGoal->owner);
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ent->NPC->tempGoal->svFlags |= SVF_NAVGOAL;
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}
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ent->NPC->tempGoal->combatPoint = combatPoint;
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ent->NPC->tempGoal->enemy = targetEnt;
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ent->NPC->goalEntity = ent->NPC->tempGoal;
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ent->NPC->goalRadius = radius;
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ent->NPC->aiFlags &= ~NPCAI_STOP_AT_LOS;
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gi.linkentity( ent->NPC->goalEntity );
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}
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/*
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-------------------------
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waypoint_testDirection
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-------------------------
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*/
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static float waypoint_testDirection( vec3_t origin, float yaw, float minDist )
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{
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vec3_t trace_dir, test_pos;
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vec3_t maxs, mins;
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trace_t tr;
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//Setup the mins and max
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VectorSet( maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2 );
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VectorSet( mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2 + STEPSIZE );
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//Get our test direction
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vec3_t angles = { 0, yaw, 0 };
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AngleVectors( angles, trace_dir, NULL, NULL );
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//Move ahead
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VectorMA( origin, minDist, trace_dir, test_pos );
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gi.trace( &tr, origin, mins, maxs, test_pos, ENTITYNUM_NONE, ( CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_BOTCLIP ) );
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return ( minDist * tr.fraction ); //return actual dist completed
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}
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/*
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-------------------------
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waypoint_getRadius
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-------------------------
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*/
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static float waypoint_getRadius( gentity_t *ent )
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{
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float minDist = MAX_RADIUS_CHECK + 1; // (unsigned int) -1;
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float dist;
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for ( int i = 0; i < YAW_ITERATIONS; i++ )
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{
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dist = waypoint_testDirection( ent->currentOrigin, ((360.0f/YAW_ITERATIONS) * i), minDist );
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if ( dist < minDist )
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minDist = dist;
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}
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return minDist + DEFAULT_MAXS_0;
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}
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/*QUAKED waypoint (0.7 0.7 0) (-20 -20 -24) (20 20 45) SOLID_OK DROP_TO_FLOOR
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a place to go.
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SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position)
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DROP_TO_FLOOR - will cause the point to auto drop to the floor
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radius is automatically calculated in-world.
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"targetJump" is a special edge that only guys who can jump will cross (so basically Jedi)
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*/
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extern int delayedShutDown;
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void SP_waypoint ( gentity_t *ent )
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{
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VectorSet(ent->mins, DEFAULT_MINS_0, DEFAULT_MINS_1, DEFAULT_MINS_2);
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VectorSet(ent->maxs, DEFAULT_MAXS_0, DEFAULT_MAXS_1, DEFAULT_MAXS_2);
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ent->contents = CONTENTS_TRIGGER;
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ent->clipmask = MASK_DEADSOLID;
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gi.linkentity( ent );
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ent->count = -1;
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ent->classname = "waypoint";
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if (ent->spawnflags&2)
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{
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ent->currentOrigin[2] += 128.0f;
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}
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if( !(ent->spawnflags&1) && G_CheckInSolid (ent, qtrue))
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{//if not SOLID_OK, and in solid
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ent->maxs[2] = CROUCH_MAXS_2;
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if(G_CheckInSolid (ent, qtrue))
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{
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gi.Printf(S_COLOR_RED"ERROR: Waypoint %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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assert(0 && "Waypoint in solid!");
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// if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
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// G_Error("Waypoint %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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// }
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delayedShutDown = level.time + 100;
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G_FreeEntity(ent);
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return;
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}
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}
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//G_SpawnString("targetJump", "", &ent->targetJump);
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ent->radius = waypoint_getRadius( ent );
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NAV::SpawnedPoint(ent);
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G_FreeEntity(ent);
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return;
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}
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/*QUAKED waypoint_small (0.7 0.7 0) (-2 -2 -24) (2 2 32) SOLID_OK
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SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position)
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DROP_TO_FLOOR - will cause the point to auto drop to the floor
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*/
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void SP_waypoint_small (gentity_t *ent)
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{
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VectorSet(ent->mins, -2, -2, DEFAULT_MINS_2);
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VectorSet(ent->maxs, 2, 2, DEFAULT_MAXS_2);
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ent->contents = CONTENTS_TRIGGER;
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ent->clipmask = MASK_DEADSOLID;
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gi.linkentity( ent );
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ent->count = -1;
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ent->classname = "waypoint";
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if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qtrue ) )
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{
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ent->maxs[2] = CROUCH_MAXS_2;
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if ( G_CheckInSolid( ent, qtrue ) )
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{
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gi.Printf(S_COLOR_RED"ERROR: Waypoint_small %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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assert(0);
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#ifndef FINAL_BUILD
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if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
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G_Error("Waypoint_small %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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}
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#endif
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G_FreeEntity(ent);
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return;
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}
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}
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ent->radius = 2; // radius
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NAV::SpawnedPoint(ent);
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G_FreeEntity(ent);
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return;
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}
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/*QUAKED waypoint_navgoal (0.3 1 0.3) (-20 -20 -24) (20 20 40) SOLID_OK DROP_TO_FLOOR NO_AUTO_CONNECT
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A waypoint for script navgoals
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Not included in navigation data
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DROP_TO_FLOOR - will cause the point to auto drop to the floor
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NO_AUTO_CONNECT - will not automatically connect to any other points, you must then connect it by hand
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SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (ie: at the bottom of a tall, solid lift that starts at the top position)
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targetname - name you would use in script when setting a navgoal (like so:)
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For example: if you give this waypoint a targetname of "console", make an NPC go to it in a script like so:
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set ("navgoal", "console");
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radius - how far from the navgoal an ent can be before it thinks it reached it - default is "0" which means no radius check, just have to touch it
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*/
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void SP_waypoint_navgoal( gentity_t *ent )
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{
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int radius = ( ent->radius ) ? (ent->radius) : 12;
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VectorSet( ent->mins, -16, -16, -24 );
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VectorSet( ent->maxs, 16, 16, 32 );
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ent->s.origin[2] += 0.125;
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if ( !(ent->spawnflags&1) && G_CheckInSolid( ent, qfalse ) )
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{
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gi.Printf(S_COLOR_RED"ERROR: Waypoint_navgoal %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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assert(0);
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#ifndef FINAL_BUILD
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if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
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G_Error("Waypoint_navgoal %s at %s in solid!\n", ent->targetname, vtos(ent->currentOrigin));
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}
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#endif
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}
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TAG_Add( ent->targetname, NULL, ent->s.origin, ent->s.angles, radius, RTF_NAVGOAL );
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ent->classname = "navgoal";
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NAV::SpawnedPoint(ent, NAV::PT_GOALNODE);
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G_FreeEntity( ent );//can't do this, they need to be found later by some functions, though those could be fixed, maybe?
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}
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/*
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-------------------------
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Svcmd_Nav_f
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-------------------------
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*/
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void Svcmd_Nav_f( void )
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{
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char *cmd = gi.argv( 1 );
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if ( Q_stricmp( cmd, "show" ) == 0 )
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{
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cmd = gi.argv( 2 );
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if ( Q_stricmp( cmd, "all" ) == 0 )
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{
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NAVDEBUG_showNodes = !NAVDEBUG_showNodes;
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//NOTENOTE: This causes the two states to sync up if they aren't already
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NAVDEBUG_showCollision = NAVDEBUG_showNavGoals =
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NAVDEBUG_showCombatPoints = NAVDEBUG_showEnemyPath =
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NAVDEBUG_showEdges = NAVDEBUG_showNearest = NAVDEBUG_showRadius = NAVDEBUG_showNodes;
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}
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else if ( Q_stricmp( cmd, "nodes" ) == 0 )
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{
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NAVDEBUG_showNodes = !NAVDEBUG_showNodes;
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}
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else if ( Q_stricmp( cmd, "radius" ) == 0 )
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{
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NAVDEBUG_showRadius = !NAVDEBUG_showRadius;
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}
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else if ( Q_stricmp( cmd, "edges" ) == 0 )
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{
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NAVDEBUG_showEdges = !NAVDEBUG_showEdges;
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}
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else if ( Q_stricmp( cmd, "testpath" ) == 0 )
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{
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NAVDEBUG_showTestPath = !NAVDEBUG_showTestPath;
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}
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else if ( Q_stricmp( cmd, "enemypath" ) == 0 )
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{
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NAVDEBUG_showEnemyPath = !NAVDEBUG_showEnemyPath;
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}
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else if ( Q_stricmp( cmd, "combatpoints" ) == 0 )
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{
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NAVDEBUG_showCombatPoints = !NAVDEBUG_showCombatPoints;
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}
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else if ( Q_stricmp( cmd, "navgoals" ) == 0 )
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{
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NAVDEBUG_showNavGoals = !NAVDEBUG_showNavGoals;
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}
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else if ( Q_stricmp( cmd, "collision" ) == 0 )
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{
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NAVDEBUG_showCollision = !NAVDEBUG_showCollision;
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}
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else if ( Q_stricmp( cmd, "grid" ) == 0 )
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{
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NAVDEBUG_showGrid = !NAVDEBUG_showGrid;
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}
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else if ( Q_stricmp( cmd, "nearest" ) == 0 )
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{
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NAVDEBUG_showNearest = !NAVDEBUG_showNearest;
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}
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else if ( Q_stricmp( cmd, "lines" ) == 0 )
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{
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NAVDEBUG_showPointLines = !NAVDEBUG_showPointLines;
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}
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}
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else if ( Q_stricmp( cmd, "set" ) == 0 )
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{
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cmd = gi.argv( 2 );
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if ( Q_stricmp( cmd, "testgoal" ) == 0 )
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{
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// NAVDEBUG_curGoal = navigator.GetNearestNode( &g_entities[0], g_entities[0].waypoint, NF_CLEAR_PATH, WAYPOINT_NONE );
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}
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}
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else if ( Q_stricmp( cmd, "goto" ) == 0 )
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{
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cmd = gi.argv( 2 );
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NAV::TeleportTo(&(g_entities[0]), cmd);
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}
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else if ( Q_stricmp( cmd, "gotonum" ) == 0 )
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{
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cmd = gi.argv( 2 );
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NAV::TeleportTo(&(g_entities[0]), atoi(cmd));
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}
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else if ( Q_stricmp( cmd, "totals" ) == 0 )
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{
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NAV::ShowStats();
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}
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else
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{
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//Print the available commands
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Com_Printf("nav - valid commands\n---\n" );
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Com_Printf("show\n - nodes\n - edges\n - testpath\n - enemypath\n - combatpoints\n - navgoals\n---\n");
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Com_Printf("goto\n ---\n" );
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Com_Printf("gotonum\n ---\n" );
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Com_Printf("totals\n ---\n" );
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Com_Printf("set\n - testgoal\n---\n" );
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}
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}
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//
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//JWEIER ADDITIONS START
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bool navCalculatePaths = false;
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bool NAVDEBUG_showNodes = false;
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bool NAVDEBUG_showRadius = false;
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bool NAVDEBUG_showEdges = false;
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bool NAVDEBUG_showTestPath = false;
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bool NAVDEBUG_showEnemyPath = false;
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bool NAVDEBUG_showCombatPoints = false;
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bool NAVDEBUG_showNavGoals = false;
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bool NAVDEBUG_showCollision = false;
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int NAVDEBUG_curGoal = 0;
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bool NAVDEBUG_showGrid = false;
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bool NAVDEBUG_showNearest = false;
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bool NAVDEBUG_showPointLines = false;
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//
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//JWEIER ADDITIONS END
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