2019-09-18 07:16:58 -07:00
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// common.qc: common functions
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float() crandom = {
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return 2 * (random() - 0.5);
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};
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2019-09-18 12:42:12 -07:00
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float(float x, float y) max = {
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return x < y ? y : x;
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};
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float(float x, float y) min = {
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return x < y ? x : y;
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};
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2019-09-18 07:16:58 -07:00
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2019-09-18 12:42:12 -07:00
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float(float x, float mi, float ma) minmax = {
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return min(max(x, mi), ma);
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};
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/* returns the range catagorization of an entity reletive to self
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* 0 melee range, will become hostile even if back is turned
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* 1 visibility and infront, or visibility and show hostile
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* 2 infront and show hostile
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* 3 only triggered by damage
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*/
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2019-09-18 07:16:58 -07:00
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float(entity targ) range = {
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vector spot1, spot2;
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float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen(spot1 - spot2);
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if(r < 120) {
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return RANGE_MELEE;
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}
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if(r < 500) {
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return RANGE_NEAR;
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}
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if(r < 1000) {
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return RANGE_MID;
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}
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return RANGE_FAR;
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};
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2019-09-18 12:42:12 -07:00
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// returns 1 if the entity is visible to self, even if not infront()
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2019-09-18 07:16:58 -07:00
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float(entity targ) visible = {
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vector spot1, spot2;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline(spot1, spot2, TRUE, self); // see through other monsters
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if(trace_inopen && trace_inwater) {
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return FALSE; // sight line crossed contents
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}
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if(trace_fraction == 1) {
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return TRUE;
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}
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return FALSE;
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};
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2019-09-18 12:42:12 -07:00
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// returns 1 if the entity is in front(in sight) of self
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2019-09-18 07:16:58 -07:00
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float(entity targ) infront = {
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vector vec;
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float dot;
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makevectors(self.angles);
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vec = normalize(targ.origin - self.origin);
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dot = vec * v_forward;
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if(dot > 0.3) {
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return TRUE;
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}
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return FALSE;
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};
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// EOF
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