add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3731 additions and 1062455 deletions
-12
View File
@@ -7710,9 +7710,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
if (!pEnemy || !pEnemy->IsAlive())
{
if ( pEnemy )
{
DbgEnemyMsg( this, " %s rejected: dead\n", pEnemy->GetDebugName() );
}
continue;
}
@@ -7787,9 +7785,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
{
DbgEnemyMsg( this, " %s accepted (1)\n", pEnemy->GetDebugName() );
if ( pBestEnemy )
{
DbgEnemyMsg( this, " (%s displaced)\n", pBestEnemy->GetDebugName() );
}
iBestPriority = IRelationPriority ( pEnemy );
iBestDistSq = (pEnemy->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
@@ -7803,9 +7799,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
{
DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
if ( pBestEnemy )
{
DbgEnemyMsg( this, " (%s displaced due to priority, %d > %d )\n", pBestEnemy->GetDebugName(), IRelationPriority( pEnemy ), iBestPriority );
}
// this entity is disliked MORE than the entity that we
// currently think is the best visible enemy. No need to do
// a distance check, just get mad at this one for now.
@@ -7939,9 +7933,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
DbgEnemyMsg( this, " %s accepted\n", pEnemy->GetDebugName() );
if ( pBestEnemy )
{
DbgEnemyMsg( this, " (%s displaced due to distance/visibility)\n", pBestEnemy->GetDebugName() );
}
fBestSeen = fCurSeen;
fBestVisible = fCurVisible;
iBestDistSq = iDistSq;
@@ -7950,9 +7942,7 @@ CBaseEntity *CAI_BaseNPC::BestEnemy( void )
bBestUnreachable = bUnreachable;
}
else
{
DbgEnemyMsg( this, " %s rejected: lower priority\n", pEnemy->GetDebugName() );
}
}
DbgEnemyMsg( this, "} == %s\n", pBestEnemy->GetDebugName() );
@@ -8043,7 +8033,6 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
{
vecProjection.x = -vecTarget.y;
vecProjection.y = vecTarget.x;
vecProjection.z = 0;
return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
}
@@ -8051,7 +8040,6 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
{
vecProjection.x = vecTarget.y;
vecProjection.y = vecTarget.x;
vecProjection.z = 0;
return UTIL_VecToYaw( vecProjection - GetLocalOrigin() );
}