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@ -781,6 +781,7 @@ BOOL CBarney::NoFriendlyFire()
@@ -781,6 +781,7 @@ BOOL CBarney::NoFriendlyFire()
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CPlane backPlane; |
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CPlane leftPlane; |
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CPlane rightPlane; |
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CPlane frontPlane; |
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Vector vecLeftSide; |
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Vector vecRightSide; |
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@ -793,9 +794,13 @@ BOOL CBarney::NoFriendlyFire()
@@ -793,9 +794,13 @@ BOOL CBarney::NoFriendlyFire()
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v_left = gpGlobals->v_right * -1.0f; |
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CBaseEntity* pEnemy = m_hEnemy; |
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const Vector enemyCenter = pEnemy->Center(); |
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leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide ); |
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rightPlane.InitializePlane( v_left, vecRightSide ); |
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backPlane.InitializePlane( gpGlobals->v_forward, pev->origin ); |
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frontPlane.InitializePlane( gpGlobals->v_forward * -1, enemyCenter + gpGlobals->v_forward * pEnemy->pev->size.Length2D() / 2 ); |
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for( int k = 1; k <= gpGlobals->maxClients; k++ ) |
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{ |
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@ -808,6 +813,9 @@ BOOL CBarney::NoFriendlyFire()
@@ -808,6 +813,9 @@ BOOL CBarney::NoFriendlyFire()
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{ |
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//ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
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// player is in the check volume! Don't shoot!
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if (frontPlane.PointInFront( pPlayer->pev->origin )) |
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return FALSE; |
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else if (pEnemy->pev->deadflag == DEAD_DYING || pEnemy->pev->deadflag == DEAD_DEAD) // don't shoot when ally is behind the dying enemy
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return FALSE; |
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} |
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} |
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