Move IsFacing function from barney.cpp to h_ai.cpp to help prevent linker errors when copy pasting source file

This commit is contained in:
Sam V 2023-02-02 17:17:40 +01:00
parent 6b649da8dd
commit 3706fdda66
4 changed files with 19 additions and 19 deletions

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@ -21,6 +21,7 @@
### New features
* Save and restore game_player_equip [#188](https://github.com/SamVanheer/halflife-updated/issues/188)
* Moved IsFacing function from barney.cpp to h_ai.cpp to help prevent linker errors when copy pasting source file
## Changes in V1.0.0 Beta 013

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@ -476,25 +476,6 @@ void CBarney::TalkInit()
m_voicePitch = 100;
}
bool IsFacing(entvars_t* pevTest, const Vector& reference)
{
Vector vecDir = (reference - pevTest->origin);
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate(angle, forward, NULL, NULL);
// He's facing me, he meant it
if (DotProduct(forward, vecDir) > 0.96) // +/- 15 degrees or so
{
return true;
}
return false;
}
bool CBarney::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
{
// make sure friends talk about it if player hurts talkmonsters...

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@ -192,3 +192,20 @@ Vector VecCheckThrow(entvars_t* pev, const Vector& vecSpot1, Vector vecSpot2, fl
return vecGrenadeVel;
}
bool IsFacing(entvars_t* pevTest, const Vector& reference)
{
Vector vecDir = (reference - pevTest->origin);
vecDir.z = 0;
vecDir = vecDir.Normalize();
Vector forward, angle;
angle = pevTest->v_angle;
angle.x = 0;
UTIL_MakeVectorsPrivate(angle, forward, NULL, NULL);
// He's facing me, he meant it
if (DotProduct(forward, vecDir) > 0.96) // +/- 15 degrees or so
{
return true;
}
return false;
}

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@ -86,6 +86,7 @@ Vector VecCheckToss(entvars_t* pev, const Vector& vecSpot1, Vector vecSpot2, flo
Vector VecCheckThrow(entvars_t* pev, const Vector& vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0);
extern void EjectBrass(const Vector& vecOrigin, const Vector& vecVelocity, float rotation, int model, int soundtype);
extern void ExplodeModel(const Vector& vecOrigin, float speed, int model, int count);
extern bool IsFacing(entvars_t* pevTest, const Vector& reference);
bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget);
bool FBoxVisible(entvars_t* pevLooker, entvars_t* pevTarget, Vector& vecTargetOrigin, float flSize = 0.0);