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self.yaw = self.targetYaw;
} else {
self.yaw -= curtime * 0.5f;
if (self.targetYaw > self.yaw)
self.yaw = self.targetYaw;
}
vdist(disttoenemy, vectoenemy, self.origin, self.enemy.origin);
self.pitch =
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
// special case: if we run into scenery
if (self.blocked) {
self.blocked = false;
// try to jump over obstackle (rare)
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>
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self.yaw = self.targetYaw;
} else {
self.yaw -= curtime * 0.5f;
if (self.targetYaw > self.yaw)
self.yaw = self.targetYaw;
}
float disttoenemy =
OFDistanceOfVectors3D(self.origin, self.enemy.origin);
self.pitch =
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
// special case: if we run into scenery
if (self.blocked) {
self.blocked = false;
// try to jump over obstackle (rare)
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if (monster.state == CS_DEAD) {
if (lastmillis - monster.lastAction < 2000) {
monster.move = 0;
moveplayer(monster, 1, false);
}
} else {
v.z += monster.eyeHeight;
vdist(dist, t, monster.origin, v);
v.z -= monster.eyeHeight;
if (dist < 4)
teleport(i, monster);
}
}
}];
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if (monster.state == CS_DEAD) {
if (lastmillis - monster.lastAction < 2000) {
monster.move = 0;
moveplayer(monster, 1, false);
}
} else {
v.z += monster.eyeHeight;
float dist =
OFDistanceOfVectors3D(monster.origin, v);
v.z -= monster.eyeHeight;
if (dist < 4)
teleport(i, monster);
}
}
}];
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