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-rw-r--r--WinQuake/sv_move.c854
1 files changed, 427 insertions, 427 deletions
diff --git a/WinQuake/sv_move.c b/WinQuake/sv_move.c
index a0078b9..fd967f9 100644
--- a/WinQuake/sv_move.c
+++ b/WinQuake/sv_move.c
@@ -1,427 +1,427 @@
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-// sv_move.c -- monster movement
-
-#include "quakedef.h"
-
-#define STEPSIZE 18
-
-/*
-=============
-SV_CheckBottom
-
-Returns false if any part of the bottom of the entity is off an edge that
-is not a staircase.
-
-=============
-*/
-int c_yes, c_no;
-
-qboolean SV_CheckBottom (edict_t *ent)
-{
- vec3_t mins, maxs, start, stop;
- trace_t trace;
- int x, y;
- float mid, bottom;
-
- VectorAdd (ent->v.origin, ent->v.mins, mins);
- VectorAdd (ent->v.origin, ent->v.maxs, maxs);
-
-// if all of the points under the corners are solid world, don't bother
-// with the tougher checks
-// the corners must be within 16 of the midpoint
- start[2] = mins[2] - 1;
- for (x=0 ; x<=1 ; x++)
- for (y=0 ; y<=1 ; y++)
- {
- start[0] = x ? maxs[0] : mins[0];
- start[1] = y ? maxs[1] : mins[1];
- if (SV_PointContents (start) != CONTENTS_SOLID)
- goto realcheck;
- }
-
- c_yes++;
- return true; // we got out easy
-
-realcheck:
- c_no++;
-//
-// check it for real...
-//
- start[2] = mins[2];
-
-// the midpoint must be within 16 of the bottom
- start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
- start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
- stop[2] = start[2] - 2*STEPSIZE;
- trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
-
- if (trace.fraction == 1.0)
- return false;
- mid = bottom = trace.endpos[2];
-
-// the corners must be within 16 of the midpoint
- for (x=0 ; x<=1 ; x++)
- for (y=0 ; y<=1 ; y++)
- {
- start[0] = stop[0] = x ? maxs[0] : mins[0];
- start[1] = stop[1] = y ? maxs[1] : mins[1];
-
- trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
-
- if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
- bottom = trace.endpos[2];
- if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
- return false;
- }
-
- c_yes++;
- return true;
-}
-
-
-/*
-=============
-SV_movestep
-
-Called by monster program code.
-The move will be adjusted for slopes and stairs, but if the move isn't
-possible, no move is done, false is returned, and
-pr_global_struct->trace_normal is set to the normal of the blocking wall
-=============
-*/
-qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
-{
- float dz;
- vec3_t oldorg, neworg, end;
- trace_t trace;
- int i;
- edict_t *enemy;
-
-// try the move
- VectorCopy (ent->v.origin, oldorg);
- VectorAdd (ent->v.origin, move, neworg);
-
-// flying monsters don't step up
- if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) )
- {
- // try one move with vertical motion, then one without
- for (i=0 ; i<2 ; i++)
- {
- VectorAdd (ent->v.origin, move, neworg);
- enemy = PROG_TO_EDICT(ent->v.enemy);
- if (i == 0 && enemy != sv.edicts)
- {
- dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
- if (dz > 40)
- neworg[2] -= 8;
- if (dz < 30)
- neworg[2] += 8;
- }
- trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
-
- if (trace.fraction == 1)
- {
- if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
- return false; // swim monster left water
-
- VectorCopy (trace.endpos, ent->v.origin);
- if (relink)
- SV_LinkEdict (ent, true);
- return true;
- }
-
- if (enemy == sv.edicts)
- break;
- }
-
- return false;
- }
-
-// push down from a step height above the wished position
- neworg[2] += STEPSIZE;
- VectorCopy (neworg, end);
- end[2] -= STEPSIZE*2;
-
- trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
-
- if (trace.allsolid)
- return false;
-
- if (trace.startsolid)
- {
- neworg[2] -= STEPSIZE;
- trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
- if (trace.allsolid || trace.startsolid)
- return false;
- }
- if (trace.fraction == 1)
- {
- // if monster had the ground pulled out, go ahead and fall
- if ( (int)ent->v.flags & FL_PARTIALGROUND )
- {
- VectorAdd (ent->v.origin, move, ent->v.origin);
- if (relink)
- SV_LinkEdict (ent, true);
- ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-// Con_Printf ("fall down\n");
- return true;
- }
-
- return false; // walked off an edge
- }
-
-// check point traces down for dangling corners
- VectorCopy (trace.endpos, ent->v.origin);
-
- if (!SV_CheckBottom (ent))
- {
- if ( (int)ent->v.flags & FL_PARTIALGROUND )
- { // entity had floor mostly pulled out from underneath it
- // and is trying to correct
- if (relink)
- SV_LinkEdict (ent, true);
- return true;
- }
- VectorCopy (oldorg, ent->v.origin);
- return false;
- }
-
- if ( (int)ent->v.flags & FL_PARTIALGROUND )
- {
-// Con_Printf ("back on ground\n");
- ent->v.flags = (int)ent->v.flags & ~FL_PARTIALGROUND;
- }
- ent->v.groundentity = EDICT_TO_PROG(trace.ent);
-
-// the move is ok
- if (relink)
- SV_LinkEdict (ent, true);
- return true;
-}
-
-
-//============================================================================
-
-/*
-======================
-SV_StepDirection
-
-Turns to the movement direction, and walks the current distance if
-facing it.
-
-======================
-*/
-void PF_changeyaw (void);
-qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
-{
- vec3_t move, oldorigin;
- float delta;
-
- ent->v.ideal_yaw = yaw;
- PF_changeyaw();
-
- yaw = yaw*M_PI*2 / 360;
- move[0] = cos(yaw)*dist;
- move[1] = sin(yaw)*dist;
- move[2] = 0;
-
- VectorCopy (ent->v.origin, oldorigin);
- if (SV_movestep (ent, move, false))
- {
- delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
- if (delta > 45 && delta < 315)
- { // not turned far enough, so don't take the step
- VectorCopy (oldorigin, ent->v.origin);
- }
- SV_LinkEdict (ent, true);
- return true;
- }
- SV_LinkEdict (ent, true);
-
- return false;
-}
-
-/*
-======================
-SV_FixCheckBottom
-
-======================
-*/
-void SV_FixCheckBottom (edict_t *ent)
-{
-// Con_Printf ("SV_FixCheckBottom\n");
-
- ent->v.flags = (int)ent->v.flags | FL_PARTIALGROUND;
-}
-
-
-
-/*
-================
-SV_NewChaseDir
-
-================
-*/
-#define DI_NODIR -1
-void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
-{
- float deltax,deltay;
- float d[3];
- float tdir, olddir, turnaround;
-
- olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
- turnaround = anglemod(olddir - 180);
-
- deltax = enemy->v.origin[0] - actor->v.origin[0];
- deltay = enemy->v.origin[1] - actor->v.origin[1];
- if (deltax>10)
- d[1]= 0;
- else if (deltax<-10)
- d[1]= 180;
- else
- d[1]= DI_NODIR;
- if (deltay<-10)
- d[2]= 270;
- else if (deltay>10)
- d[2]= 90;
- else
- d[2]= DI_NODIR;
-
-// try direct route
- if (d[1] != DI_NODIR && d[2] != DI_NODIR)
- {
- if (d[1] == 0)
- tdir = d[2] == 90 ? 45 : 315;
- else
- tdir = d[2] == 90 ? 135 : 215;
-
- if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
- return;
- }
-
-// try other directions
- if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
- {
- tdir=d[1];
- d[1]=d[2];
- d[2]=tdir;
- }
-
- if (d[1]!=DI_NODIR && d[1]!=turnaround
- && SV_StepDirection(actor, d[1], dist))
- return;
-
- if (d[2]!=DI_NODIR && d[2]!=turnaround
- && SV_StepDirection(actor, d[2], dist))
- return;
-
-/* there is no direct path to the player, so pick another direction */
-
- if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
- return;
-
- if (rand()&1) /*randomly determine direction of search*/
- {
- for (tdir=0 ; tdir<=315 ; tdir += 45)
- if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
- return;
- }
- else
- {
- for (tdir=315 ; tdir >=0 ; tdir -= 45)
- if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
- return;
- }
-
- if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
- return;
-
- actor->v.ideal_yaw = olddir; // can't move
-
-// if a bridge was pulled out from underneath a monster, it may not have
-// a valid standing position at all
-
- if (!SV_CheckBottom (actor))
- SV_FixCheckBottom (actor);
-
-}
-
-/*
-======================
-SV_CloseEnough
-
-======================
-*/
-qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
-{
- int i;
-
- for (i=0 ; i<3 ; i++)
- {
- if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
- return false;
- if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
- return false;
- }
- return true;
-}
-
-/*
-======================
-SV_MoveToGoal
-
-======================
-*/
-void SV_MoveToGoal (void)
-{
- edict_t *ent, *goal;
- float dist;
-#ifdef QUAKE2
- edict_t *enemy;
-#endif
-
- ent = PROG_TO_EDICT(pr_global_struct->self);
- goal = PROG_TO_EDICT(ent->v.goalentity);
- dist = G_FLOAT(OFS_PARM0);
-
- if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
- {
- G_FLOAT(OFS_RETURN) = 0;
- return;
- }
-
-// if the next step hits the enemy, return immediately
-#ifdef QUAKE2
- enemy = PROG_TO_EDICT(ent->v.enemy);
- if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) )
-#else
- if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
-#endif
- return;
-
-// bump around...
- if ( (rand()&3)==1 ||
- !SV_StepDirection (ent, ent->v.ideal_yaw, dist))
- {
- SV_NewChaseDir (ent, goal, dist);
- }
-}
-
+/*
+Copyright (C) 1996-1997 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+// sv_move.c -- monster movement
+
+#include "quakedef.h"
+
+#define STEPSIZE 18
+
+/*
+=============
+SV_CheckBottom
+
+Returns false if any part of the bottom of the entity is off an edge that
+is not a staircase.
+
+=============
+*/
+int c_yes, c_no;
+
+qboolean SV_CheckBottom (edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (ent->v.origin, ent->v.mins, mins);
+ VectorAdd (ent->v.origin, ent->v.maxs, maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+ start[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (SV_PointContents (start) != CONTENTS_SOLID)
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ stop[2] = start[2] - 2*STEPSIZE;
+ trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
+
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
+ return false;
+ }
+
+ c_yes++;
+ return true;
+}
+
+
+/*
+=============
+SV_movestep
+
+Called by monster program code.
+The move will be adjusted for slopes and stairs, but if the move isn't
+possible, no move is done, false is returned, and
+pr_global_struct->trace_normal is set to the normal of the blocking wall
+=============
+*/
+qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+{
+ float dz;
+ vec3_t oldorg, neworg, end;
+ trace_t trace;
+ int i;
+ edict_t *enemy;
+
+// try the move
+ VectorCopy (ent->v.origin, oldorg);
+ VectorAdd (ent->v.origin, move, neworg);
+
+// flying monsters don't step up
+ if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (ent->v.origin, move, neworg);
+ enemy = PROG_TO_EDICT(ent->v.enemy);
+ if (i == 0 && enemy != sv.edicts)
+ {
+ dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
+ if (dz > 40)
+ neworg[2] -= 8;
+ if (dz < 30)
+ neworg[2] += 8;
+ }
+ trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
+
+ if (trace.fraction == 1)
+ {
+ if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
+ return false; // swim monster left water
+
+ VectorCopy (trace.endpos, ent->v.origin);
+ if (relink)
+ SV_LinkEdict (ent, true);
+ return true;
+ }
+
+ if (enemy == sv.edicts)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ neworg[2] += STEPSIZE;
+ VectorCopy (neworg, end);
+ end[2] -= STEPSIZE*2;
+
+ trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
+
+ if (trace.allsolid)
+ return false;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= STEPSIZE;
+ trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
+ if (trace.allsolid || trace.startsolid)
+ return false;
+ }
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( (int)ent->v.flags & FL_PARTIALGROUND )
+ {
+ VectorAdd (ent->v.origin, move, ent->v.origin);
+ if (relink)
+ SV_LinkEdict (ent, true);
+ ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+// Con_Printf ("fall down\n");
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, ent->v.origin);
+
+ if (!SV_CheckBottom (ent))
+ {
+ if ( (int)ent->v.flags & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ SV_LinkEdict (ent, true);
+ return true;
+ }
+ VectorCopy (oldorg, ent->v.origin);
+ return false;
+ }
+
+ if ( (int)ent->v.flags & FL_PARTIALGROUND )
+ {
+// Con_Printf ("back on ground\n");
+ ent->v.flags = (int)ent->v.flags & ~FL_PARTIALGROUND;
+ }
+ ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+
+// the move is ok
+ if (relink)
+ SV_LinkEdict (ent, true);
+ return true;
+}
+
+
+//============================================================================
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+void PF_changeyaw (void);
+qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ ent->v.ideal_yaw = yaw;
+ PF_changeyaw();
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (ent->v.origin, oldorigin);
+ if (SV_movestep (ent, move, false))
+ {
+ delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, ent->v.origin);
+ }
+ SV_LinkEdict (ent, true);
+ return true;
+ }
+ SV_LinkEdict (ent, true);
+
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (edict_t *ent)
+{
+// Con_Printf ("SV_FixCheckBottom\n");
+
+ ent->v.flags = (int)ent->v.flags | FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
+ turnaround = anglemod(olddir - 180);
+
+ deltax = enemy->v.origin[0] - actor->v.origin[0];
+ deltay = enemy->v.origin[1] - actor->v.origin[1];
+ if (deltax>10)
+ d[1]= 0;
+ else if (deltax<-10)
+ d[1]= 180;
+ else
+ d[1]= DI_NODIR;
+ if (deltay<-10)
+ d[2]= 270;
+ else if (deltay>10)
+ d[2]= 90;
+ else
+ d[2]= DI_NODIR;
+
+// try direct route
+ if (d[1] != DI_NODIR && d[2] != DI_NODIR)
+ {
+ if (d[1] == 0)
+ tdir = d[2] == 90 ? 45 : 315;
+ else
+ tdir = d[2] == 90 ? 135 : 215;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ {
+ tdir=d[1];
+ d[1]=d[2];
+ d[2]=tdir;
+ }
+
+ if (d[1]!=DI_NODIR && d[1]!=turnaround
+ && SV_StepDirection(actor, d[1], dist))
+ return;
+
+ if (d[2]!=DI_NODIR && d[2]!=turnaround
+ && SV_StepDirection(actor, d[2], dist))
+ return;
+
+/* there is no direct path to the player, so pick another direction */
+
+ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
+ return;
+
+ if (rand()&1) /*randomly determine direction of search*/
+ {
+ for (tdir=0 ; tdir<=315 ; tdir += 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+ else
+ {
+ for (tdir=315 ; tdir >=0 ; tdir -= 45)
+ if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
+ return;
+ }
+
+ if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
+ return;
+
+ actor->v.ideal_yaw = olddir; // can't move
+
+// if a bridge was pulled out from underneath a monster, it may not have
+// a valid standing position at all
+
+ if (!SV_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
+ return false;
+ if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+/*
+======================
+SV_MoveToGoal
+
+======================
+*/
+void SV_MoveToGoal (void)
+{
+ edict_t *ent, *goal;
+ float dist;
+#ifdef QUAKE2
+ edict_t *enemy;
+#endif
+
+ ent = PROG_TO_EDICT(pr_global_struct->self);
+ goal = PROG_TO_EDICT(ent->v.goalentity);
+ dist = G_FLOAT(OFS_PARM0);
+
+ if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
+ {
+ G_FLOAT(OFS_RETURN) = 0;
+ return;
+ }
+
+// if the next step hits the enemy, return immediately
+#ifdef QUAKE2
+ enemy = PROG_TO_EDICT(ent->v.enemy);
+ if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) )
+#else
+ if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
+#endif
+ return;
+
+// bump around...
+ if ( (rand()&3)==1 ||
+ !SV_StepDirection (ent, ent->v.ideal_yaw, dist))
+ {
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+