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Improve friendly fire check for barney (#405)
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FreeSlave authored Nov 8, 2023
1 parent 2c59674 commit bee6aa0
Showing 1 changed file with 9 additions and 1 deletion.
10 changes: 9 additions & 1 deletion dlls/barney.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -829,6 +829,7 @@ BOOL CBarney::NoFriendlyFire()
CPlane backPlane;
CPlane leftPlane;
CPlane rightPlane;
CPlane frontPlane;

Vector vecLeftSide;
Vector vecRightSide;
Expand All @@ -841,9 +842,13 @@ BOOL CBarney::NoFriendlyFire()

v_left = gpGlobals->v_right * -1.0f;

CBaseEntity* pEnemy = m_hEnemy;
const Vector enemyCenter = pEnemy->Center();

leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
rightPlane.InitializePlane( v_left, vecRightSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
frontPlane.InitializePlane( gpGlobals->v_forward * -1, enemyCenter + gpGlobals->v_forward * pEnemy->pev->size.Length2D() / 2 );

for( int k = 1; k <= gpGlobals->maxClients; k++ )
{
Expand All @@ -856,7 +861,10 @@ BOOL CBarney::NoFriendlyFire()
{
//ALERT(at_aiconsole, "%s: Ally player at fire plane!\n", STRING(pev->classname));
// player is in the check volume! Don't shoot!
return FALSE;
if (frontPlane.PointInFront( pPlayer->pev->origin ))
return FALSE;
else if (pEnemy->pev->deadflag == DEAD_DYING || pEnemy->pev->deadflag == DEAD_DEAD) // don't shoot when ally is behind the dying enemy
return FALSE;
}
}
}
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