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Fix spello "visabil.."
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@ -282,7 +282,7 @@
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* AIGetToObj is not enabled when the target is NULL or OBJ_GHOST
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*
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* 61 10/13/98 1:08p Chris
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* Greatly improved the AI's use of paths. Improved visability checking
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* Greatly improved the AI's use of paths. Improved visibility checking
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* algorithm. Probably needs a second pass for further cleanup.
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*
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* 60 10/07/98 3:37p Chris
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@ -1304,7 +1304,7 @@ void GoalInitTypeGoals(object *obj, int ai_type) {
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GoalClearAll(obj);
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// This goal has a proirity of 50. Mabye I should split up intermediate goals
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// This goal has a priority of 50. Mabye I should split up intermediate goals
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// and long term goals. -- Wander around within 2000 units of your starting
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// position (goal has priority of 100) The AI type decides what to do with
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// a goal when it is done.
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@ -76,7 +76,7 @@
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* Improved the object linking system and AI and physics
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*
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* 25 10/13/98 1:08p Chris
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* Greatly improved the AI's use of paths. Improved visability checking
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* Greatly improved the AI's use of paths. Improved visibility checking
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* algorithm. Probably needs a second pass for further cleanup.
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*
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* 24 10/06/98 6:19p Chris
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@ -771,7 +771,7 @@
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* Improved robot dodging and firing
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*
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* 253 10/13/98 1:08p Chris
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* Greatly improved the AI's use of paths. Improved visability checking
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* Greatly improved the AI's use of paths. Improved visibility checking
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* algorithm. Probably needs a second pass for further cleanup.
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*
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* 252 10/09/98 4:01p Chris
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@ -1368,13 +1368,13 @@
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* 50 1/21/98 3:54p Chris
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*
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* 49 1/20/98 4:40p Chris
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* Fixed some visability stuff.
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* Fixed some visibility stuff.
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*
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* 48 1/20/98 12:21p Chris
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* Removed some printf's
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*
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* 47 1/20/98 11:34a Chris
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* Fixed problems with player visability and thus problems with awareness
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* Fixed problems with player visibility and thus problems with awareness
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*
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* 46 1/19/98 10:04a Matt
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* Added new object handle system
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@ -2872,7 +2872,7 @@ void AISeeTarget(object *obj, bool f_see) {
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if (ai_info->awareness < AWARE_MOSTLY)
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ai_info->awareness = AWARE_MOSTLY;
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// Note: Player position is also updated in the visability test function
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// Note: Player position is also updated in the visibility test function
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// for MIN_VIS_RECENT_CHECK_INTERVAL seconds
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object *targetptr;
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object *other_obj = targetptr = ObjGet(ai_info->target_handle);
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@ -2989,7 +2989,7 @@ bool AINotify(object *obj, uint8_t notify_type, void *info) {
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f_it_set = true;
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break;
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case AIN_OBJ_FIRED: // All visable (obj fired, AIN_OBJFIRED, obj who fired) -- all rendered bots
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case AIN_OBJ_FIRED: // All visible (obj fired, AIN_OBJFIRED, obj who fired) -- all rendered bots
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{
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int i;
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other_obj = (object *)info;
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@ -1508,7 +1508,7 @@ void ComputeBOAVisFaceUpperLeft(room *rp, face *fp, vector *upper_left, float *x
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#include "neweditor/resource.h"
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#include "neweditor/ProgressDialog.h"
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// Displays/Updates the Visability Progress bar
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// Displays/Updates the Visibility Progress bar
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// state = 0 //create
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// state = 1 //update
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// state = 2 //destroy
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@ -199,7 +199,7 @@ public:
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#define BOA_NEXT_ROOM(a, b) (BOA_Array[a][b] & BOA_ROOM_MASK)
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// Visability Info
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// Visibility Info
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#define BOAF_VIS 0x0400
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@ -550,7 +550,7 @@
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* structure
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*
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* 7 7/28/97 1:14p Chris
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* Added support for sub-object visability. Plus, debris.
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* Added support for sub-object visibility. Plus, debris.
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*
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* 6 7/15/97 7:29p Chris
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* Added a sound for helicopter blades.
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@ -160,7 +160,7 @@
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* auto level end
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*
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* 74 10/13/98 1:08p Chris
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* Greatly improved the AI's use of paths. Improved visability checking
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* Greatly improved the AI's use of paths. Improved visibility checking
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* algorithm. Probably needs a second pass for further cleanup.
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*
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* 73 10/09/98 7:47p Chris
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@ -338,7 +338,7 @@
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* Major update to the AI system.
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*
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* 18 1/20/98 4:40p Chris
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* Fixed some visability stuff.
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* Fixed some visibility stuff.
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*
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* 17 1/19/98 10:04a Matt
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* Added new object handle system
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@ -490,7 +490,7 @@
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* Fixed error handling for when an object can't be initialized.
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*
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* 173 10/13/98 1:08p Chris
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* Greatly improved the AI's use of paths. Improved visability checking
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* Greatly improved the AI's use of paths. Improved visibility checking
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* algorithm. Probably needs a second pass for further cleanup.
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*
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* 172 10/11/98 10:53p Matt
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@ -992,7 +992,7 @@
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* added RenderOBject abstraction layer
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*
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* 14 7/28/97 1:14p Chris
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* Added support for sub-object visability. Plus, debris.
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* Added support for sub-object visibility. Plus, debris.
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*
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* 13 7/16/97 4:09p Jason
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* ripped out temporary object lighting
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@ -554,7 +554,7 @@
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* added RenderOBject abstraction layer
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*
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* 9 7/28/97 1:14p Chris
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* Added support for sub-object visability. Plus, debris.
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* Added support for sub-object visibility. Plus, debris.
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*
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* 8 7/15/97 5:32p Jason
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* got simple static lighting working with objects
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@ -680,7 +680,7 @@
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* added features to lod engine - namely dynamic texture generation
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*
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* 27 7/28/97 1:14p Chris
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* Added support for sub-object visability. Plus, debris.
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* Added support for sub-object visibility. Plus, debris.
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*
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* 26 7/25/97 5:25p Jason
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* fixed multiple bugs in terrain LOD engine
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@ -488,7 +488,7 @@
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* made polymodels use less memory
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*
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* 7 7/28/97 1:14p Chris
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* Added support for sub-object visability. Plus, debris.
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* Added support for sub-object visibility. Plus, debris.
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*
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* 6 7/23/97 11:48a Jason
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* added support for newstyle pof format
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