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Re-enabled NPC gesture turning with a cvar to toggle it
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@ -4317,6 +4317,15 @@ void CAI_BaseNPC::SetTurnActivity ( void )
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float flYD;
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float flYD;
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flYD = GetMotor()->DeltaIdealYaw();
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flYD = GetMotor()->DeltaIdealYaw();
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#ifdef MAPBASE
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// Allow AddTurnGesture() to decide this
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if (GetMotor()->AddTurnGesture( flYD ))
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{
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SetIdealActivity( ACT_IDLE );
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Remember( bits_MEMORY_TURNING );
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return;
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}
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#else
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// FIXME: unknown case, update yaw should catch these
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// FIXME: unknown case, update yaw should catch these
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/*
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/*
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if (GetMotor()->AddTurnGesture( flYD ))
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if (GetMotor()->AddTurnGesture( flYD ))
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@ -4326,6 +4335,7 @@ void CAI_BaseNPC::SetTurnActivity ( void )
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return;
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return;
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}
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}
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*/
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*/
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#endif
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if( flYD <= -80 && flYD >= -100 && SelectWeightedSequence( ACT_90_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
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if( flYD <= -80 && flYD >= -100 && SelectWeightedSequence( ACT_90_RIGHT ) != ACTIVITY_NOT_AVAILABLE )
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{
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{
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@ -1640,10 +1640,17 @@ void CAI_BlendedMotor::MaintainTurnActivity( void )
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ConVar scene_flatturn( "scene_flatturn", "1" );
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ConVar scene_flatturn( "scene_flatturn", "1" );
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#ifdef MAPBASE
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ConVar ai_turning_enabled( "ai_turning_enabled", "1", FCVAR_NONE, "Enables NPC turning, which was previously disabled by Valve at some point after 2004 due to a now-unknown major issue." );
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#endif
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bool CAI_BlendedMotor::AddTurnGesture( float flYD )
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bool CAI_BlendedMotor::AddTurnGesture( float flYD )
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{
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{
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// some funky bug with human turn gestures, disable for now
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// some funky bug with human turn gestures, disable for now
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#ifdef MAPBASE
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if (!ai_turning_enabled.GetBool())
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#endif
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return false;
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return false;
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// try using a turn gesture
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// try using a turn gesture
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