Monsters: improve targeting
* Replace DoWithNearestPlayer with bounding box search (avoid iterating through all players in world). * Do line-of-sight checks from eye-to-eye. + Added LOS and LOS lost timer to target lost checks, in addition to distance.
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@@ -113,14 +113,8 @@ void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
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ASSERT(Callback.GetPlayer() != nullptr);
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if (!Callback.GetPlayer()->CanMobsTarget())
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{
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return;
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}
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// Target the player
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cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
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m_EMState = CHASING;
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// Target the player:
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cAggressiveMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
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m_bIsScreaming = true;
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GetWorld()->BroadcastEntityMetadata(*this);
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}
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@@ -129,16 +123,6 @@ void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
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void cEnderman::CheckEventLostPlayer(void)
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{
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Super::CheckEventLostPlayer();
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EventLosePlayer();
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}
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void cEnderman::EventLosePlayer()
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{
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Super::EventLosePlayer();
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