Fixed autovacate thing once again.

Temporary disabled engine PVS & PAS checks for testing.
This commit is contained in:
jeefo 2016-11-01 23:57:51 +03:00
commit 10b89ca011
5 changed files with 24 additions and 16 deletions

View file

@ -238,6 +238,7 @@ bool Bot::LookupEnemy (void)
// ignore shielded enemies, while we have real one
edict_t *shieldEnemy = nullptr;
#if 0
// setup potentially visible set for this bot
Vector potentialVisibility = EyePosition ();
@ -245,6 +246,7 @@ bool Bot::LookupEnemy (void)
potentialVisibility = potentialVisibility + (VEC_HULL_MIN - VEC_DUCK_HULL_MIN);
uint8 *pvs = ENGINE_SET_PVS (reinterpret_cast <float *> (&potentialVisibility));
#endif
// search the world for players...
for (int i = 0; i < engine.MaxClients (); i++)
@ -255,11 +257,11 @@ bool Bot::LookupEnemy (void)
continue;
player = client.ent;
#if 0
// let the engine check if this player is potentially visible
if (!ENGINE_CHECK_VISIBILITY (player, pvs))
continue;
#endif
// do some blind by smoke grenade
if (m_blindRecognizeTime < engine.Time () && IsBehindSmokeClouds (player))
{