nav: minor change in ladder use.
aim: slight improvement in enemy prediction node recruitment.
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parent
d1d379d266
commit
1d60f19402
16 changed files with 151 additions and 145 deletions
46
inc/yapb.h
46
inc/yapb.h
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@ -26,12 +26,12 @@ struct BotTask {
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using Function = void (Bot::*) ();
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public:
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Function func; // corresponding exec function in bot class
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Task id; // major task/action carried out
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float desire; // desire (filled in) for this task
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int data; // additional data (node index)
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float time; // time task expires
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bool resume; // if task can be continued if interrupted
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Function func {}; // corresponding exec function in bot class
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Task id {}; // major task/action carried out
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float desire {}; // desire (filled in) for this task
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int data {}; // additional data (node index)
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float time {}; // time task expires
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bool resume {}; // if task can be continued if interrupted
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public:
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BotTask (Function func, Task id, float desire, int data, float time, bool resume) : func (func), id (id), desire (desire), data (data), time (time), resume (resume) { }
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@ -50,21 +50,21 @@ struct WeaponProp {
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// weapon info structure
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struct WeaponInfo {
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int id; // the weapon id value
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StringRef name; // name of the weapon when selecting it
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StringRef model; // model name to separate cs weapons
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int price; // price when buying
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int minPrimaryAmmo; // minimum primary ammo
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int teamStandard; // used by team (number) (standard map)
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int teamAS; // used by team (as map)
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int buyGroup; // group in buy menu (standard map)
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int buySelect; // select item in buy menu (standard map)
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int buySelectT; // for counter-strike v1.6
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int buySelectCT; // for counter-strike v1.6
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int penetratePower; // penetrate power
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int maxClip; // max ammo in clip
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int type; // weapon class
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bool primaryFireHold; // hold down primary fire button to use?
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int id {}; // the weapon id value
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StringRef name {}; // name of the weapon when selecting it
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StringRef model {}; // model name to separate cs weapons
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int price {}; // price when buying
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int minPrimaryAmmo {}; // minimum primary ammo
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int teamStandard {}; // used by team (number) (standard map)
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int teamAS {}; // used by team (as map)
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int buyGroup {}; // group in buy menu (standard map)
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int buySelect {}; // select item in buy menu (standard map)
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int buySelectT {}; // for counter-strike v1.6
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int buySelectCT {}; // for counter-strike v1.6
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int penetratePower {}; // penetrate power
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int maxClip {}; // max ammo in clip
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int type {}; // weapon class
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bool primaryFireHold {}; // hold down primary fire button to use?
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public:
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WeaponInfo (int id,
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@ -227,7 +227,7 @@ private:
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int m_radioSelect {}; // radio entry
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int m_killsCount {}; // the kills count of a bot
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int m_lastPredictIndex { kInvalidNodeIndex }; // last predicted path index
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int m_lastPredictIndex {}; // last predicted path index
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int m_lastPredictLength {}; // last predicted path length
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int m_pickupType {}; // type of entity which needs to be used/picked up
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@ -452,7 +452,7 @@ private:
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bool isEnemyInSight (Vector &endPos);
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bool isEnemyNoticeable (float range);
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bool isCreature ();
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bool isOnLadderPath ();
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bool isPreviousLadder ();
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bool isIgnoredItem (edict_t *ent);
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void doPlayerAvoidance (const Vector &normal);
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