nav: minor change in ladder use.

aim: slight improvement in enemy prediction node recruitment.
This commit is contained in:
commandcobra7 2024-11-13 17:52:19 +03:00 committed by jeefo
commit 1d60f19402
16 changed files with 151 additions and 145 deletions

View file

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