fix: code formatting
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290681d2d8
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2718adbb8f
13 changed files with 206 additions and 208 deletions
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@ -576,7 +576,7 @@ void Bot::updatePickups () {
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// get the entity origin
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const auto &origin = game.getEntityOrigin (ent);
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if ((ent->v.effects & EF_NODRAW) || ent == m_itemIgnore || cr::abs (origin.z - pev->origin.z) > 96.0f) {
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continue; // someone owns this weapon or it hasn't respawned yet
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}
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@ -620,7 +620,7 @@ void Bot::updatePickups () {
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pickupType = Pickup::None;
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}
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}
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// if the bot found something it can pickup...
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if (allowPickup) {
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@ -640,7 +640,7 @@ void Bot::updatePickups () {
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}
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else if (!m_isVIP && primaryWeaponCarried >= 7 && (m_ammo[primary.id] > 0.3 * primaryProp.ammo1Max) && strncmp (model, "w_", 2) == 0) {
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auto weaponType = conf.getWeaponType (primaryWeaponCarried);
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const bool isSniperRifle = weaponType == WeaponType::Sniper;
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const bool isSubmachine = weaponType == WeaponType::SMG;
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const bool isShotgun = weaponType == WeaponType::Shotgun;
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@ -826,7 +826,7 @@ void Bot::updatePickups () {
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}
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if (pev->origin.distanceSq (origin) > cr::square (60.0f)) {
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if (!graph.isNodeReacheable (pev->origin, origin)) {
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allowPickup = false;
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}
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@ -946,7 +946,7 @@ void Bot::showChaterIcon (bool show) {
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return;
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}
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auto sendBotVoice = [](bool show, edict_t *ent, int ownId) {
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auto sendBotVoice = [] (bool show, edict_t *ent, int ownId) {
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MessageWriter (MSG_ONE, msgs.id (NetMsg::BotVoice), nullptr, ent) // begin message
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.writeByte (show) // switch on/off
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.writeByte (ownId);
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@ -1181,12 +1181,12 @@ void Bot::checkMsgQueue () {
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}
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break;
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// team independent saytext
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// team independent saytext
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case BotMsg::Say:
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sendToChat (m_chatBuffer, false);
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break;
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// team dependent saytext
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// team dependent saytext
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case BotMsg::SayTeam:
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sendToChat (m_chatBuffer, true);
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break;
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@ -1229,7 +1229,7 @@ bool Bot::isWeaponRestrictedAMX (int weaponIndex) {
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if (restrictedWeapons.empty ()) {
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return false;
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}
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constexpr int indices[] = {4, 25, 20, -1, 8, -1, 12, 19, -1, 5, 6, 13, 23, 17, 18, 1, 2, 21, 9, 24, 7, 16, 10, 22, -1, 3, 15, 14, 0, 11};
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constexpr int indices[] = { 4, 25, 20, -1, 8, -1, 12, 19, -1, 5, 6, 13, 23, 17, 18, 1, 2, 21, 9, 24, 7, 16, 10, 22, -1, 3, 15, 14, 0, 11 };
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// find the weapon index
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int index = indices[weaponIndex - 1];
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@ -1248,7 +1248,7 @@ bool Bot::isWeaponRestrictedAMX (int weaponIndex) {
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if (restrictedEquipment.empty ()) {
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return false;
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}
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constexpr int indices[] = {-1, -1, -1, 3, -1, -1, -1, -1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1, -1, -1, -1, -1, 0, 1, 5};
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constexpr int indices[] = { -1, -1, -1, 3, -1, -1, -1, -1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 2, -1, -1, -1, -1, -1, 0, 1, 5 };
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// find the weapon index
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int index = indices[weaponIndex - 1];
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@ -1775,7 +1775,7 @@ void Bot::overrideConditions () {
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}
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// special handling for reloading
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if (m_reloadState != Reload::None && m_isReloading && ((pev->button | m_oldButtons) & IN_RELOAD)) {
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if (m_reloadState != Reload::None && m_isReloading && ((pev->button | m_oldButtons) & IN_RELOAD)) {
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if (m_seeEnemyTime + 4.0f < game.time () && (m_states & Sense::SuspectEnemy)) {
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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@ -2001,7 +2001,7 @@ void Bot::filterTasks () {
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else {
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seekCoverDesire = 0.0f;
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}
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// if half of the round is over, allow hunting
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if (getCurrentTaskId () != Task::EscapeFromBomb && game.isNullEntity (m_enemy) && !m_isVIP && bots.getRoundMidTime () < game.time () && !hasHostage () && !m_isUsingGrenade && m_currentNodeIndex != graph.getNearest (m_lastEnemyOrigin) && m_personality != Personality::Careful && !cv_ignore_enemies.bool_ ()) {
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float desireLevel = 4096.0f - ((1.0f - tempAgression) * m_lastEnemyOrigin.distance (pev->origin));
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@ -2765,7 +2765,7 @@ void Bot::updateAimDir () {
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m_canChooseAimDirection = false;
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}
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}
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if (flags & AimFlags::Override) {
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m_lookAt = m_camp;
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}
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@ -2813,7 +2813,7 @@ void Bot::updateAimDir () {
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}
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else if (flags & AimFlags::PredictPath) {
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bool changePredictedEnemy = true;
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if (m_timeNextTracking > game.time () && m_trackingEdict == m_lastEnemy && util.isAlive (m_lastEnemy)) {
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changePredictedEnemy = false;
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}
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@ -2920,7 +2920,7 @@ void Bot::checkDarkness () {
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else if (!m_usesNVG && ((skyColor > 50.0f && m_path->light < 15.0f) || (skyColor <= 50.0f && m_path->light < 40.0f))) {
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issueCommand ("nightvision");
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}
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else if (m_usesNVG && ((m_path->light > 20.0f && skyColor > 50.0f) || (m_path->light > 45.0f && skyColor <= 50.0f))) {
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else if (m_usesNVG && ((m_path->light > 20.0f && skyColor > 50.0f) || (m_path->light > 45.0f && skyColor <= 50.0f))) {
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issueCommand ("nightvision");
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}
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}
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@ -3017,7 +3017,7 @@ void Bot::update () {
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updateTeamJoin (); // select team & class
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}
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else if (!m_notKilled) {
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// we got a teamkiller? vote him away...
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// we got a teamkiller? vote him away...
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if (m_voteKickIndex != m_lastVoteKick && cv_tkpunish.bool_ ()) {
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issueCommand ("vote %d", m_voteKickIndex);
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m_lastVoteKick = m_voteKickIndex;
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@ -3123,10 +3123,10 @@ void Bot::normal_ () {
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if (!bots.isBombPlanted () && m_currentNodeIndex != kInvalidNodeIndex && (m_path->flags & NodeFlag::Goal) && rg.chance (15) && numEnemiesNear (pev->origin, 650.0f) == 0) {
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pushRadioMessage (Radio::SectorClear);
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}
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completeTask ();
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m_prevGoalIndex = kInvalidNodeIndex;
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// spray logo sometimes if allowed to do so
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if (!(m_states & (Sense::SeeingEnemy | Sense::SuspectEnemy)) && m_seeEnemyTime + 5.0f < game.time () && !m_reloadState && m_timeLogoSpray < game.time () && cv_spraypaints.bool_ () && rg.chance (50) && m_moveSpeed > getShiftSpeed () && game.isNullEntity (m_pickupItem)) {
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if (!(game.mapIs (MapFlags::Demolition) && bots.isBombPlanted () && m_team == Team::CT)) {
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@ -3268,7 +3268,7 @@ void Bot::normal_ () {
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// no more nodes to follow - search new ones (or we have a bomb)
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else if (!hasActiveGoal ()) {
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m_moveSpeed = pev->maxspeed;
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clearSearchNodes ();
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ignoreCollision ();
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@ -3369,7 +3369,7 @@ void Bot::spraypaint_ () {
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void Bot::huntEnemy_ () {
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m_aimFlags |= AimFlags::Nav;
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// if we've got new enemy...
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if (!game.isNullEntity (m_enemy) || game.isNullEntity (m_lastEnemy)) {
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@ -3395,7 +3395,7 @@ void Bot::huntEnemy_ () {
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}
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// do we need to calculate a new path?
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else if (!hasActiveGoal ()) {
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else if (!hasActiveGoal ()) {
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clearSearchNodes ();
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int destIndex = kInvalidNodeIndex;
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@ -4250,7 +4250,7 @@ void Bot::throwFlashbang_ () {
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auto grenade = correctGrenadeVelocity ("flashbang.mdl");
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if (game.isNullEntity (grenade)) {
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if (m_currentWeapon != Weapon::Flashbang && !m_grenadeRequested) {
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if (m_currentWeapon != Weapon::Flashbang && !m_grenadeRequested) {
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if (pev->weapons & cr::bit (Weapon::Flashbang)) {
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m_grenadeRequested = true;
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selectWeaponByName ("weapon_flashbang");
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@ -4371,7 +4371,7 @@ void Bot::doublejump_ () {
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}
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// didn't choose goal waypoint yet?
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if (!hasActiveGoal ()) {
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if (!hasActiveGoal ()) {
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clearSearchNodes ();
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int destIndex = graph.getNearest (m_doubleJumpOrigin);
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@ -4381,7 +4381,7 @@ void Bot::doublejump_ () {
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m_travelStartIndex = m_currentNodeIndex;
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getTask ()->data = destIndex;
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// always take the shortest path
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findPath (m_currentNodeIndex, destIndex, FindPath::Fast);
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@ -4553,7 +4553,7 @@ void Bot::pickupItem_ () {
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// primary weapon
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int wid = bestWeaponCarried ();
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bool niceWeapon = rateGroundWeapon (m_pickupItem);
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if ((wid == Weapon::Shield || wid > 6 || hasShield ()) && niceWeapon) {
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selectWeaponById (wid);
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issueCommand ("drop");
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@ -4689,8 +4689,8 @@ void Bot::pickupItem_ () {
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});
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if (nearestHostageNodeIndex != kInvalidNodeIndex) {
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clearTask (Task::MoveToPosition); // remove any move tasks
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startTask (Task::MoveToPosition, TaskPri::MoveToPosition, nearestHostageNodeIndex, 0.0f, true);
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clearTask (Task::MoveToPosition); // remove any move tasks
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startTask (Task::MoveToPosition, TaskPri::MoveToPosition, nearestHostageNodeIndex, 0.0f, true);
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}
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}
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ignoreCollision (); // also don't consider being stuck
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@ -4936,7 +4936,7 @@ void Bot::logic () {
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prevLadder = true;
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}
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}
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// press duck button if we need to
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if ((m_path->flags & NodeFlag::Crouch) && !(m_path->flags & (NodeFlag::Camp | NodeFlag::Goal))) {
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pev->button |= IN_DUCK;
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@ -4948,7 +4948,7 @@ void Bot::logic () {
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pev->button |= IN_JUMP;
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m_jumpTime = game.time () + 1.0f;
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}
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if (m_path->flags & NodeFlag::Ladder) {
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if (m_pathOrigin.z < pev->origin.z + 16.0f && !isOnLadder () && isOnFloor () && !(pev->flags & FL_DUCKING)) {
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if (!prevLadder) {
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@ -4965,7 +4965,7 @@ void Bot::logic () {
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}
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}
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}
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// special movement for swimming here
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if (isInWater ()) {
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// check if we need to go forward or back press the correct buttons
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@ -5196,7 +5196,7 @@ void Bot::showDebugOverlay () {
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// red = view angles
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game.drawLine (game.getLocalEntity (), getEyesPos (), m_destOrigin, 10, 0, { 0, 255, 0 }, 250, 5, 1, DrawLine::Arrow);
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game.drawLine (game.getLocalEntity (), getEyesPos () - Vector (0.0f, 0.0f, 16.0f), getEyesPos () + m_idealAngles.forward () * 300.0f, 10, 0, { 0, 0, 255 }, 250, 5, 1, DrawLine::Arrow);
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game.drawLine (game.getLocalEntity (), getEyesPos () - Vector (0.0f, 0.0f, 32.0f), getEyesPos () + pev->v_angle.forward () * 300.0f, 10, 0, {255, 0, 0}, 250, 5, 1, DrawLine::Arrow);
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game.drawLine (game.getLocalEntity (), getEyesPos () - Vector (0.0f, 0.0f, 32.0f), getEyesPos () + pev->v_angle.forward () * 300.0f, 10, 0, { 255, 0, 0 }, 250, 5, 1, DrawLine::Arrow);
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// now draw line from source to destination
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for (size_t i = 0; i < m_pathWalk.length () && i + 1 < m_pathWalk.length (); ++i) {
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@ -5868,7 +5868,7 @@ void Bot::updateHearing () {
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}
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// bot had an enemy, check if it's the heard one
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else {
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else {
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if (player == m_lastEnemy) {
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// bot sees enemy ? then bail out !
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if (m_states & Sense::SeeingEnemy) {
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@ -5955,7 +5955,7 @@ bool Bot::isBombDefusing (const Vector &bombOrigin) {
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if (m_team != bot->m_team || bot->getCurrentTaskId () == Task::EscapeFromBomb) {
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continue; // skip other mess
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}
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// if close enough, mark as progressing
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if (bombDistance < distanceToBomb && (bot->getCurrentTaskId () == Task::DefuseBomb || bot->m_hasProgressBar)) {
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defusingInProgress = true;
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