aim: verify camp angles from nav data before using them
aim: tweaked a bit grenade handling, so bots should use them more aim: reduce time between selecting grenade and throwing it away aim: removed hacks in look angles code, due to removing yb_whoose_your_daddy cvar aim: use direct enemy origin from visibility check, and not re-calculate it aim: update enemy prediction, so it now depends on frame interval for a bot aim: additional height offset are tweaked, and now used only for difficulty 4 nav: tweaked a bit player avoidance code, and it's not preventing bot from checking terrain nav: do not check banned nodes, when bucket sizes re too low nav: cover nodes are now selected depending on total bots on server nav: let bot enter pause task after long jump nav: extend velocity by a little for a jump, like it was in first versions of bot nav: stuck checking is now taken in account lower minimal speed if bot is ducking fix: navigation reachability timers, so bots will have correct current node index while camping fix: bots are unable to finish pickup or destroy breakable task, if target is not reachable fix: cover nodes are now calculated as they should fix: manual calling bots add_[t/ct] now ignores yb_join_team cvar bot: tweaked a little difficulty levels, so level 4 is now nightmare level, and 3 is very heard bot: minor refactoring and moving functions to correct source file bot: add yb_economics_disrespect_percent, so bots can ignore economics and buy more different guns bot: add yb_check_darkness that allows to disable darkness checks for bot, thus disallowing usage of flashlight bot: camp buttons are now lightly depends on bot health chat: welcome chat message from bots is now sent during first freeze time period crlib: switch over to stdint.h and remove crlib-own types crlib: fixed alignment in sse code
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parent
722e4eda93
commit
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31 changed files with 1395 additions and 1305 deletions
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@ -423,7 +423,7 @@ void Game::setPlayerStartDrawModels () {
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});
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}
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bool Game::checkVisibility (edict_t *ent, uint8 *set) {
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bool Game::checkVisibility (edict_t *ent, uint8_t *set) {
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if (!set) {
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return true;
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}
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@ -452,13 +452,13 @@ bool Game::checkVisibility (edict_t *ent, uint8 *set) {
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return engfuncs.pfnCheckVisibility (ent, set) > 0;
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}
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uint8 *Game::getVisibilitySet (Bot *bot, bool pvs) {
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uint8_t *Game::getVisibilitySet (Bot *bot, bool pvs) {
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if (is (GameFlags::Xash3D)) {
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return nullptr;
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}
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auto eyes = bot->getEyesPos ();
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if (bot->pev->flags & FL_DUCKING) {
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if (bot->isDucking ()) {
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eyes += VEC_HULL_MIN - VEC_DUCK_HULL_MIN;
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}
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float org[3] { eyes.x, eyes.y, eyes.z };
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@ -609,7 +609,7 @@ bool Game::isSoftwareRenderer () {
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return false;
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}
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void Game::addNewCvar (const char *name, const char *value, const char *info, bool bounded, float min, float max, int32 varType, bool missingAction, const char *regval, ConVar *self) {
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void Game::addNewCvar (const char *name, const char *value, const char *info, bool bounded, float min, float max, int32_t varType, bool missingAction, const char *regval, ConVar *self) {
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// this function adds globally defined variable to registration stack
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ConVarReg reg {};
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@ -1112,7 +1112,7 @@ void LightMeasure::animateLight () {
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m_lightstyleValue[j] = 256;
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continue;
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}
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m_lightstyleValue[j] = static_cast <uint32> (m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a') * 22u;
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m_lightstyleValue[j] = static_cast <uint32_t> (m_lightstyle[j].map[index % m_lightstyle[j].length] - 'a') * 22u;
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}
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}
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@ -1214,7 +1214,7 @@ template <typename S, typename M> bool LightMeasure::recursiveLightPoint (const
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// compute the lightmap color at a particular point
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for (int maps = 0u; maps < MAXLIGHTMAPS && surf->styles[maps] != 255u; ++maps) {
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uint32 scale = m_lightstyleValue[surf->styles[maps]];
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uint32_t scale = m_lightstyleValue[surf->styles[maps]];
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m_point.red += lightmap->r * scale;
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m_point.green += lightmap->g * scale;
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