nav: improve player avoidance once more
nav: try to repath our ways if stuck with other bot combat: a little improvement in knife usage control: enable/disable regame's round infinite when editing graph chatlib: replace say/say_team for older hlds to fix buffer overruns in gamelib Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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10 changed files with 181 additions and 23 deletions
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@ -313,6 +313,7 @@ private:
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bool m_defuseNotified {}; // bot is notified about bomb defusion
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bool m_jumpSequence {}; // next path link will be jump link
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bool m_checkFall {}; // check bot fall
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bool m_botMovement {}; // bot movement allowed ?
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PathWalk m_pathWalk {}; // pointer to current node from path
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Dodge m_dodgeStrafeDir {}; // direction to strafe
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@ -367,6 +368,7 @@ private:
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CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
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CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
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CountdownTimer m_fixFallTimer {}; // timer we're fixed fall last time
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CountdownTimer m_repathTimer {}; // bots is going to repath his route
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private:
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int pickBestWeapon (Array <int> &vec, int moneySave);
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@ -747,6 +749,7 @@ public:
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void clearTasks ();
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void dropWeaponForUser (edict_t *user, bool discardC4);
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void sendToChat (StringRef message, bool teamOnly);
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void sendToChatLegacy (StringRef message, bool teamOnly);
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void pushChatMessage (int type, bool isTeamSay = false);
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void pushRadioMessage (int message);
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void pushChatterMessage (int message);
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