do not compare traceresult fraction directly 1.0
some cosmetic changes bots will spray more logos reduced "cheating" in jumping a little bit optimized checking 3d vector for zero
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cdcf59c76b
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14 changed files with 958 additions and 1060 deletions
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@ -567,42 +567,40 @@ const int FV_EXPERIENCE = 3;
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const int FV_VISTABLE = 1;
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// some hardcoded desire defines used to override calculated ones
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const float TASKPRI_NORMAL = 35.0;
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const float TASKPRI_PAUSE = 36.0;
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const float TASKPRI_CAMP = 37.0;
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const float TASKPRI_SPRAYLOGO = 38.0;
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const float TASKPRI_FOLLOWUSER = 39.0;
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const float TASKPRI_MOVETOPOSITION = 50.0;
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const float TASKPRI_DEFUSEBOMB = 89.0;
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const float TASKPRI_PLANTBOMB = 89.0;
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const float TASKPRI_ATTACK = 90.0;
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const float TASKPRI_SEEKCOVER = 91.0;
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const float TASKPRI_HIDE = 92.0;
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const float TASKPRI_THROWGRENADE = 99.0;
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const float TASKPRI_DOUBLEJUMP = 99.0;
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const float TASKPRI_BLINDED = 100.0;
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const float TASKPRI_SHOOTBREAKABLE = 100.0;
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const float TASKPRI_ESCAPEFROMBOMB = 100.0;
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const float TASKPRI_NORMAL = 35.0f;
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const float TASKPRI_PAUSE = 36.0f;
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const float TASKPRI_CAMP = 37.0f;
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const float TASKPRI_SPRAYLOGO = 38.0f;
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const float TASKPRI_FOLLOWUSER = 39.0f;
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const float TASKPRI_MOVETOPOSITION = 50.0f;
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const float TASKPRI_DEFUSEBOMB = 89.0f;
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const float TASKPRI_PLANTBOMB = 89.0f;
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const float TASKPRI_ATTACK = 90.0f;
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const float TASKPRI_SEEKCOVER = 91.0f;
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const float TASKPRI_HIDE = 92.0f;
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const float TASKPRI_THROWGRENADE = 99.0f;
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const float TASKPRI_DOUBLEJUMP = 99.0f;
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const float TASKPRI_BLINDED = 100.0f;
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const float TASKPRI_SHOOTBREAKABLE = 100.0f;
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const float TASKPRI_ESCAPEFROMBOMB = 100.0f;
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const float MAX_GRENADE_TIMER = 2.34f;
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const float TRACE_FRACTION_EQ = 0.999999f;
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const int MAX_HOSTAGES = 8;
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const int MAX_PATH_INDEX = 8;
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const int MAX_DAMAGE_VALUE = 2040;
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const int MAX_GOAL_VALUE = 2040;
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const int MAX_KILL_HISTORY = 16;
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const int MAX_REG_MESSAGES = 256;
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const int MAX_WAYPOINTS = 1024;
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const int MAX_WEAPONS = 32;
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const int NUM_WEAPONS = 26;
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const int MAX_COLLIDE_MOVES = 3;
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// weapon masks
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const int WEAPON_PRIMARY = ((1 << WEAPON_XM1014) | (1 <<WEAPON_M3) | (1 << WEAPON_MAC10) | (1 << WEAPON_UMP45) | (1 << WEAPON_MP5) | (1 << WEAPON_TMP) | (1 << WEAPON_P90) | (1 << WEAPON_AUG) | (1 << WEAPON_M4A1) | (1 << WEAPON_SG552) | (1 << WEAPON_AK47) | (1 << WEAPON_SCOUT) | (1 << WEAPON_SG550) | (1 << WEAPON_AWP) | (1 << WEAPON_G3SG1) | (1 << WEAPON_M249) | (1 << WEAPON_FAMAS) | (1 << WEAPON_GALIL));
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const int WEAPON_SECONDARY = ((1 << WEAPON_P228) | (1 << WEAPON_ELITE) | (1 << WEAPON_USP) | (1 << WEAPON_GLOCK) | (1 << WEAPON_DEAGLE) | (1 << WEAPON_FIVESEVEN));
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// maximum collide moves
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const int MAX_COLLIDE_MOVES = 3;
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// this structure links waypoints returned from pathfinder
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struct PathNode
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{
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@ -930,7 +928,7 @@ private:
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float m_duckTime; // time to duck
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float m_jumpTime; // time last jump happened
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float m_voiceTimers[Chatter_Total]; // voice command timers
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float m_chatterTimes[Chatter_Total]; // voice command timers
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float m_soundUpdateTime; // time to update the sound
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float m_heardSoundTime; // last time noise is heard
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float m_buttonPushTime; // time to push the button
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@ -1505,7 +1503,7 @@ public:
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int FindNearest (const Vector &origin, float minDistance = 99999999.0f, int flags = -1);
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void FindInRadius (Array <int> &radiusHolder, float radius, const Vector &origin, int maxCount = -1);
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void Add (int flags, const Vector &waypointOrigin = nullvec);
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void Add (int flags, const Vector &waypointOrigin = Vector::GetZero ());
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void Delete (void);
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void ToggleFlags (int toggleFlag);
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void SetRadius (int radius);
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