some little tweaks
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21c8c61b47
commit
379c0bc81e
5 changed files with 25 additions and 20 deletions
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@ -3137,13 +3137,15 @@ void Bot::Think (void)
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SecondThink ();
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// update timer to one second
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secondThinkTimer = GetWorldTime () + 1.05;
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secondThinkTimer = GetWorldTime () + 0.99f;
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}
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CheckMessageQueue (); // check for pending messages
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if (pev->maxspeed < 10 && GetTaskId () != TASK_PLANTBOMB && GetTaskId () != TASK_DEFUSEBOMB)
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botMovement = false;
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CheckSpawnTimeConditions ();
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if (m_notKilled && botMovement && !yb_freeze_bots.GetBool ())
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BotAI (); // execute main code
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@ -4762,15 +4764,12 @@ void Bot::RunTask (void)
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}
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}
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void Bot::BotAI (void)
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void Bot::CheckSpawnTimeConditions (void)
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{
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// this function gets called each frame and is the core of all bot ai. from here all other subroutines are called
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float movedDistance; // length of different vector (distance bot moved)
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TraceResult tr;
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// this function is called instead of BotAI when buying finished, but freezetime is not yet left.
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// switch to knife if time to do this
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if (m_checkKnifeSwitch && m_buyingFinished && m_spawnTime + g_randGen.Float (4.0, 6.5) < GetWorldTime ())
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if (m_checkKnifeSwitch && !m_checkWeaponSwitch && m_buyingFinished && m_spawnTime + g_randGen.Float (4.0, 6.5) < GetWorldTime ())
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{
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if (g_randGen.Long (1, 100) < 2 && yb_spraypaints.GetBool ())
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StartTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, -1, GetWorldTime () + 1.0, false);
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@ -4809,14 +4808,15 @@ void Bot::BotAI (void)
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// select a leader bot for this team
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SelectLeaderEachTeam (m_team);
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m_checkWeaponSwitch = false;
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if (m_isLeader && m_moveToC4)
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InstantChatterMessage (Chatter_CoverMe);
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if (IsBehindSmokeClouds (GetEntity ()))
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InstantChatterMessage (Chatter_BehindSmoke);
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}
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// warning: the following timers aren't frame independent so it varies on slower/faster computers
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}
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void Bot::BotAI (void)
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{
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// this function gets called each frame and is the core of all bot ai. from here all other subroutines are called
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float movedDistance; // length of different vector (distance bot moved)
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TraceResult tr;
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// increase reaction time
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m_actualReactionTime += 0.3;
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@ -6219,7 +6219,7 @@ float Bot::GetBombTimeleft (void)
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float Bot::GetEstimatedReachTime (void)
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{
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float estimatedTime = 5.0; // time to reach next waypoint
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float estimatedTime = 4.0; // time to reach next waypoint
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// calculate 'real' time that we need to get from one waypoint to another
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if (m_currentWaypointIndex >= 0 && m_currentWaypointIndex < g_numWaypoints && m_prevWptIndex[0] >= 0 && m_prevWptIndex[0] < g_numWaypoints)
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@ -6228,9 +6228,9 @@ float Bot::GetEstimatedReachTime (void)
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// caclulate estimated time
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if (pev->maxspeed <= 0.0)
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estimatedTime = 5.0 * distance / 240.0;
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estimatedTime = 4.0 * distance / 240.0;
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else
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estimatedTime = 5.0 * distance / pev->maxspeed;
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estimatedTime = 4.0 * distance / pev->maxspeed;
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// check for special waypoints, that can slowdown our movement
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if ((m_currentPath->flags & FLAG_CROUCH) || (m_currentPath->flags & FLAG_LADDER) || (pev->button & IN_DUCK))
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