passing some of the vectors by reference, instead of copying
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02fe78ceee
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44512457c8
5 changed files with 44 additions and 38 deletions
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@ -998,7 +998,7 @@ private:
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edict_t *FindNearestButton (const char *className);
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edict_t *FindBreakable (void);
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int FindCoverWaypoint (float maxDistance);
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int FindDefendWaypoint (Vector origin);
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int FindDefendWaypoint (const Vector &origin);
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int FindGoal (void);
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void FilterGoals (const Array <int> &goals, int *result);
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void FindItem (void);
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@ -1012,7 +1012,7 @@ private:
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bool HeadTowardWaypoint (void);
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int InFieldOfView (const Vector &dest);
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bool IsBombDefusing (Vector bombOrigin);
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bool IsBombDefusing (const Vector &bombOrigin);
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bool IsBlockedLeft (void);
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bool IsBlockedRight (void);
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bool IsPointOccupied (int index);
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@ -1034,7 +1034,7 @@ private:
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bool ReactOnEnemy (void);
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void ResetCollideState (void);
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void SetConditions (void);
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void SetStrafeSpeed (Vector moveDir, float strafeSpeed);
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void SetStrafeSpeed (const Vector &moveDir, float strafeSpeed);
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void StartGame (void);
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void TaskComplete (void);
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bool GetBestNextWaypoint (void);
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@ -1045,7 +1045,7 @@ private:
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byte ThrottledMsec (void);
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void GetValidWaypoint (void);
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void ChangeWptIndex (int waypointIndex);
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bool IsDeadlyDrop (Vector targetOriginPos);
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bool IsDeadlyDrop (const Vector &to);
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bool OutOfBombTimer (void);
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void SelectLeaderEachTeam (int team);
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@ -1069,13 +1069,14 @@ private:
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void SelectBestWeapon (void);
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void SelectPistol (void);
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bool IsFriendInLineOfFire (float distance);
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bool IsGroupOfEnemies (Vector location, int numEnemies = 1, int radius = 256);
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bool IsGroupOfEnemies (const Vector &location, int numEnemies = 1, int radius = 256);
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bool IsShootableThruObstacle (const Vector &dest);
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bool IsShootableThruObstacleEx (const Vector &dest);
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int GetNearbyEnemiesNearPosition (Vector origin, int radius);
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int GetNearbyFriendsNearPosition (Vector origin, int radius);
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int GetNearbyEnemiesNearPosition (const Vector &origin, int radius);
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int GetNearbyFriendsNearPosition (const Vector &origin, int radius);
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void SelectWeaponByName (const char *name);
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void SelectWeaponbyNumber (int num);
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int GetHighestWeapon (void);
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@ -1087,7 +1088,8 @@ private:
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float GetEstimatedReachTime (void);
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int GetAimingWaypoint (void);
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int GetAimingWaypoint (Vector targetOriginPos);
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int GetAimingWaypoint (const Vector &to);
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void FindShortestPath (int srcIndex, int destIndex);
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void FindPath (int srcIndex, int destIndex, unsigned char pathType = 0);
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void DebugMsg (const char *format, ...);
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@ -1248,7 +1250,7 @@ public:
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void Kill (void);
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void Kick (void);
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void ResetDoubleJumpState (void);
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void MoveToVector (Vector to);
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void MoveToVector (const Vector &to);
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int FindPlantedBomb(void);
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bool HasHostage (void);
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@ -1432,10 +1434,10 @@ public:
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void AddPath (short int addIndex, short int pathIndex, float distance);
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int GetFacingIndex (void);
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int FindFarest (Vector origin, float maxDistance = 32.0);
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int FindNearest (Vector origin, float minDistance = 9999.0, int flags = -1);
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void FindInRadius (Vector origin, float radius, int *holdTab, int *count);
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void FindInRadius (Array <int> &queueID, float radius, Vector origin);
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int FindFarest (const Vector &origin, float maxDistance = 32.0);
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int FindNearest (const Vector &origin, float minDistance = 9999.0, int flags = -1);
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void FindInRadius (const Vector &origin, float radius, int *holdTab, int *count);
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void FindInRadius (Array <int> &queueID, float radius, const Vector &origin);
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void Add (int flags, const Vector &waypointOrigin = nullvec);
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void Delete (void);
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@ -1448,7 +1450,7 @@ public:
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void DeletePath (void);
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void CacheWaypoint (void);
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float GetTravelTime (float maxSpeed, Vector src, Vector origin);
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float GetTravelTime (float maxSpeed, const Vector &src, const Vector &origin);
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bool IsVisible (int srcIndex, int destIndex);
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bool IsStandVisible (int srcIndex, int destIndex);
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bool IsDuckVisible (int srcIndex, int destIndex);
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@ -1458,7 +1460,7 @@ public:
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void Save (void);
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bool Reachable (Bot *bot, int index);
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bool IsNodeReachable (Vector src, Vector destination);
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bool IsNodeReachable (const Vector &src, const Vector &destination);
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void Think (void);
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bool NodesValid (void);
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void SaveExperienceTab (void);
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@ -1483,7 +1485,11 @@ public:
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bool IsGoalVisited (int index);
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void SetGoalVisited (int index);
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inline Vector GetBombPosition (void) { return m_foundBombOrigin; }
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inline const Vector &GetBombPosition (void)
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{
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return m_foundBombOrigin;
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}
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void SetBombPosition (bool shouldReset = false);
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String CheckSubfolderFile (void);
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};
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@ -104,7 +104,7 @@ bool Bot::CheckVisibility (entvars_t *targetEntity, Vector *origin, byte *bodyPa
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{
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// this function checks visibility of a bot target.
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Vector botHead = EyePosition ();
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const Vector &botHead = EyePosition ();
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TraceResult tr;
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*bodyPart = 0;
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@ -5766,7 +5766,7 @@ Vector Bot::CheckBombAudible (void)
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return nullvec;
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}
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void Bot::MoveToVector (Vector to)
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void Bot::MoveToVector (const Vector &to)
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{
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if (to == nullvec)
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return;
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@ -6109,7 +6109,7 @@ void Bot::EquipInBuyzone (int buyCount)
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}
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}
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bool Bot::IsBombDefusing (Vector bombOrigin)
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bool Bot::IsBombDefusing (const Vector &bombOrigin)
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{
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// this function finds if somebody currently defusing the bomb.
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@ -15,7 +15,7 @@ ConVar yb_csdm_mode ("yb_csdm_mode", "0", VT_NOSERVER);
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ConVar mp_friendlyfire ("mp_friendlyfire", NULL, VT_NOREGISTER);
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int Bot::GetNearbyFriendsNearPosition (Vector origin, int radius)
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int Bot::GetNearbyFriendsNearPosition (const Vector &origin, int radius)
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{
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int count = 0;
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@ -30,7 +30,7 @@ int Bot::GetNearbyFriendsNearPosition (Vector origin, int radius)
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return count;
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}
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int Bot::GetNearbyEnemiesNearPosition (Vector origin, int radius)
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int Bot::GetNearbyEnemiesNearPosition (const Vector &origin, int radius)
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{
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int count = 0;
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@ -1406,7 +1406,7 @@ void Bot::CommandTeam (void)
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m_timeTeamOrder = GetWorldTime () + Random.Float (5.0, 30.0);
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}
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bool Bot::IsGroupOfEnemies (Vector location, int numEnemies, int radius)
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bool Bot::IsGroupOfEnemies (const Vector &location, int numEnemies, int radius)
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{
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int numPlayers = 0;
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@ -1715,7 +1715,7 @@ void Bot::DeleteSearchNodes (void)
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m_chosenGoalIndex = -1;
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}
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int Bot::GetAimingWaypoint (Vector targetOriginPos)
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int Bot::GetAimingWaypoint (const Vector &to)
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{
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// return the most distant waypoint which is seen from the Bot to the Target and is within count
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@ -1723,7 +1723,7 @@ int Bot::GetAimingWaypoint (Vector targetOriginPos)
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ChangeWptIndex (g_waypoint->FindNearest (pev->origin));
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int srcIndex = m_currentWaypointIndex;
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int destIndex = g_waypoint->FindNearest (targetOriginPos);
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int destIndex = g_waypoint->FindNearest (to);
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int bestIndex = srcIndex;
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PathNode *node = new PathNode;
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@ -2022,7 +2022,7 @@ int Bot::ChooseBombWaypoint (void)
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return goal;
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}
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int Bot::FindDefendWaypoint (Vector origin)
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int Bot::FindDefendWaypoint (const Vector &origin)
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{
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// this function tries to find a good position which has a line of sight to a position,
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// provides enough cover point, and is far away from the defending position
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@ -2887,17 +2887,17 @@ bool Bot::CheckWallOnRight (void)
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return false;
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}
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bool Bot::IsDeadlyDrop (Vector targetOriginPos)
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bool Bot::IsDeadlyDrop (const Vector &to)
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{
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// this function eturns if given location would hurt Bot with falling damage
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Vector botPos = pev->origin;
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TraceResult tr;
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Vector move ((targetOriginPos - botPos).ToYaw (), 0, 0);
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Vector move ((to - botPos).ToYaw (), 0, 0);
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MakeVectors (move);
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Vector direction = (targetOriginPos - botPos).Normalize (); // 1 unit long
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Vector direction = (to - botPos).Normalize (); // 1 unit long
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Vector check = botPos;
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Vector down = botPos;
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@ -2911,7 +2911,7 @@ bool Bot::IsDeadlyDrop (Vector targetOriginPos)
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float height;
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float lastHeight = tr.flFraction * 1000.0; // height from ground
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float distance = (targetOriginPos - check).GetLength (); // distance from goal
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float distance = (to - check).GetLength (); // distance from goal
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while (distance > 16.0)
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{
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@ -2931,7 +2931,7 @@ bool Bot::IsDeadlyDrop (Vector targetOriginPos)
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return true;
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lastHeight = height;
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distance = (targetOriginPos - check).GetLength (); // distance from goal
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distance = (to - check).GetLength (); // distance from goal
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}
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return false;
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}
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@ -3236,11 +3236,11 @@ void Bot::FacePosition (void)
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pev->angles.z = pev->v_angle.z = 0.0; // ignore Z component
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}
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void Bot::SetStrafeSpeed (Vector moveDir, float strafeSpeed)
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void Bot::SetStrafeSpeed (const Vector &moveDir, float strafeSpeed)
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{
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MakeVectors (pev->angles);
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Vector los = (moveDir - pev->origin).Normalize2D ();
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const Vector &los = (moveDir - pev->origin).Normalize2D ();
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float dot = los | g_pGlobals->v_forward.SkipZ ();
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if (dot > 0 && !CheckWallOnRight ())
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@ -83,7 +83,7 @@ void Waypoint::AddPath (short int addIndex, short int pathIndex, float distance)
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}
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}
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int Waypoint::FindFarest (Vector origin, float maxDistance)
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int Waypoint::FindFarest (const Vector &origin, float maxDistance)
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{
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// find the farest waypoint to that Origin, and return the index to this waypoint
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@ -102,7 +102,7 @@ int Waypoint::FindFarest (Vector origin, float maxDistance)
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return index;
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}
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int Waypoint::FindNearest (Vector origin, float minDistance, int flags)
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int Waypoint::FindNearest (const Vector &origin, float minDistance, int flags)
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{
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// find the nearest waypoint to that origin and return the index
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@ -124,7 +124,7 @@ int Waypoint::FindNearest (Vector origin, float minDistance, int flags)
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return index;
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}
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void Waypoint::FindInRadius (Vector origin, float radius, int *holdTab, int *count)
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void Waypoint::FindInRadius (const Vector &origin, float radius, int *holdTab, int *count)
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{
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// returns all waypoints within radius from position
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@ -145,7 +145,7 @@ void Waypoint::FindInRadius (Vector origin, float radius, int *holdTab, int *cou
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*count -= 1;
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}
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void Waypoint::FindInRadius (Array <int> &queueID, float radius, Vector origin)
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void Waypoint::FindInRadius (Array <int> &queueID, float radius, const Vector &origin)
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{
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for (int i = 0; i < g_numWaypoints; i++)
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{
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@ -1234,7 +1234,7 @@ String Waypoint::CheckSubfolderFile (void)
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return FormatBuffer ("%s%s.pwf", GetWaypointDir (), GetMapName ());
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}
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float Waypoint::GetTravelTime (float maxSpeed, Vector src, Vector origin)
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float Waypoint::GetTravelTime (float maxSpeed, const Vector &src, const Vector &origin)
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{
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// this function returns 2D traveltime to a position
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@ -1277,7 +1277,7 @@ bool Waypoint::Reachable (Bot *bot, int index)
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return false;
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}
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bool Waypoint::IsNodeReachable (Vector src, Vector destination)
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bool Waypoint::IsNodeReachable (const Vector &src, const Vector &destination)
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{
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TraceResult tr;
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