refactor: use squared distance if possible

refactor: add some const-correctness to code
This commit is contained in:
jeefo 2023-06-24 02:36:51 +03:00
commit 4a35a87b25
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GPG key ID: 927BCA0779BEA8ED
24 changed files with 579 additions and 567 deletions

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@ -216,9 +216,6 @@ public:
// search entities in sphere
void searchEntities (const Vector &position, float radius, EntitySearch functor);
// this function is checking that pointed by ent pointer obstacle, can be destroyed
bool isShootableBreakable (edict_t *ent);
// print the version to server console on startup
void printBotVersion ();

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@ -199,10 +199,10 @@ public:
public:
int getFacingIndex ();
int getFarest (const Vector &origin, float maxDistance = 32.0);
int getForAnalyzer (const Vector &origin, float maxDistance);
int getNearest (const Vector &origin, float minDistance = kInfiniteDistance, int flags = -1);
int getNearestNoBuckets (const Vector &origin, float minDistance = kInfiniteDistance, int flags = -1);
int getFarest (const Vector &origin, const float maxRange = 32.0);
int getForAnalyzer (const Vector &origin, const float maxRange);
int getNearest (const Vector &origin, const float range = kInfiniteDistance, int flags = -1);
int getNearestNoBuckets (const Vector &origin, const float range = kInfiniteDistance, int flags = -1);
int getEditorNearest ();
int clearConnections (int index);
int getBspSize ();

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@ -27,7 +27,7 @@ public:
public:
constexpr bool operator == (const DangerStorage &rhs) const {
return rhs.data[2] == data[2] && rhs.data[1] == data[1] && rhs.data[0] == data[0];
return cr::memcmp (rhs.data, data, sizeof (data));
}
constexpr bool operator != (const DangerStorage &rhs) const {

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@ -57,6 +57,12 @@ public:
// check if entity is a hostage entity
bool isHostageEntity (edict_t *ent);
// check if entity is a door enitty
bool isDoorEntity (edict_t *ent);
// this function is checking that pointed by ent pointer obstacle, can be destroyed
bool isShootableBreakable (edict_t *ent);
// nearest player search helper
bool findNearestPlayer (void **holder, edict_t *to, float searchDistance = 4096.0, bool sameTeam = false, bool needBot = false, bool needAlive = false, bool needDrawn = false, bool needBotWithC4 = false);

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@ -69,8 +69,8 @@ struct WeaponProp {
// weapon info structure
struct WeaponInfo {
int id; // the weapon id value
const char *name; // name of the weapon when selecting it
const char *model; // model name to separate cs weapons
StringRef name; // name of the weapon when selecting it
StringRef model; // model name to separate cs weapons
int price; // price when buying
int minPrimaryAmmo; // minimum primary ammo
int teamStandard; // used by team (number) (standard map)
@ -86,8 +86,8 @@ struct WeaponInfo {
public:
WeaponInfo (int id,
const char *name,
const char *model,
StringRef name,
StringRef model,
int price,
int minPriAmmo,
int teamStd,
@ -391,8 +391,8 @@ private:
int bestGrenadeCarried ();
int bestWeaponCarried ();
int changeNodeIndex (int index);
int numEnemiesNear (const Vector &origin, float radius);
int numFriendsNear (const Vector &origin, float radius);
int numEnemiesNear (const Vector &origin, const float radius);
int numFriendsNear (const Vector &origin, const float radius);
float getBombTimeleft ();
float getEstimatedNodeReachTime ();