build: reworked build and package to simplify process
build: reworked build and package to simplify process build: windows dll is now compiled by clang, msvc build added to extras package fix: clear all the implicit conversions in the code (also fixed some bugs) fix: crash on never xash3d-fwgs engine fix: fixed bad bot behaviors on aarch64 fix: crash on some maps due to missing previous node fix: finally removed memset(this) within bot creatin
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35 changed files with 1004 additions and 949 deletions
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@ -54,13 +54,13 @@ public:
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using UniqueBot = UniquePtr <Bot>;
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private:
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float m_timeRoundStart;
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float m_timeRoundEnd;
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float m_timeRoundMid;
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float m_timeRoundStart {};
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float m_timeRoundEnd {};
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float m_timeRoundMid {};
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float m_autoKillCheckTime; // time to kill all the bots ?
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float m_maintainTime; // time to maintain bot creation
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float m_quotaMaintainTime; // time to maintain bot quota
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float m_autoKillCheckTime {}; // time to kill all the bots ?
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float m_maintainTime {}; // time to maintain bot creation
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float m_quotaMaintainTime {}; // time to maintain bot quota
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float m_grenadeUpdateTime {}; // time to update active grenades
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float m_entityUpdateTime {}; // time to update intresting entities
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float m_plantSearchUpdateTime {}; // time to update for searching planted bomb
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@ -68,26 +68,26 @@ private:
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float m_timeBombPlanted {}; // time the bomb were planted
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float m_lastRadioTime[kGameTeamNum] {}; // global radio time
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int m_lastWinner; // the team who won previous round
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int m_lastDifficulty; // last bots difficulty
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int m_bombSayStatus; // some bot is issued whine about bomb
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int m_lastWinner {}; // the team who won previous round
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int m_lastDifficulty {}; // last bots difficulty
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int m_bombSayStatus {}; // some bot is issued whine about bomb
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int m_lastRadio[kGameTeamNum] {}; // last radio message for team
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bool m_leaderChoosen[kGameTeamNum] {}; // is team leader choose theese round
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bool m_economicsGood[kGameTeamNum] {}; // is team able to buy anything
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bool m_bombPlanted;
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bool m_botsCanPause;
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bool m_roundOver;
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bool m_bombPlanted {};
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bool m_botsCanPause {};
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bool m_roundOver {};
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Array <edict_t *> m_activeGrenades; // holds currently active grenades on the map
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Array <edict_t *> m_intrestingEntities; // holds currently intresting entities on the map
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Array <edict_t *> m_activeGrenades {}; // holds currently active grenades on the map
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Array <edict_t *> m_intrestingEntities {}; // holds currently intresting entities on the map
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Deque <String> m_saveBotNames; // bots names that persist upon changelevel
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Deque <BotRequest> m_addRequests; // bot creation tab
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SmallArray <BotTask> m_filters; // task filters
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SmallArray <UniqueBot> m_bots; // all available bots
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Deque <String> m_saveBotNames {}; // bots names that persist upon changelevel
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Deque <BotRequest> m_addRequests {}; // bot creation tab
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SmallArray <BotTask> m_filters {}; // task filters
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SmallArray <UniqueBot> m_bots {}; // all available bots
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edict_t *m_killerEntity; // killer entity for bots
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edict_t *m_killerEntity {}; // killer entity for bots
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FrustumData m_frustumData {};
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protected:
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