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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jeefo 2023-04-02 12:17:12 +03:00 committed by GitHub
commit 53df621dfc
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35 changed files with 1004 additions and 949 deletions

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@ -54,13 +54,13 @@ public:
using UniqueBot = UniquePtr <Bot>;
private:
float m_timeRoundStart;
float m_timeRoundEnd;
float m_timeRoundMid;
float m_timeRoundStart {};
float m_timeRoundEnd {};
float m_timeRoundMid {};
float m_autoKillCheckTime; // time to kill all the bots ?
float m_maintainTime; // time to maintain bot creation
float m_quotaMaintainTime; // time to maintain bot quota
float m_autoKillCheckTime {}; // time to kill all the bots ?
float m_maintainTime {}; // time to maintain bot creation
float m_quotaMaintainTime {}; // time to maintain bot quota
float m_grenadeUpdateTime {}; // time to update active grenades
float m_entityUpdateTime {}; // time to update intresting entities
float m_plantSearchUpdateTime {}; // time to update for searching planted bomb
@ -68,26 +68,26 @@ private:
float m_timeBombPlanted {}; // time the bomb were planted
float m_lastRadioTime[kGameTeamNum] {}; // global radio time
int m_lastWinner; // the team who won previous round
int m_lastDifficulty; // last bots difficulty
int m_bombSayStatus; // some bot is issued whine about bomb
int m_lastWinner {}; // the team who won previous round
int m_lastDifficulty {}; // last bots difficulty
int m_bombSayStatus {}; // some bot is issued whine about bomb
int m_lastRadio[kGameTeamNum] {}; // last radio message for team
bool m_leaderChoosen[kGameTeamNum] {}; // is team leader choose theese round
bool m_economicsGood[kGameTeamNum] {}; // is team able to buy anything
bool m_bombPlanted;
bool m_botsCanPause;
bool m_roundOver;
bool m_bombPlanted {};
bool m_botsCanPause {};
bool m_roundOver {};
Array <edict_t *> m_activeGrenades; // holds currently active grenades on the map
Array <edict_t *> m_intrestingEntities; // holds currently intresting entities on the map
Array <edict_t *> m_activeGrenades {}; // holds currently active grenades on the map
Array <edict_t *> m_intrestingEntities {}; // holds currently intresting entities on the map
Deque <String> m_saveBotNames; // bots names that persist upon changelevel
Deque <BotRequest> m_addRequests; // bot creation tab
SmallArray <BotTask> m_filters; // task filters
SmallArray <UniqueBot> m_bots; // all available bots
Deque <String> m_saveBotNames {}; // bots names that persist upon changelevel
Deque <BotRequest> m_addRequests {}; // bot creation tab
SmallArray <BotTask> m_filters {}; // task filters
SmallArray <UniqueBot> m_bots {}; // all available bots
edict_t *m_killerEntity; // killer entity for bots
edict_t *m_killerEntity {}; // killer entity for bots
FrustumData m_frustumData {};
protected: