simplified a bit hearing and aim dir choosing

bots thnik function not run every frame, should save some fps
This commit is contained in:
jeefo 2015-07-19 13:39:00 +03:00
commit 55e4cf4bd9
7 changed files with 151 additions and 247 deletions

View file

@ -706,7 +706,6 @@ struct Client
float hearingDistance; // distance this sound is heared
float timeSoundLasting; // time sound is played/heared
float maxTimeSoundLasting; // max time sound is played/heared (to divide the difference between that above one and the current one)
};
// experience data hold in memory while playing
@ -1010,7 +1009,7 @@ private:
bool DoWaypointNav (void);
bool EnemyIsThreat (void);
void FacePosition (void);
void UpdateLookAngles (void);
void SetIdealReactionTimes (bool actual = false);
bool IsRestricted (int weaponIndex);
bool IsRestrictedAMX (int weaponIndex);
@ -1178,6 +1177,7 @@ public:
float m_agressionLevel; // dynamic aggression level (in game)
float m_fearLevel; // dynamic fear level (in game)
float m_nextEmotionUpdate; // next time to sanitize emotions
float m_thinkFps; // skip some frames in bot thinking
int m_actMessageIndex; // current processed message
int m_pushMessageIndex; // offset for next pushed message
@ -1240,6 +1240,7 @@ public:
inline Vector Center (void) { return (pev->absmax + pev->absmin) * 0.5; };
inline Vector EyePosition (void) { return pev->origin + pev->view_ofs; };
void ThinkMain (void);
void Think (void);
void NewRound (void);
void EquipInBuyzone (int buyCount);
@ -1704,7 +1705,7 @@ extern void DrawLine (edict_t *ent, const Vector &start, const Vector &end, int
extern void DrawArrow (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, int red, int green, int blue, int brightness, int speed, int life);
extern void DisplayMenuToClient (edict_t *ent, MenuText *menu);
extern void DecalTrace (entvars_t *pev, TraceResult *trace, int logotypeIndex);
extern void SoundAttachToThreat (edict_t *ent, const char *sample, float volume);
extern void SoundAttachToClients (edict_t *ent, const char *sample, float volume);
extern void SoundSimulateUpdate (int playerIndex);
// very global convars