moved bot's think function, so it's executed after game logic
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5117831f34
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1 changed files with 20 additions and 4 deletions
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@ -2136,10 +2136,6 @@ void StartFrame (void)
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}
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// **** AI EXECUTION STARTS ****
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g_botManager->Think ();
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// **** AI EXECUTION FINISH ****
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if (!IsDedicatedServer () && !IsEntityNull (g_hostEntity))
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if (!IsDedicatedServer () && !IsEntityNull (g_hostEntity))
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{
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{
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if (g_waypointOn)
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if (g_waypointOn)
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@ -2209,6 +2205,25 @@ void StartFrame (void)
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RETURN_META (MRES_IGNORED);
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RETURN_META (MRES_IGNORED);
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(*g_functionTable.pfnStartFrame) ();
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(*g_functionTable.pfnStartFrame) ();
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// **** AI EXECUTION STARTS ****
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g_botManager->Think ();
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// **** AI EXECUTION FINISH ****
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}
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void StartFrame_Post (void)
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{
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// this function starts a video frame. It is called once per video frame by the engine. If
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// you run Half-Life at 90 fps, this function will then be called 90 times per second. By
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// placing a hook on it, we have a good place to do things that should be done continuously
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// during the game, for example making the bots think (yes, because no Think() function exists
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// for the bots by the MOD side, remember). Post version called only by metamod.
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// **** AI EXECUTION STARTS ****
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g_botManager->Think ();
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// **** AI EXECUTION FINISH ****
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RETURN_META (MRES_IGNORED);
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}
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}
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int Spawn_Post (edict_t *ent)
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int Spawn_Post (edict_t *ent)
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@ -2835,6 +2850,7 @@ export int GetEntityAPI2_Post (gamefuncs_t *functionTable, int *interfaceVersion
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memset (functionTable, 0, sizeof (gamefuncs_t));
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memset (functionTable, 0, sizeof (gamefuncs_t));
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functionTable->pfnSpawn = Spawn_Post;
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functionTable->pfnSpawn = Spawn_Post;
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functionTable->pfnStartFrame = StartFrame_Post;
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functionTable->pfnServerActivate = ServerActivate_Post;
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functionTable->pfnServerActivate = ServerActivate_Post;
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return TRUE;
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return TRUE;
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