fix: center-screen messages not appearing (fix: #446)
fix: crash when creating too much threads refactor: fix typos in comments in headers
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22 changed files with 105 additions and 99 deletions
20
inc/yapb.h
20
inc/yapb.h
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@ -388,7 +388,7 @@ CR_DECLARE_SCOPED_ENUM_TYPE (AimFlags, uint32_t,
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Enemy = cr::bit (5), // aim at enemy
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Grenade = cr::bit (6), // aim for grenade throw
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Override = cr::bit (7), // overrides all others (blinded)
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Danger = cr::bit (8) // additional danger falg
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Danger = cr::bit (8) // additional danger flag
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)
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// famas/glock burst mode status + m4a1/usp silencer
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@ -416,7 +416,7 @@ CR_DECLARE_SCOPED_ENUM (FrustumSide,
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Num
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)
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// some hardcoded desire defines used to override calculated ones
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// some hard-coded desire defines used to override calculated ones
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struct TaskPri {
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static constexpr auto Normal { 35.0f };
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static constexpr auto Pause { 36.0f };
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@ -562,7 +562,7 @@ struct Client {
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int team2; // real bot team in free for all mode (csdm)
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int flags; // client flags
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int radio; // radio orders
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int menu; // identifier to openen menu
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int menu; // identifier to opened menu
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int ping; // when bot latency is enabled, client ping stored here
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int iconFlags[kGameMaxPlayers]; // flag holding chatter icons
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float iconTimestamp[kGameMaxPlayers]; // timers for chatter icons
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@ -676,7 +676,7 @@ private:
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int m_plantedBombNodeIndex {}; // nearest to planted bomb node
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int m_currentNodeIndex {}; // current node index
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int m_travelStartIndex {}; // travel start index to double jump action
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int m_previousNodes[5] {}; // previous node indices from node find
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int m_previousNodes[5] {}; // previous node indexes from node find
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int m_pathFlags {}; // current node flags
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int m_needAvoidGrenade {}; // which direction to strafe away
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int m_campDirection {}; // camp Facing direction
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@ -702,7 +702,7 @@ private:
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float m_lastCommandTime {}; // time bot last thinked
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float m_reloadCheckTime {}; // time to check reloading
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float m_zoomCheckTime {}; // time to check zoom again
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float m_shieldCheckTime {}; // time to check shiled drawing again
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float m_shieldCheckTime {}; // time to check shield drawing again
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float m_grenadeCheckTime {}; // time to check grenade usage
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float m_sniperStopTime {}; // bot switched to other weapon?
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float m_lastEquipTime {}; // last time we equipped in buyzone
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@ -740,7 +740,7 @@ private:
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float m_joinServerTime {}; // time when bot joined the game
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float m_playServerTime {}; // time bot spent in the game
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float m_changeViewTime {}; // timestamp to change look at while at freezetime
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float m_breakableTime {}; // breakeble acquired time
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float m_breakableTime {}; // breakable acquired time
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float m_stuckTimestamp {}; // last time was stuck
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bool m_moveToGoal {}; // bot currently moving to goal??
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@ -782,7 +782,7 @@ private:
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edict_t *m_lastBreakable {}; // last acquired breakable
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edict_t *m_targetEntity {}; // the entity that the bot is trying to reach
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edict_t *m_avoidGrenade {}; // pointer to grenade entity to avoid
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edict_t *m_hindrance {}; // the hidrance
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edict_t *m_hindrance {}; // the hindrance
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Vector m_liftTravelPos {}; // lift travel position
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Vector m_moveAngles {}; // bot move angles
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@ -1070,7 +1070,7 @@ public:
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int m_basePing {}; // base ping for bot
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int m_numEnemiesLeft {}; // number of enemies alive left on map
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int m_numFriendsLeft {}; // number of friend alive left on map
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int m_retryJoin {}; // retry count for chosing team/class
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int m_retryJoin {}; // retry count for choosing team/class
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int m_startAction {}; // team/class selection state
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int m_voteKickIndex {}; // index of player to vote against
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int m_lastVoteKick {}; // last index
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@ -1094,7 +1094,7 @@ public:
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bool m_ignoreBuyDelay {}; // when reaching buyzone in the middle of the round don't do pauses
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bool m_inBombZone {}; // bot in the bomb zone or not
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bool m_inBuyZone {}; // bot currently in buy zone
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bool m_inVIPZone {}; // bot in the vip satefy zone
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bool m_inVIPZone {}; // bot in the vip safety zone
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bool m_buyingFinished {}; // done with buying
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bool m_buyPending {}; // bot buy is pending
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bool m_hasDefuser {}; // does bot has defuser
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@ -1233,7 +1233,7 @@ public:
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return m_currentNodeIndex;
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}
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// is low on admmo on index?
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// is low on ammo on index?
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bool isLowOnAmmo (const int index, const float factor) const;
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// prints debug message
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