optimized FindNearestPlayer ()

support v6 waypoint file converted from v7
This commit is contained in:
Dmitriy 2015-06-08 16:18:55 +03:00
commit 83740aa129
2 changed files with 10 additions and 6 deletions

View file

@ -680,7 +680,9 @@ bool Bot::DoWaypointNav (void)
// pressing the jump button gives the illusion of the bot actual jmping.
if (IsOnFloor () || IsOnLadder ())
{
if (m_desiredVelocity != nullvec)
pev->velocity = m_desiredVelocity + m_desiredVelocity * 0.15; // cheating i know, but something changed in recent cs updates...
pev->button |= IN_JUMP;
m_jumpFinished = true;

View file

@ -1396,15 +1396,17 @@ bool FindNearestPlayer (void **pvHolder, edict_t *to, float searchDistance, bool
// team, live status, search distance etc. if needBot is true, then pvHolder, will
// be filled with bot pointer, else with edict pointer(!).
edict_t *ent = NULL, *survive = NULL; // pointer to temporaly & survive entity
edict_t *survive = NULL; // pointer to temporaly & survive entity
float nearestPlayer = 4096.0; // nearest player
while (!IsEntityNull (ent = FIND_ENTITY_IN_SPHERE (ent, to->v.origin, searchDistance)))
for (int i = 0; i < GetMaxClients (); i++)
{
if (IsEntityNull (ent) || !IsValidPlayer (ent) || to == ent)
continue; // skip invalid players
edict_t *ent = g_clients[i].ent;
if ((sameTeam && GetTeam (ent) != GetTeam (to)) || (isAlive && !IsAlive (ent)) || (needBot && !IsValidBot (ent)) || (needDrawn && (ent->v.effects & EF_NODRAW)))
if (!(g_clients[i].flags & CF_USED) || ent == to)
continue;
if ((sameTeam && g_clients[i].team != GetTeam (to)) || (isAlive && !(g_clients[i].flags & CF_ALIVE)) || (needBot && !IsValidBot (ent)) || (needDrawn && (ent->v.effects & EF_NODRAW)))
continue; // filter players with parameters
float distance = (ent->v.origin - to->v.origin).GetLengthSquared ();