Fix unitialized members.

This commit is contained in:
jeefo 2020-11-23 13:11:28 +03:00
commit 97b7a90bb9
3 changed files with 167 additions and 167 deletions

View file

@ -61,20 +61,20 @@ private:
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
float m_lastChatTime; // global chat time timestamp
float m_timeBombPlanted; // time the bomb were planted
float m_lastRadioTime[kGameTeamNum]; // global radio time
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
float m_lastChatTime {}; // global chat time timestamp
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_lastRadio[kGameTeamNum]; // last radio message for team
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_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;

View file

@ -605,101 +605,101 @@ public:
friend class BotManager;
private:
uint32 m_states; // sensing bitstates
uint32 m_collideMoves[kMaxCollideMoves]; // sorted array of movements
uint32 m_collisionProbeBits; // bits of possible collision moves
uint32 m_collStateIndex; // index into collide moves
uint32 m_aimFlags; // aiming conditions
uint32 m_currentTravelFlags; // connection flags like jumping
uint32 m_states {}; // sensing bitstates
uint32 m_collideMoves[kMaxCollideMoves] {}; // sorted array of movements
uint32 m_collisionProbeBits {}; // bits of possible collision moves
uint32 m_collStateIndex {}; // index into collide moves
uint32 m_aimFlags {}; // aiming conditions
uint32 m_currentTravelFlags {}; // connection flags like jumping
int m_traceSkip[TraceChannel::Num]; // trace need to be skipped?
int m_messageQueue[32]; // stack for messages
int m_traceSkip[TraceChannel::Num] {}; // trace need to be skipped?
int m_messageQueue[32] {}; // stack for messages
int m_oldButtons; // our old buttons
int m_reloadState; // current reload state
int m_oldButtons {}; // our old buttons
int m_reloadState {}; // current reload state
int m_voicePitch; // bot voice pitch
int m_loosedBombNodeIndex; // nearest to loosed bomb node
int m_plantedBombNodeIndex; // nearest to planted bomb node
int m_currentNodeIndex; // current node index
int m_travelStartIndex; // travel start index to double jump action
int m_previousNodes[5]; // previous node indices from node find
int m_pathFlags; // current node flags
int m_needAvoidGrenade; // which direction to strafe away
int m_campDirection; // camp Facing direction
int m_campButtons; // buttons to press while camping
int m_tryOpenDoor; // attempt's to open the door
int m_liftState; // state of lift handling
int m_radioSelect; // radio entry
int m_loosedBombNodeIndex {}; // nearest to loosed bomb node
int m_plantedBombNodeIndex {}; // nearest to planted bomb node
int m_currentNodeIndex {}; // current node index
int m_travelStartIndex {}; // travel start index to double jump action
int m_previousNodes[5] {}; // previous node indices from node find
int m_pathFlags {}; // current node flags
int m_needAvoidGrenade {}; // which direction to strafe away
int m_campDirection {}; // camp Facing direction
int m_campButtons {}; // buttons to press while camping
int m_tryOpenDoor {}; // attempt's to open the door
int m_liftState {}; // state of lift handling
int m_radioSelect {}; // radio entry
float m_headedTime;
float m_prevTime; // time previously checked movement speed
float m_headedTime {};
float m_prevTime {}; // time previously checked movement speed
float m_heavyTimestamp; // is it time to execute heavy-weight functions
float m_prevSpeed; // speed some frames before
float m_timeDoorOpen; // time to next door open check
float m_lastChatTime; // time bot last chatted
float m_timeLogoSpray; // time bot last spray logo
float m_knifeAttackTime; // time to rush with knife (at the beginning of the round)
float m_duckDefuseCheckTime; // time to check for ducking for defuse
float m_prevSpeed {}; // speed some frames before
float m_timeDoorOpen {}; // time to next door open check
float m_lastChatTime {}; // time bot last chatted
float m_timeLogoSpray {}; // time bot last spray logo
float m_knifeAttackTime {}; // time to rush with knife (at the beginning of the round)
float m_duckDefuseCheckTime {}; // time to check for ducking for defuse
float m_frameInterval; // bot's frame interval
float m_lastCommandTime; // time bot last thinked
float m_reloadCheckTime; // time to check reloading
float m_zoomCheckTime; // time to check zoom again
float m_shieldCheckTime; // time to check shiled drawing again
float m_grenadeCheckTime; // time to check grenade usage
float m_sniperStopTime; // bot switched to other weapon?
float m_lastEquipTime; // last time we equipped in buyzone
float m_duckTime; // time to duck
float m_jumpTime; // time last jump happened
float m_soundUpdateTime; // time to update the sound
float m_heardSoundTime; // last time noise is heard
float m_buttonPushTime; // time to push the button
float m_liftUsageTime; // time to use lift
float m_askCheckTime; // time to ask team
float m_collideTime; // time last collision
float m_firstCollideTime; // time of first collision
float m_probeTime; // time of probing different moves
float m_lastCollTime; // time until next collision check
float m_lookYawVel; // look yaw velocity
float m_lookPitchVel; // look pitch velocity
float m_lookUpdateTime; // lookangles update time
float m_aimErrorTime; // time to update error vector
float m_nextCampDirTime; // time next camp direction change
float m_lastFightStyleCheck; // time checked style
float m_strafeSetTime; // time strafe direction was set
float m_randomizeAnglesTime; // time last randomized location
float m_playerTargetTime; // time last targeting
float m_timeCamping; // time to camp
float m_lastUsedNodesTime; // last time bot followed nodes
float m_shootAtDeadTime; // time to shoot at dying players
float m_followWaitTime; // wait to follow time
float m_chatterTimes[Chatter::Count]; // chatter command timers
float m_navTimeset; // time node chosen by Bot
float m_moveSpeed; // current speed forward/backward
float m_strafeSpeed; // current speed sideways
float m_minSpeed; // minimum speed in normal mode
float m_oldCombatDesire; // holds old desire for filtering
float m_itemCheckTime; // time next search for items needs to be done
float m_reloadCheckTime {}; // time to check reloading
float m_zoomCheckTime {}; // time to check zoom again
float m_shieldCheckTime {}; // time to check shiled drawing again
float m_grenadeCheckTime {}; // time to check grenade usage
float m_sniperStopTime {}; // bot switched to other weapon?
float m_lastEquipTime {}; // last time we equipped in buyzone
float m_duckTime {}; // time to duck
float m_jumpTime {}; // time last jump happened
float m_soundUpdateTime {}; // time to update the sound
float m_heardSoundTime {}; // last time noise is heard
float m_buttonPushTime {}; // time to push the button
float m_liftUsageTime {}; // time to use lift
float m_askCheckTime {}; // time to ask team
float m_collideTime {}; // time last collision
float m_firstCollideTime {}; // time of first collision
float m_probeTime {}; // time of probing different moves
float m_lastCollTime {}; // time until next collision check
float m_lookYawVel {}; // look yaw velocity
float m_lookPitchVel {}; // look pitch velocity
float m_lookUpdateTime {}; // lookangles update time
float m_aimErrorTime {}; // time to update error vector
float m_nextCampDirTime {}; // time next camp direction change
float m_lastFightStyleCheck {}; // time checked style
float m_strafeSetTime {}; // time strafe direction was set
float m_randomizeAnglesTime {}; // time last randomized location
float m_playerTargetTime {}; // time last targeting
float m_timeCamping {}; // time to camp
float m_lastUsedNodesTime {}; // last time bot followed nodes
float m_shootAtDeadTime {}; // time to shoot at dying players
float m_followWaitTime {}; // wait to follow time
float m_chatterTimes[Chatter::Count] {}; // chatter command timers
float m_navTimeset {}; // time node chosen by Bot
float m_moveSpeed {}; // current speed forward/backward
float m_strafeSpeed {}; // current speed sideways
float m_minSpeed {}; // minimum speed in normal mode
float m_oldCombatDesire {}; // holds old desire for filtering
float m_itemCheckTime {}; // time next search for items needs to be done
float m_joinServerTime; // time when bot joined the game
float m_playServerTime; // time bot spent in the game
float m_changeViewTime; // timestamp to change look at while at freezetime
float m_changeViewTime {}; // timestamp to change look at while at freezetime
bool m_moveToGoal; // bot currently moving to goal??
bool m_isStuck; // bot is stuck
bool m_isReloading; // bot is reloading a gun
bool m_moveToGoal {}; // bot currently moving to goal??
bool m_isStuck {}; // bot is stuck
bool m_isReloading {}; // bot is reloading a gun
bool m_forceRadio; // should bot use radio anyway?
bool m_defendedBomb; // defend action issued
bool m_defendHostage; // defend action issued
bool m_duckDefuse; // should or not bot duck to defuse bomb
bool m_checkKnifeSwitch; // is time to check switch to knife action
bool m_checkWeaponSwitch; // is time to check weapon switch
bool m_isUsingGrenade; // bot currently using grenade??
bool m_bombSearchOverridden; // use normal node if applicable when near the bomb
bool m_wantsToFire; // bot needs consider firing
bool m_jumpFinished; // has bot finished jumping
bool m_isLeader; // bot is leader of his team
bool m_checkTerrain; // check for terrain
bool m_moveToC4; // ct is moving to bomb
bool m_grenadeRequested; // bot requested change to grenade
bool m_defendedBomb {}; // defend action issued
bool m_defendHostage {}; // defend action issued
bool m_duckDefuse {}; // should or not bot duck to defuse bomb
bool m_checkKnifeSwitch {}; // is time to check switch to knife action
bool m_checkWeaponSwitch {}; // is time to check weapon switch
bool m_isUsingGrenade {}; // bot currently using grenade??
bool m_bombSearchOverridden {}; // use normal node if applicable when near the bomb
bool m_wantsToFire {}; // bot needs consider firing
bool m_jumpFinished {}; // has bot finished jumping
bool m_isLeader {}; // bot is leader of his team
bool m_checkTerrain {}; // check for terrain
bool m_moveToC4 {}; // ct is moving to bomb
bool m_grenadeRequested {}; // bot requested change to grenade
Pickup m_pickupType; // type of entity which needs to be used/picked up
PathWalk m_pathWalk; // pointer to current node from path
@ -707,15 +707,15 @@ private:
Fight m_fightStyle; // combat style to use
CollisionState m_collisionState; // collision State
FindPath m_pathType; // which pathfinder to use
uint8 m_enemyParts; // visibility flags
uint8 m_enemyParts {}; // visibility flags
TraceResult m_lastTrace[TraceChannel::Num]; // last trace result
edict_t *m_pickupItem; // pointer to entity of item to use/pickup
edict_t *m_itemIgnore; // pointer to entity to ignore for pickup
edict_t *m_liftEntity; // pointer to lift entity
edict_t *m_breakableEntity; // pointer to breakable entity
edict_t *m_targetEntity; // the entity that the bot is trying to reach
edict_t *m_avoidGrenade; // pointer to grenade entity to avoid
edict_t *m_pickupItem {}; // pointer to entity of item to use/pickup
edict_t *m_itemIgnore {}; // pointer to entity to ignore for pickup
edict_t *m_liftEntity {}; // pointer to lift entity
edict_t *m_breakableEntity {}; // pointer to breakable entity
edict_t *m_targetEntity {}; // the entity that the bot is trying to reach
edict_t *m_avoidGrenade {}; // pointer to grenade entity to avoid
Vector m_liftTravelPos; // lift travel position
Vector m_moveAngles; // bot move angles
@ -738,9 +738,9 @@ private:
Array <Route> m_routes; // pointer
BinaryHeap <RouteTwin> m_routeQue;
Path *m_path; // pointer to the current path node
Path *m_path {}; // pointer to the current path node
String m_chatBuffer; // space for strings (say text...)
FrustumPlane m_frustum[FrustumSide::Num] {};
FrustumPlane m_frustum[FrustumSide::Num] {};
private:
int pickBestWeapon (int *vec, int count, int moneySave);
@ -933,89 +933,89 @@ public:
int m_difficulty; // bots hard level
int m_moneyAmount; // amount of money in bot's bank
float m_spawnTime; // time this bot spawned
float m_timeTeamOrder; // time of last radio command
float m_spawnTime {}; // time this bot spawned
float m_timeTeamOrder {}; // time of last radio command
float m_slowFrameTimestamp; // time to per-second think
float m_nextBuyTime; // next buy time
float m_checkDarkTime; // check for darkness time
float m_preventFlashing; // bot turned away from flashbang
float m_flashLevel; // flashlight level
float m_blindTime; // time when bot is blinded
float m_blindMoveSpeed; // mad speeds when bot is blind
float m_blindSidemoveSpeed; // mad side move speeds when bot is blind
float m_fallDownTime; // time bot started to fall
float m_duckForJump; // is bot needed to duck for double jump
float m_nextBuyTime {}; // next buy time
float m_checkDarkTime {}; // check for darkness time
float m_preventFlashing {}; // bot turned away from flashbang
float m_flashLevel {}; // flashlight level
float m_blindTime {}; // time when bot is blinded
float m_blindMoveSpeed {}; // mad speeds when bot is blind
float m_blindSidemoveSpeed {}; // mad side move speeds when bot is blind
float m_fallDownTime {}; // time bot started to fall
float m_duckForJump {}; // is bot needed to duck for double jump
float m_baseAgressionLevel; // base aggression level (on initializing)
float m_baseFearLevel; // base fear level (on initializing)
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_updateTime; // skip some frames in bot thinking
float m_updateInterval; // interval between frames
float m_goalValue; // ranking value for this node
float m_viewDistance; // current view distance
float m_maxViewDistance; // maximum view distance
float m_retreatTime; // time to retreat?
float m_enemyUpdateTime; // time to check for new enemies
float m_enemyReachableTimer; // time to recheck if enemy reachable
float m_enemyIgnoreTimer; // ignore enemy for some time
float m_seeEnemyTime; // time bot sees enemy
float m_enemySurpriseTime; // time of surprise
float m_idealReactionTime; // time of base reaction
float m_actualReactionTime; // time of current reaction time
float m_timeNextTracking; // time node index for tracking player is recalculated
float m_firePause; // time to pause firing
float m_shootTime; // time to shoot
float m_timeLastFired; // time to last firing
float m_difficultyChange; // time when auto-difficulty was last applied to this bot
float m_updateTime {}; // skip some frames in bot thinking
float m_updateInterval {}; // interval between frames
float m_goalValue {}; // ranking value for this node
float m_viewDistance {}; // current view distance
float m_maxViewDistance {}; // maximum view distance
float m_retreatTime {}; // time to retreat?
float m_enemyUpdateTime {}; // time to check for new enemies
float m_enemyReachableTimer {}; // time to recheck if enemy reachable
float m_enemyIgnoreTimer {}; // ignore enemy for some time
float m_seeEnemyTime {}; // time bot sees enemy
float m_enemySurpriseTime {}; // time of surprise
float m_idealReactionTime {}; // time of base reaction
float m_actualReactionTime {}; // time of current reaction time
float m_timeNextTracking {}; // time node index for tracking player is recalculated
float m_firePause {}; // time to pause firing
float m_shootTime {}; // time to shoot
float m_timeLastFired {}; // time to last firing
float m_difficultyChange {}; // time when auto-difficulty was last applied to this bot
float m_kpdRatio; // kill per death ratio
float m_healthValue; // clamped bot health
int m_basePing; // base ping for bot
int m_numEnemiesLeft; // number of enemies alive left on map
int m_numFriendsLeft; // number of friend alive left on map
int m_numEnemiesLeft {}; // number of enemies alive left on map
int m_numFriendsLeft {}; // number of friend alive left on map
int m_retryJoin; // retry count for chosing team/class
int m_startAction; // team/class selection state
int m_voteKickIndex; // index of player to vote against
int m_lastVoteKick; // last index
int m_voteMap; // number of map to vote for
int m_voteKickIndex {}; // index of player to vote against
int m_lastVoteKick {}; // last index
int m_voteMap {}; // number of map to vote for
int m_logotypeIndex; // index for logotype
int m_buyState; // current count in buying
int m_blindButton; // buttons bot press, when blind
int m_radioOrder; // actual command
int m_prevGoalIndex; // holds destination goal node
int m_chosenGoalIndex; // used for experience, same as above
int m_lastDamageType; // stores last damage
int m_team; // bot team
int m_buyState {}; // current count in buying
int m_blindButton {}; // buttons bot press, when blind
int m_radioOrder {}; // actual command
int m_prevGoalIndex {}; // holds destination goal node
int m_chosenGoalIndex {}; // used for experience, same as above
int m_lastDamageType {}; // stores last damage
int m_team {}; // bot team
int m_currentWeapon; // one current weapon for each bot
int m_weaponType; // current weapon type
int m_ammoInClip[kMaxWeapons]; // ammo in clip for each weapons
int m_ammo[MAX_AMMO_SLOTS]; // total ammo amounts
int m_ammoInClip[kMaxWeapons] {}; // ammo in clip for each weapons
int m_ammo[MAX_AMMO_SLOTS] {}; // total ammo amounts
bool m_isVIP; // bot is vip?
bool m_isVIP {}; // bot is vip?
bool m_notKilled; // has the player been killed or has he just respawned
bool m_notStarted; // team/class not chosen yet
bool m_ignoreBuyDelay; // when reaching buyzone in the middle of the round don't do pauses
bool m_inBombZone; // bot in the bomb zone or not
bool m_inBuyZone; // bot currently in buy zone
bool m_inVIPZone; // bot in the vip satefy zone
bool m_buyingFinished; // done with buying
bool m_buyPending; // bot buy is pending
bool m_hasDefuser; // does bot has defuser
bool m_hasNVG; // does bot has nightvision goggles
bool m_usesNVG; // does nightvision goggles turned on
bool m_hasC4; // does bot has c4 bomb
bool m_hasProgressBar; // has progress bar on a HUD
bool m_jumpReady; // is double jump ready
bool m_canChooseAimDirection; // can choose aiming direction
bool m_isEnemyReachable; // direct line to enemy
bool m_ignoreBuyDelay {}; // when reaching buyzone in the middle of the round don't do pauses
bool m_inBombZone {}; // bot in the bomb zone or not
bool m_inBuyZone {}; // bot currently in buy zone
bool m_inVIPZone {}; // bot in the vip satefy zone
bool m_buyingFinished {}; // done with buying
bool m_buyPending {}; // bot buy is pending
bool m_hasDefuser {}; // does bot has defuser
bool m_hasNVG {}; // does bot has nightvision goggles
bool m_usesNVG {}; // does nightvision goggles turned on
bool m_hasC4 {}; // does bot has c4 bomb
bool m_hasProgressBar {}; // has progress bar on a HUD
bool m_jumpReady {}; // is double jump ready
bool m_canChooseAimDirection {}; // can choose aiming direction
bool m_isEnemyReachable {}; // direct line to enemy
edict_t *m_doubleJumpEntity; // pointer to entity that request double jump
edict_t *m_radioEntity; // pointer to entity issuing a radio command
edict_t *m_enemy; // pointer to enemy entity
edict_t *m_lastEnemy; // pointer to last enemy entity
edict_t *m_lastVictim; // pointer to killed entity
edict_t *m_trackingEdict; // pointer to last tracked player when camping/hiding
edict_t *m_doubleJumpEntity {}; // pointer to entity that request double jump
edict_t *m_radioEntity {}; // pointer to entity issuing a radio command
edict_t *m_enemy {}; // pointer to enemy entity
edict_t *m_lastEnemy {}; // pointer to last enemy entity
edict_t *m_lastVictim {}; // pointer to killed entity
edict_t *m_trackingEdict {}; // pointer to last tracked player when camping/hiding
Vector m_pathOrigin; // origin of node
Vector m_destOrigin; // origin of move destination