bot: implemented asynchronous pathfinding
nav: floyd-warshall matrices and practice updates are done asynchronously by now add: yb_threadpool_workers cvar, that controls number of worker threads bot will use add: cv_autovacate_keep_slots, the amount of slots to keep by auto vacate aim: enemy prediction is now done asynchronously by now bot: minor fixes and refactoring, including analyze suspend mistake (ref #441) note: the master builds are now NOT production ready, please test before installing on real servers!
This commit is contained in:
parent
e7712a551a
commit
a616f25b1a
30 changed files with 743 additions and 421 deletions
|
|
@ -13,7 +13,7 @@
|
|||
*
|
||||
****/
|
||||
|
||||
// stripped down version of com_model.h & pm_info.h
|
||||
// stripped down version of com_model.h & pm_info.h
|
||||
|
||||
#ifndef MODEL_H
|
||||
#define MODEL_H
|
||||
|
|
@ -103,7 +103,7 @@ typedef struct msurface_s {
|
|||
} msurface_t;
|
||||
|
||||
typedef struct cache_user_s {
|
||||
void* data; // extradata
|
||||
void *data; // extradata
|
||||
} cache_user_t;
|
||||
|
||||
typedef struct hull_s {
|
||||
|
|
@ -166,7 +166,7 @@ typedef struct physent_s {
|
|||
char name[32]; // name of model, or "player" or "world".
|
||||
int player;
|
||||
vec3_t origin; // model's origin in world coordinates.
|
||||
struct model_s* model; // only for bsp models
|
||||
struct model_s *model; // only for bsp models
|
||||
} physent_t;
|
||||
|
||||
typedef struct playermove_s {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue