more optimizations
removed ancient firedelays maybe some more...
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60e4802640
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c445d07c2b
13 changed files with 383 additions and 472 deletions
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@ -685,20 +685,6 @@ struct WeaponSelect
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bool primaryFireHold; // hold down primary fire button to use?
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};
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// fire delay definiton
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struct FireDelay
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{
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int weaponIndex;
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int maxFireBullets;
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float minBurstPauseFactor;
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float primaryBaseDelay;
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float primaryMinDelay[6];
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float primaryMaxDelay[6];
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float secondaryBaseDelay;
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float secondaryMinDelay[5];
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float secondaryMaxDelay[5];
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};
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// struct for menus
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struct MenuText
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{
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@ -1069,7 +1055,6 @@ private:
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Vector CheckBombAudible (void);
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const Vector &GetAimPosition (void);
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float GetZOffset (float distance);
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int CheckGrenades (void);
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@ -1077,7 +1062,7 @@ private:
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void AttachToUser (void);
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void CombatFight (void);
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bool IsWeaponBadInDistance (int weaponIndex, float distance);
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bool DoFirePause (float distance, FireDelay *fireDelay);
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bool DoFirePause (float distance);
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bool LookupEnemy (void);
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bool IsEnemyHiddenByRendering (edict_t *enemy);
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void FireWeapon (void);
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@ -1091,8 +1076,8 @@ private:
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bool IsShootableThruObstacle (const Vector &dest);
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bool IsShootableThruObstacleEx (const Vector &dest);
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int GetNearbyEnemiesNearPosition (const Vector &origin, int radius);
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int GetNearbyFriendsNearPosition (const Vector &origin, int radius);
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int GetNearbyEnemiesNearPosition (const Vector &origin, float radius);
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int GetNearbyFriendsNearPosition (const Vector &origin, float radius);
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void SelectWeaponByName (const char *name);
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void SelectWeaponbyNumber (int num);
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@ -1110,7 +1095,7 @@ private:
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void FindShortestPath (int srcIndex, int destIndex);
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void FindPath (int srcIndex, int destIndex, unsigned char pathType = 0);
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void DebugMsg (const char *format, ...);
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void SecondThink (void);
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void PeriodicThink (void);
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public:
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entvars_t *pev;
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@ -1127,7 +1112,9 @@ public:
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float m_timePeriodicUpdate; // time to per-second think
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bool m_isVIP; // bot is vip?
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bool m_bIsDefendingTeam; // bot in defending team on this map
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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_startAction; // team/class selection state
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bool m_notKilled; // has the player been killed or has he just respawned
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@ -1137,8 +1124,7 @@ public:
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int m_lastVoteKick; // last index
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int m_voteMap; // number of map to vote for
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int m_logotypeIndex; // index for logotype
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int m_burstShotsFired; // number of bullets fired
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bool m_inBombZone; // bot in the bomb zone or not
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int m_buyState; // current Count in Buying
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float m_nextBuyTime; // next buy time
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@ -1245,7 +1231,7 @@ public:
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void VerifyBreakable (edict_t *touch);
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void RemoveCertainTask (TaskID id);
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void StartTask (TaskID id, float desire, int data, float time, bool canContinue);
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void PushTask (TaskID id, float desire, int data, float time, bool canContinue);
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void ResetTasks (void);
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TaskItem *GetTask (void);
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@ -1328,6 +1314,8 @@ public:
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int GetBotsNum (void);
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void Think (void);
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void PeriodicThink (void);
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void Free (void);
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void Free (int index);
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void CheckAutoVacate (void);
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