more optimizations

removed ancient firedelays
maybe some more...
This commit is contained in:
jeefo 2015-07-12 17:18:20 +03:00
commit c445d07c2b
13 changed files with 383 additions and 472 deletions

View file

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