a little cleanup of code

This commit is contained in:
jeefo 2016-09-10 19:31:38 +03:00
commit c4d6ce3c45
14 changed files with 430 additions and 343 deletions

View file

@ -250,7 +250,7 @@ void UpdateGlobalExperienceData (void)
// this function called after each end of the round to update knowledge about most dangerous waypoints for each team.
// no waypoints, no experience used or waypoints edited or being edited?
if (g_numWaypoints < 1 || g_waypointsChanged)
if (g_numWaypoints < 1 || waypoints.HasChanged ())
return; // no action
unsigned short maxDamage; // maximum damage
@ -371,10 +371,14 @@ void RoundInit (void)
// this is called at the start of each round
g_roundEnded = false;
g_canSayBombPlanted = true;
// check team economics
bots.CheckTeamEconomics (TERRORIST);
bots.CheckTeamEconomics (CT);
for (int team = TERRORIST; team < SPECTATOR; team++)
{
bots.CheckTeamEconomics (team);
bots.SelectLeaderEachTeam (team, true);
}
for (int i = 0; i < engine.MaxClients (); i++)
{
@ -390,9 +394,6 @@ void RoundInit (void)
g_timeBombPlanted = 0.0f;
g_timeNextBombUpdate = 0.0f;
g_leaderChoosen[CT] = false;
g_leaderChoosen[TERRORIST] = false;
g_lastRadioTime[0] = 0.0f;
g_lastRadioTime[1] = 0.0f;
g_botsCanPause = false;
@ -666,20 +667,20 @@ bool FindNearestPlayer (void **pvHolder, edict_t *to, float searchDistance, bool
for (int i = 0; i < engine.MaxClients (); i++)
{
edict_t *ent = g_clients[i].ent;
const Client &client = g_clients[i];
if (!(g_clients[i].flags & CF_USED) || ent == to)
if (!(client.flags & CF_USED) || client.ent == to)
continue;
if ((sameTeam && g_clients[i].team != toTeam) || (isAlive && !(g_clients[i].flags & CF_ALIVE)) || (needBot && !IsValidBot (ent)) || (needDrawn && (ent->v.effects & EF_NODRAW)))
if ((sameTeam && client.team != toTeam) || (isAlive && !(client.flags & CF_ALIVE)) || (needBot && !IsValidBot (client.ent)) || (needDrawn && (client.ent->v.effects & EF_NODRAW)))
continue; // filter players with parameters
float distance = (ent->v.origin - to->v.origin).GetLength ();
float distance = (client.ent->v.origin - to->v.origin).GetLength ();
if (distance < nearestPlayer && distance < searchDistance)
{
nearestPlayer = distance;
survive = ent;
survive = client.ent;
}
}
@ -713,10 +714,12 @@ void SoundAttachToClients (edict_t *ent, const char *sample, float volume)
// loop through all players
for (int i = 0; i < engine.MaxClients (); i++)
{
if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE))
const Client &client = g_clients[i];
if (!(client.flags & CF_USED) || !(client.flags & CF_ALIVE))
continue;
float distance = (g_clients[i].origin - origin).GetLength ();
float distance = (client.origin - origin).GetLength ();
// now find nearest player
if (distance < nearestDistance)