Added consistency check for graph files. Totally optional, but wiill notify user if graph file built not for loaded map.
Some minor cosmetic changes and refactoring. Fixed #70. Better now, than never. Implemented #121. Bots auto-kill delays. Bumb the year.
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22 changed files with 171 additions and 82 deletions
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@ -917,7 +917,7 @@ void Bot::fireWeapons () {
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if (weapons & cr::bit (id)) {
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const auto &prop = conf.getWeaponProp (id);
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if (prop.ammo1 != -1 && prop.ammo1 < 32 && m_ammo[prop.ammo1] >= tab[selectIndex].minPrimaryAmmo) {
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if (prop.ammo1 != -1 && prop.ammo1 < kMaxWeapons && m_ammo[prop.ammo1] >= tab[selectIndex].minPrimaryAmmo) {
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// available ammo found, reload weapon
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if (m_reloadState == Reload::None || m_reloadCheckTime > game.time ()) {
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@ -945,7 +945,7 @@ bool Bot::isWeaponBadAtDistance (int weaponIndex, float distance) {
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auto &info = conf.getWeapons ();
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if (m_difficulty < 2) {
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if (m_difficulty < 2 || !hasSecondaryWeapon ()) {
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return false;
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}
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int wid = info[weaponIndex].id;
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@ -1415,7 +1415,7 @@ void Bot::selectBestWeapon () {
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const auto &prop = conf.getWeaponProp (id);
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// is no ammo required for this weapon OR enough ammo available to fire
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if (prop.ammo1 < 0 || (prop.ammo1 < 32 && m_ammo[prop.ammo1] >= tab[selectIndex].minPrimaryAmmo)) {
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if (prop.ammo1 < 0 || (prop.ammo1 < kMaxWeapons && m_ammo[prop.ammo1] >= tab[selectIndex].minPrimaryAmmo)) {
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ammoLeft = true;
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}
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@ -1607,7 +1607,7 @@ void Bot::checkReload () {
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}
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const auto &prop = conf.getWeaponProp (weaponIndex);
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if (m_ammoInClip[weaponIndex] < conf.findWeaponById (weaponIndex).maxClip * 0.8f && prop.ammo1 != -1 && prop.ammo1 < 32 && m_ammo[prop.ammo1] > 0) {
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if (m_ammoInClip[weaponIndex] < conf.findWeaponById (weaponIndex).maxClip * 0.8f && prop.ammo1 != -1 && prop.ammo1 < kMaxWeapons && m_ammo[prop.ammo1] > 0) {
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if (m_currentWeapon != weaponIndex) {
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selectWeaponByName (prop.classname.chars ());
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}
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