bot: add more support for zombie mod scenario (ref #563)
added multiple items to custom.cfg, so game delay timer cvar is now configurable, the infected team is configurable as well. creature (well, just zombies) now correctly detects their "creature" status even with custom model names (assumes that bot is on an infected team = zombie) Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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8 changed files with 91 additions and 14 deletions
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@ -951,7 +951,11 @@ void Game::applyGameModes () {
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return;
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}
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static ConVarRef csdm_active ("csdm_active");
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static StringRef csdmActiveCvarName = conf.fetchCustom ("CSDMDetectCvar");
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static StringRef zmActiveCvarName = conf.fetchCustom ("ZMDetectCvar");
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static StringRef zmDelayCvarName = conf.fetchCustom ("ZMDelayCvar");
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static ConVarRef csdm_active (csdmActiveCvarName);
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static ConVarRef csdm_version ("csdm_version");
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static ConVarRef redm_active ("redm_active");
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static ConVarRef mp_freeforall ("mp_freeforall");
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@ -976,12 +980,21 @@ void Game::applyGameModes () {
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}
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}
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// some little support for zombie plague
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static ConVarRef zp_delay ("zp_delay");
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// does zombie mod is in use
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static ConVarRef zm_active (zmActiveCvarName);
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// update our ignore timer if zp_elay exists
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if (zp_delay.exists () && zp_delay.value () > 0.0f) {
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cv_ignore_enemies_after_spawn_time.set (zp_delay.value () + 3.0f);
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// do a some little support for zombie plague
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if (zm_active.exists ()) {
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static ConVarRef zm_delay (zmDelayCvarName);
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// update our ignore timer if zp_delay exists
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if (zm_delay.exists () && zm_delay.value () > 0.0f) {
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cv_ignore_enemies_after_spawn_time.set (zm_delay.value () + 3.5f);
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}
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m_gameFlags |= GameFlags::ZombieMod;
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}
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else {
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m_gameFlags &= ~GameFlags::ZombieMod;
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}
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}
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@ -1033,6 +1046,9 @@ void Game::slowFrame () {
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// kick failed bots
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bots.checkNeedsToBeKicked ();
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// refresh bot infection (creature) status
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bots.refreshCreatureStatus ();
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// update next update time
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m_oneSecondFrame = nextUpdate + time ();
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}
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