Possible fix for armoury_entity pickups on some maps.

This commit is contained in:
jeefo 2019-10-02 15:14:27 +03:00
commit e2dbd6d91e
2 changed files with 18 additions and 12 deletions

View file

@ -88,7 +88,7 @@ public:
// singleton for objects
template <typename T> struct Singleton : private DenyCopying {
public:
static inline T &get () {
static T &get () {
static T ref_;
return ref_;
};

View file

@ -391,7 +391,7 @@ void Bot::checkBreakable (edict_t *touch) {
m_breakableEntity = lookupBreakable ();
if (game.isNullEntity (m_breakableEntity)) {
return;
return;
}
m_campButtons = pev->button & IN_DUCK;
startTask (Task::ShootBreakable, TaskPri::ShootBreakable, kInvalidNodeIndex, 0.0f, false);
@ -459,7 +459,7 @@ void Bot::setIdealReactionTimers (bool actual) {
static struct ReactionTime {
float min;
float max;
} reactionTimers[] = {{0.8f, 1.0f}, {0.4f, 0.6f}, {0.2f, 0.4f}, {0.1f, 0.3f}, {0.0f, 0.1f}};
} reactionTimers[] = { { 0.8f, 1.0f }, { 0.4f, 0.6f }, { 0.2f, 0.4f }, { 0.1f, 0.3f }, { 0.0f, 0.1f } };
const ReactionTime &reaction = reactionTimers[m_difficulty];
@ -474,7 +474,7 @@ void Bot::setIdealReactionTimers (bool actual) {
void Bot::updatePickups () {
// this function finds Items to collect or use in the near of a bot
// don't try to pickup anything while on ladder or trying to escape from bomb...
if (isOnLadder () || getCurrentTaskId () == Task::EscapeFromBomb || yb_jasonmode.bool_ () || !bots.hasIntrestingEntities ()) {
m_pickupItem = nullptr;
@ -485,12 +485,17 @@ void Bot::updatePickups () {
auto &intresting = bots.searchIntrestingEntities ();
const float radius = cr::square (320.0f);
if (!game.isNullEntity (m_pickupItem)) {
bool itemExists = false;
auto pickupItem = m_pickupItem;
for (auto &ent : intresting) {
// in the periods of updating intresting entities we can get fake ones, that already were picked up, so double check if drawn
if (ent->v.effects & EF_NODRAW) {
continue;
}
const Vector &origin = game.getEntityWorldOrigin (ent);
// too far from us ?
@ -502,7 +507,6 @@ void Bot::updatePickups () {
if (seesItem (origin, ent->v.classname.chars ())) {
itemExists = true;
}
break;
}
}
@ -511,13 +515,12 @@ void Bot::updatePickups () {
return;
}
else {
m_pickupItem = nullptr;
m_pickupType = Pickup::None;
}
}
edict_t *pickupItem = nullptr;
Pickup pickupType = Pickup::None;
Vector pickupPos = nullptr;
@ -527,7 +530,7 @@ void Bot::updatePickups () {
for (const auto &ent : intresting) {
bool allowPickup = false; // assume can't use it until known otherwise
if (ent == m_itemIgnore) {
if ((ent->v.effects & EF_NODRAW) || ent == m_itemIgnore || cr::abs (ent->v.origin.z - pev->origin.z) > 96.0f) {
continue; // someone owns this weapon or it hasn't respawned yet
}
const Vector &origin = game.getEntityWorldOrigin (ent);
@ -537,6 +540,7 @@ void Bot::updatePickups () {
continue;
}
auto classname = ent->v.classname.chars ();
auto model = ent->v.model.chars (9);
@ -4230,6 +4234,7 @@ void Bot::doublejump_ () {
else if (inJump && !(m_oldButtons & IN_JUMP)) {
pev->button |= IN_JUMP;
}
const auto &src = pev->origin + Vector (0.0f, 0.0f, 45.0f);
const auto &dest = src + Vector (0.0f, pev->angles.y, 0.0f).upward () * 256.0f;
@ -4260,9 +4265,10 @@ void Bot::doublejump_ () {
if (graph.exists (destIndex)) {
m_prevGoalIndex = destIndex;
getTask ()->data = destIndex;
m_travelStartIndex = m_currentNodeIndex;
getTask ()->data = destIndex;
// always take the shortest path
findPath (m_currentNodeIndex, destIndex, FindPath::Fast);
@ -4932,7 +4938,7 @@ void Bot::showDebugOverlay () {
String pickup = "(none)";
if (!game.isNullEntity (m_pickupItem)) {
pickup = m_pickupItem->v.netname.chars ();
pickup = m_pickupItem->v.classname.chars ();
}
String aimFlags;