Possible fix for armoury_entity pickups on some maps.
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7a9479bdd0
commit
e2dbd6d91e
2 changed files with 18 additions and 12 deletions
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@ -88,7 +88,7 @@ public:
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// singleton for objects
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template <typename T> struct Singleton : private DenyCopying {
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public:
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static inline T &get () {
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static T &get () {
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static T ref_;
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return ref_;
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};
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@ -391,7 +391,7 @@ void Bot::checkBreakable (edict_t *touch) {
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m_breakableEntity = lookupBreakable ();
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if (game.isNullEntity (m_breakableEntity)) {
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return;
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return;
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}
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m_campButtons = pev->button & IN_DUCK;
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startTask (Task::ShootBreakable, TaskPri::ShootBreakable, kInvalidNodeIndex, 0.0f, false);
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@ -459,7 +459,7 @@ void Bot::setIdealReactionTimers (bool actual) {
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static struct ReactionTime {
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float min;
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float max;
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} reactionTimers[] = {{0.8f, 1.0f}, {0.4f, 0.6f}, {0.2f, 0.4f}, {0.1f, 0.3f}, {0.0f, 0.1f}};
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} reactionTimers[] = { { 0.8f, 1.0f }, { 0.4f, 0.6f }, { 0.2f, 0.4f }, { 0.1f, 0.3f }, { 0.0f, 0.1f } };
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const ReactionTime &reaction = reactionTimers[m_difficulty];
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@ -474,7 +474,7 @@ void Bot::setIdealReactionTimers (bool actual) {
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void Bot::updatePickups () {
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// this function finds Items to collect or use in the near of a bot
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// don't try to pickup anything while on ladder or trying to escape from bomb...
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if (isOnLadder () || getCurrentTaskId () == Task::EscapeFromBomb || yb_jasonmode.bool_ () || !bots.hasIntrestingEntities ()) {
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m_pickupItem = nullptr;
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@ -485,12 +485,17 @@ void Bot::updatePickups () {
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auto &intresting = bots.searchIntrestingEntities ();
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const float radius = cr::square (320.0f);
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if (!game.isNullEntity (m_pickupItem)) {
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bool itemExists = false;
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auto pickupItem = m_pickupItem;
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for (auto &ent : intresting) {
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// in the periods of updating intresting entities we can get fake ones, that already were picked up, so double check if drawn
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if (ent->v.effects & EF_NODRAW) {
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continue;
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}
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const Vector &origin = game.getEntityWorldOrigin (ent);
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// too far from us ?
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@ -502,7 +507,6 @@ void Bot::updatePickups () {
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if (seesItem (origin, ent->v.classname.chars ())) {
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itemExists = true;
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}
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break;
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}
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}
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@ -511,13 +515,12 @@ void Bot::updatePickups () {
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return;
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}
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else {
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m_pickupItem = nullptr;
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m_pickupType = Pickup::None;
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}
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}
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edict_t *pickupItem = nullptr;
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Pickup pickupType = Pickup::None;
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Vector pickupPos = nullptr;
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@ -527,7 +530,7 @@ void Bot::updatePickups () {
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for (const auto &ent : intresting) {
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bool allowPickup = false; // assume can't use it until known otherwise
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if (ent == m_itemIgnore) {
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if ((ent->v.effects & EF_NODRAW) || ent == m_itemIgnore || cr::abs (ent->v.origin.z - pev->origin.z) > 96.0f) {
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continue; // someone owns this weapon or it hasn't respawned yet
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}
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const Vector &origin = game.getEntityWorldOrigin (ent);
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@ -537,6 +540,7 @@ void Bot::updatePickups () {
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continue;
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}
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auto classname = ent->v.classname.chars ();
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auto model = ent->v.model.chars (9);
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@ -4230,6 +4234,7 @@ void Bot::doublejump_ () {
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else if (inJump && !(m_oldButtons & IN_JUMP)) {
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pev->button |= IN_JUMP;
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}
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const auto &src = pev->origin + Vector (0.0f, 0.0f, 45.0f);
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const auto &dest = src + Vector (0.0f, pev->angles.y, 0.0f).upward () * 256.0f;
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@ -4260,9 +4265,10 @@ void Bot::doublejump_ () {
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if (graph.exists (destIndex)) {
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m_prevGoalIndex = destIndex;
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getTask ()->data = destIndex;
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m_travelStartIndex = m_currentNodeIndex;
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getTask ()->data = destIndex;
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// always take the shortest path
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findPath (m_currentNodeIndex, destIndex, FindPath::Fast);
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@ -4932,7 +4938,7 @@ void Bot::showDebugOverlay () {
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String pickup = "(none)";
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if (!game.isNullEntity (m_pickupItem)) {
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pickup = m_pickupItem->v.netname.chars ();
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pickup = m_pickupItem->v.classname.chars ();
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}
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String aimFlags;
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