fixed move angles not updated when not checking terrain
fixed reporting-in spam fixed bot-s won't fight in jason mode added yb_shoots_thru_walls 2 to use old method for checking shootable wall
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7 changed files with 328 additions and 294 deletions
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@ -487,7 +487,7 @@ enum AimPosition
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{
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AIM_NAVPOINT = (1 << 0), // aim at nav point
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AIM_CAMP = (1 << 1), // aim at camp vector
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AIM_PREDICT_ENEMY = (1 << 2), // aim at predicted path
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AIM_PREDICT_PATH = (1 << 2), // aim at predicted path
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AIM_LAST_ENEMY = (1 << 3), // aim at last enemy
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AIM_ENTITY = (1 << 4), // aim at entity like buttons, hostages
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AIM_ENEMY = (1 << 5), // aim at enemy
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@ -1001,7 +1001,7 @@ private:
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int FindDefendWaypoint (Vector origin);
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int FindGoal (void);
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void FindItem (void);
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void CheckTerrain (float movedDistance);
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void CheckTerrain (float movedDistance, const Vector &dir, const Vector &dirNormal);
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void GetCampDirection (Vector *dest);
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void CollectGoalExperience (int damage, int team);
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@ -1015,9 +1015,11 @@ private:
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bool IsBlockedLeft (void);
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bool IsBlockedRight (void);
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bool IsPointOccupied (int index);
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inline bool IsOnLadder (void) { return pev->movetype == MOVETYPE_FLY; }
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inline bool IsOnFloor (void) { return (pev->flags & (FL_ONGROUND | FL_PARTIALGROUND)) != 0; }
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inline bool IsInWater (void) { return pev->waterlevel >= 2; }
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inline float GetWalkSpeed (void) { return static_cast <float> ((static_cast <int> (pev->maxspeed) / 2) + (static_cast <int> (pev->maxspeed) / 50)) - 18; }
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bool ItemIsVisible (const Vector &dest, char *itemName);
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@ -1067,7 +1069,10 @@ private:
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void SelectPistol (void);
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bool IsFriendInLineOfFire (float distance);
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bool IsGroupOfEnemies (Vector location, int numEnemies = 1, int radius = 256);
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bool IsShootableThruObstacle (Vector dest);
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bool IsShootableThruObstacle (const Vector &dest);
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bool IsShootableThruObstacleEx (const Vector &dest);
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int GetNearbyEnemiesNearPosition (Vector origin, int radius);
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int GetNearbyFriendsNearPosition (Vector origin, int radius);
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void SelectWeaponByName (const char *name);
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