refactor: clang-tidy source a little

build: remove -fPIC option
This commit is contained in:
dmitry 2021-09-16 16:09:51 +03:00
commit f051fe2b99
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GPG key ID: 8297CE728B7A7E37
13 changed files with 88 additions and 94 deletions

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@ -329,7 +329,7 @@ void Bot::avoidGrenades () {
if (m_preventFlashing < game.time () && m_personality == Personality::Rusher && m_difficulty == Difficulty::Expert && strcmp (model, "flashbang.mdl") == 0) {
// don't look at flash bang
if (!(m_states & Sense::SeeingEnemy)) {
pev->v_angle.y = cr::normalizeAngles ((game.getEntityWorldOrigin (pent) - getEyesPos ()).angles ().y + 180.0f);
pev->v_angle.y = cr::normalizeAngles ((game.getEntityOrigin (pent) - getEyesPos ()).angles ().y + 180.0f);
m_canChooseAimDirection = false;
m_preventFlashing = game.time () + rg.get (1.0f, 2.0f);
@ -402,7 +402,7 @@ void Bot::checkBreakablesAround () {
if (!game.isShootableBreakable (breakable)) {
continue;
}
const auto &origin = game.getEntityWorldOrigin (breakable);
const auto &origin = game.getEntityOrigin (breakable);
const auto lengthToObstacle = (origin - pev->origin).lengthSq ();
// too far, skip it
@ -437,7 +437,7 @@ edict_t *Bot::lookupBreakable () {
// check if this isn't a triggered (bomb) breakable and if it takes damage. if true, shoot the crap!
if (game.isShootableBreakable (ent)) {
m_breakableOrigin = game.getEntityWorldOrigin (ent);
m_breakableOrigin = game.getEntityOrigin (ent);
return ent;
}
}
@ -447,7 +447,7 @@ edict_t *Bot::lookupBreakable () {
auto ent = tr.pHit;
if (game.isShootableBreakable (ent)) {
m_breakableOrigin = game.getEntityWorldOrigin (ent);
m_breakableOrigin = game.getEntityOrigin (ent);
return ent;
}
}
@ -501,7 +501,7 @@ void Bot::updatePickups () {
if (ent->v.effects & EF_NODRAW) {
continue;
}
const Vector &origin = game.getEntityWorldOrigin (ent);
const Vector &origin = game.getEntityOrigin (ent);
// too far from us ?
if ((pev->origin - origin).lengthSq () > radius) {
@ -536,7 +536,7 @@ void Bot::updatePickups () {
bool allowPickup = false; // assume can't use it until known otherwise
// get the entity origin
const auto &origin = game.getEntityWorldOrigin (ent);
const auto &origin = game.getEntityOrigin (ent);
if ((ent->v.effects & EF_NODRAW) || ent == m_itemIgnore || cr::abs (origin.z - pev->origin.z) > 96.0f) {
continue; // someone owns this weapon or it hasn't respawned yet
@ -734,7 +734,6 @@ void Bot::updatePickups () {
}
else if (pickupType == Pickup::PlantedC4) {
if (util.isAlive (m_enemy)) {
allowPickup = false;
return;
}
@ -743,9 +742,6 @@ void Bot::updatePickups () {
// then start escape from bomb immediate
startTask (Task::EscapeFromBomb, TaskPri::EscapeFromBomb, kInvalidNodeIndex, 0.0f, true);
// and no pickup
allowPickup = false;
return;
}
@ -931,8 +927,8 @@ void Bot::instantChatter (int type) {
return;
}
auto playbackSound = conf.pickRandomFromChatterBank (type);
auto painSound = conf.pickRandomFromChatterBank (Chatter::DiePain);
const auto &playbackSound = conf.pickRandomFromChatterBank (type);
const auto &painSound = conf.pickRandomFromChatterBank (Chatter::DiePain);
if (m_notKilled) {
showChaterIcon (true);
@ -1001,8 +997,6 @@ void Bot::pushChatterMessage (int message) {
void Bot::checkMsgQueue () {
// this function checks and executes pending messages
extern ConVar mp_freezetime;
// no new message?
if (m_msgQueue.empty ()) {
return;
@ -1294,7 +1288,7 @@ void Bot::buyStuff () {
}
int count = 0, weaponCount = 0;
int choices[kNumWeapons];
int choices[kNumWeapons] {};
// select the priority tab for this personality
const int *pref = conf.getWeaponPrefs (m_personality) + kNumWeapons;
@ -1896,7 +1890,7 @@ void Bot::filterTasks () {
filter[Task::PickupItem].desire = 50.0f; // always pickup button
}
else {
float distance = (500.0f - (game.getEntityWorldOrigin (m_pickupItem) - pev->origin).length ()) * 0.2f;
float distance = (500.0f - (game.getEntityOrigin (m_pickupItem) - pev->origin).length ()) * 0.2f;
if (distance > 50.0f) {
distance = 50.0f;
@ -4448,7 +4442,7 @@ void Bot::pickupItem_ () {
return;
}
const Vector &dest = game.getEntityWorldOrigin (m_pickupItem);
const Vector &dest = game.getEntityOrigin (m_pickupItem);
m_destOrigin = dest;
m_entity = dest;
@ -4948,7 +4942,7 @@ void Bot::showDebugOverlay () {
return;
}
static float timeDebugUpdate = 0.0f;
static int index, goal, taskID;
static int index = kInvalidNodeIndex, goal = kInvalidNodeIndex, taskID = 0;
static HashMap <int32, String> tasks;
static HashMap <int32, String> personalities;
@ -5526,7 +5520,7 @@ bool Bot::canSkipNextTrace (TraceChannel channel) {
// for optmization purposes skip every second traceline fired, this doesn't affect ai
// behaviour too much, but saves alot of cpu cycles.
constexpr auto kSkipTrace = 3;
constexpr auto kSkipTrace = 4;
// check if we're have to skip
if ((++m_traceSkip[channel] % kSkipTrace) == 0) {
@ -5743,7 +5737,6 @@ void Bot::updateHearing () {
}
}
}
extern ConVar cv_shoots_thru_walls;
// check if heard enemy can be seen
if (checkBodyParts (player)) {