refactor: clang-tidy source a little
build: remove -fPIC option
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570cfe0538
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f051fe2b99
13 changed files with 88 additions and 94 deletions
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@ -156,7 +156,7 @@ bool Bot::checkBodyParts (edict_t *target) {
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else {
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spot.z = target->v.origin.z - standFeet;
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}
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, &result);
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, result);
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if (result.flFraction >= 1.0f) {
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m_enemyParts |= Visibility::Other;
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@ -171,7 +171,7 @@ bool Bot::checkBodyParts (edict_t *target) {
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Vector perp (-dir.y, dir.x, 0.0f);
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spot = target->v.origin + Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0);
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, &result);
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, result);
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if (result.flFraction >= 1.0f) {
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m_enemyParts |= Visibility::Other;
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@ -181,7 +181,7 @@ bool Bot::checkBodyParts (edict_t *target) {
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}
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spot = target->v.origin - Vector (perp.x * edgeOffset, perp.y * edgeOffset, 0);
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, &result);
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game.testLineChannel (TraceChannel::Enemy, eyes, spot, TraceIgnore::Everything, self, result);
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if (result.flFraction >= 1.0f) {
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m_enemyParts |= Visibility::Other;
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@ -326,8 +326,8 @@ bool Bot::lookupEnemies () {
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newEnemy = shieldEnemy;
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}
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}
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if (util.isPlayer (newEnemy) || (cv_attack_monsters.bool_ () && util.isMonster (newEnemy))) {
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if (newEnemy != nullptr && (util.isPlayer (newEnemy) || (cv_attack_monsters.bool_ () && util.isMonster (newEnemy)))) {
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bots.setCanPause (true);
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m_aimFlags |= AimFlags::Enemy;
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@ -924,7 +924,7 @@ void Bot::fireWeapons () {
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}
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// use knife if near and good difficulty (l33t dude!)
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if (cv_stab_close_enemies.bool_ () && m_difficulty >= Difficulty::Hard && m_healthValue > 80.0f && !game.isNullEntity (enemy) && m_healthValue >= enemy->v.health && distance < 100.0f && !isOnLadder () && !isGroupOfEnemies (pev->origin)) {
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if (cv_stab_close_enemies.bool_ () && m_difficulty >= Difficulty::Normal && m_healthValue > 80.0f && !game.isNullEntity (enemy) && m_healthValue >= enemy->v.health && distance < 100.0f && !isOnLadder () && !isGroupOfEnemies (pev->origin)) {
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selectWeapons (distance, selectIndex, selectId, choosenWeapon);
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return;
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}
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