refactor: clang-tidy source a little
build: remove -fPIC option
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parent
570cfe0538
commit
f051fe2b99
13 changed files with 88 additions and 94 deletions
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@ -120,7 +120,7 @@ void BotManager::touchKillerEntity (Bot *bot) {
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m_killerEntity->v.dmg_inflictor = bot->ent ();
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m_killerEntity->v.dmg = (bot->pev->health + bot->pev->armorvalue) * 4.0f;
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KeyValueData kv;
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KeyValueData kv {};
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kv.szClassName = const_cast <char *> (prop.classname.chars ());
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kv.szKeyName = "damagetype";
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kv.szValue = const_cast <char *> (strings.format ("%d", cr::bit (4)));
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@ -297,7 +297,7 @@ void BotManager::addbot (StringRef name, StringRef difficulty, StringRef persona
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// this function is same as the function above, but accept as parameters string instead of integers
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BotRequest request {};
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StringRef any = "*";
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static StringRef any = "*";
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request.name = (name.empty () || name == any) ? StringRef ("\0") : name;
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request.difficulty = (difficulty.empty () || difficulty == any) ? -1 : difficulty.int_ ();
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@ -306,7 +306,7 @@ void BotManager::addbot (StringRef name, StringRef difficulty, StringRef persona
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request.personality = (personality.empty () || personality == any) ? -1 : personality.int_ ();
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request.manual = manual;
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m_addRequests.emplaceLast (cr::move (request));
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addbot (request.name, request.difficulty, request.personality, request.team, request.skin, request.manual);
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}
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void BotManager::maintainQuota () {
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@ -394,8 +394,7 @@ void BotManager::maintainQuota () {
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createRandom ();
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}
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else if (desiredBotCount < botsInGame) {
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auto tp = countTeamPlayers ();
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const auto &tp = countTeamPlayers ();
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bool isKicked = false;
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if (tp.first > tp.second) {
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@ -754,7 +753,7 @@ float BotManager::getConnectTime (StringRef name, float original) {
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// this function get's fake bot player time.
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for (const auto &bot : m_bots) {
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if (name == bot->pev->netname.chars ()) {
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if (name.startsWith (bot->pev->netname.chars ())) {
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return bot->getConnectionTime ();
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}
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}
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@ -823,8 +822,6 @@ void BotManager::updateTeamEconomics (int team, bool setTrue) {
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// that have not enough money to buy primary (with economics), and if this result higher 80%, player is can't
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// buy primary weapons.
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extern ConVar cv_economics_rounds;
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if (setTrue || !cv_economics_rounds.bool_ ()) {
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m_economicsGood[team] = true;
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return; // don't check economics while economics disable
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@ -877,8 +874,6 @@ void BotManager::updateBotDifficulties () {
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}
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void BotManager::balanceBotDifficulties () {
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extern ConVar cv_whose_your_daddy;
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// with nightmare difficulty, there is no balance
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if (cv_whose_your_daddy.bool_ ()) {
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return;
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@ -918,7 +913,6 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int skin) {
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// we're not initializing all the variables in bot class, so do an ugly thing... memset this
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plat.bzero (this, sizeof (*this));
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int clientIndex = game.indexOfEntity (bot);
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pev = &bot->v;
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@ -1496,7 +1490,7 @@ void Bot::updateTeamJoin () {
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}
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if (m_wantedTeam != 1 && m_wantedTeam != 2) {
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auto players = bots.countTeamPlayers ();
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const auto &players = bots.countTeamPlayers ();
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// balance the team upon creation, we can't use game auto select (5) from now, as we use enforced skins belows
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// due to we don't know the team bot selected, and TeamInfo messages still shows us we're spectators..
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