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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@ -23,7 +23,7 @@ int Bot::findBestGoal () {
game.searchEntities ("classname", "weaponbox", [&] (edict_t *ent) {
if (util.isModel (ent, "backpack.mdl")) {
result = graph.getNearest (game.getEntityWorldOrigin (ent));
result = graph.getNearest (game.getEntityOrigin (ent));
if (graph.exists (result)) {
return EntitySearchResult::Break;
@ -429,7 +429,7 @@ void Bot::checkTerrain (float movedDistance, const Vector &dirNormal) {
// collision check allowed if not flying through the air
if (isOnFloor () || isOnLadder () || isInWater ()) {
int state[kMaxCollideMoves * 2 + 1];
int state[kMaxCollideMoves * 2 + 1] {};
int i = 0;
Vector src {}, dst {};
@ -714,7 +714,7 @@ bool Bot::updateNavigation () {
if (!game.isNullEntity (tr.pHit) && game.isNullEntity (m_liftEntity) && strncmp (tr.pHit->v.classname.chars (), "func_door", 9) == 0) {
// if the door is near enough...
if ((game.getEntityWorldOrigin (tr.pHit) - pev->origin).lengthSq () < 2500.0f) {
if ((game.getEntityOrigin (tr.pHit) - pev->origin).lengthSq () < 2500.0f) {
ignoreCollision (); // don't consider being stuck
if (rg.chance (50)) {
@ -1814,8 +1814,8 @@ int Bot::findDefendNode (const Vector &origin) {
}
TraceResult tr {};
int nodeIndex[kMaxNodeLinks];
int minDistance[kMaxNodeLinks];
int nodeIndex[kMaxNodeLinks] {};
int minDistance[kMaxNodeLinks] {};
for (int i = 0; i < kMaxNodeLinks; ++i) {
nodeIndex[i] = kInvalidNodeIndex;
@ -1927,8 +1927,8 @@ int Bot::findCoverNode (float maxDistance) {
IntArray enemies;
int nodeIndex[kMaxNodeLinks];
int minDistance[kMaxNodeLinks];
int nodeIndex[kMaxNodeLinks] {};
int minDistance[kMaxNodeLinks] {};
for (int i = 0; i < kMaxNodeLinks; ++i) {
nodeIndex[i] = kInvalidNodeIndex;
@ -1997,7 +1997,7 @@ int Bot::findCoverNode (float maxDistance) {
minDistance[i] += practice;
}
}
bool sorting;
bool sorting = false;
// sort resulting nodes for nearest distance
do {
@ -2240,7 +2240,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
};
// trace from the bot's eyes straight forward...
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (tr->flFraction < 1.0f) {
@ -2255,7 +2255,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
src = getEyesPos () + Vector (0.0f, 0.0f, -16.0f) - right * -16.0f;
forward = getEyesPos () + Vector (0.0f, 0.0f, -16.0f) + right * 16.0f + normal * 24.0f;
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2267,7 +2267,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
src = getEyesPos () + Vector (0.0f, 0.0f, -16.0f) + right * 16.0f;
forward = getEyesPos () + Vector (0.0f, 0.0f, -16.0f) - right * -16.0f + normal * 24.0f;
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2279,7 +2279,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
src = pev->origin + Vector (0.0f, 0.0f, -19.0f + 19.0f);
forward = src + Vector (0.0f, 0.0f, 10.0f) + normal * 24.0f;
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2288,7 +2288,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
src = pev->origin;
forward = src + normal * 24.0f;
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2301,7 +2301,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
forward = pev->origin + Vector (0.0f, 0.0f, -17.0f) + right * 16.0f + normal * 24.0f;
// trace from the bot's waist straight forward...
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2312,7 +2312,7 @@ bool Bot::cantMoveForward (const Vector &normal, TraceResult *tr) {
src = pev->origin + Vector (0.0f, 0.0f, -24.0f) + right * 16.0f;
forward = pev->origin + Vector (0.0f, 0.0f, -24.0f) - right * -16.0f + normal * 24.0f;
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), tr);
traceResult = game.testLineChannel (TraceChannel::Body, src, forward, TraceIgnore::Monsters, ent (), *tr);
// check if the trace hit something...
if (checkDoor (tr)) {
@ -2759,9 +2759,9 @@ int Bot::findCampingDirection () {
m_currentNodeIndex = changePointIndex (findNearestNode ());
}
int count = 0, indices[3];
float distTab[3];
uint16 visibility[3];
int count = 0, indices[3] {};
float distTab[3] {};
uint16 visibility[3] {};
int currentNode = m_currentNodeIndex;
@ -2978,7 +2978,7 @@ int Bot::getNearestToPlantedBomb () {
// search the bomb on the map
game.searchEntities ("classname", "grenade", [&result, &bombModel] (edict_t *ent) {
if (util.isModel (ent, bombModel)) {
result = graph.getNearest (game.getEntityWorldOrigin (ent));
result = graph.getNearest (game.getEntityOrigin (ent));
if (graph.exists (result)) {
return EntitySearchResult::Break;
@ -3045,7 +3045,7 @@ edict_t *Bot::lookupButton (const char *target) {
// find the nearest button which can open our target
game.searchEntities ("target", target, [&] (edict_t *ent) {
const Vector &pos = game.getEntityWorldOrigin (ent);
const Vector &pos = game.getEntityOrigin (ent);
// check if this place safe
if (!isDeadlyMove (pos)) {