add: implemented #122.
fix: bots try to defuse already beeing defused bomb (fixes #116). fix: line ending in source code. fix: do not retreat with sniper weapon, if currently shooting and have ammo. crlib: added deque class.
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19 changed files with 420 additions and 73 deletions
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@ -760,7 +760,6 @@ private:
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int findDefendNode (const Vector &origin);
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int findBestGoal ();
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int findGoalPost (int tactic, IntArray *defensive, IntArray *offsensive);
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int getMsgQueue ();
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int bestPrimaryCarried ();
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int bestSecondaryCarried ();
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int bestGrenadeCarried ();
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@ -975,6 +974,8 @@ public:
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float m_firePause; // time to pause firing
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float m_shootTime; // time to shoot
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float m_timeLastFired; // time to last firing
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float m_difficultyChange; // time when auto-difficulty was last applied to this bot
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float m_kpdRatio; // kill per death ratio
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int m_basePing; // base ping for bot
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int m_numEnemiesLeft; // number of enemies alive left on map
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@ -988,8 +989,6 @@ public:
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int m_buyState; // current count in buying
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int m_blindButton; // buttons bot press, when blind
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int m_radioOrder; // actual command
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int m_actMessageIndex; // current processed message
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int m_pushMessageIndex; // offset for next pushed message
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int m_prevGoalIndex; // holds destination goal node
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int m_chosenGoalIndex; // used for experience, same as above
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int m_lastDamageType; // stores last damage
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@ -1034,6 +1033,7 @@ public:
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BurstMode m_weaponBurstMode; // bot using burst mode? (famas/glock18, but also silencer mode)
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Personality m_personality; // bots type
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Array <BotTask> m_tasks;
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Deque <int32> m_msgQueue;
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public:
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Bot (edict_t *bot, int difficulty, int personality, int team, int member);
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