(minor English issues, most of which are via /dev/humancontroller)
This commit is contained in:
Zachary Slater 2011-02-09 05:51:33 +00:00
parent 476e35f50e
commit 5e0d0efd2e
18 changed files with 26 additions and 26 deletions

View file

@ -1352,7 +1352,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@ -1409,7 +1409,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@ -1495,7 +1495,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
if (bs->cur_ps.weapon == bs->activatestack->weapon) {
VectorSubtract(bs->activatestack->target, bs->eye, dir);
vectoangles(dir, ideal_viewangles);
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
trap_EA_Attack(bs->client);
}

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@ -685,7 +685,7 @@ void BotCTFSeekGoals(bot_state_t *bs) {
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
// if the bot decided to do something on it's own and has a last ordered goal
// if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@ -931,7 +931,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) {
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
// if the bot decided to do something on it's own and has a last ordered goal
// if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@ -4531,7 +4531,7 @@ BotAIPredictObstacles
Predict the route towards the goal and check if the bot
will be blocked by certain obstacles. When the bot has obstacles
on it's path the bot should figure out if they can be removed
on its path the bot should figure out if they can be removed
by activating certain entities.
==================
*/

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@ -34,7 +34,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
void BotSetupDeathmatchAI(void);
//shutdown the deathmatch AI
void BotShutdownDeathmatchAI(void);
//let the bot live within it's deathmatch AI net
//let the bot live within its deathmatch AI net
void BotDeathmatchAI(bot_state_t *bs, float thinktime);
//free waypoints
void BotFreeWaypoints(bot_waypoint_t *wp);

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@ -228,7 +228,7 @@ typedef struct bot_state_s
int decisionmaker; //player who decided to go for this goal
int ordered; //true if ordered to do something
float order_time; //time ordered to do something
int owndecision_time; //time the bot made it's own decision
int owndecision_time; //time the bot made its own decision
bot_goal_t teamgoal; //the team goal
bot_goal_t altroutegoal; //alternative route goal
float reachedaltroutegoal_time; //time the bot reached the alt route goal

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@ -129,6 +129,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
//how alert the bot is (view distance)
#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
//how much the bot fires it's weapon
//how much the bot fires its weapon
#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1]

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@ -310,7 +310,7 @@ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **
listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
// move the pusher to it's final position
// move the pusher to its final position
VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
trap_LinkEntity( pusher );
@ -1183,7 +1183,7 @@ void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
"model2" .md3 model to also draw
"angle" determines the opening direction

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@ -717,7 +717,7 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, its not home. return it by teleporting it back
// hey, it's not home. return it by teleporting it back
PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
cl->pers.netname, TeamName(team));
AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);