(minor English issues, most of which are via /dev/humancontroller)
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18 changed files with 26 additions and 26 deletions
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@ -1352,7 +1352,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
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// if holding the right weapon
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if (bs->cur_ps.weapon == moveresult->weapon) {
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
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//
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BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
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@ -1409,7 +1409,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
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// if holding the right weapon
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if (bs->cur_ps.weapon == moveresult->weapon) {
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
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//
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BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
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@ -1495,7 +1495,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
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if (bs->cur_ps.weapon == bs->activatestack->weapon) {
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VectorSubtract(bs->activatestack->target, bs->eye, dir);
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vectoangles(dir, ideal_viewangles);
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// if the bot is pretty close with it's aim
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// if the bot is pretty close with its aim
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if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
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trap_EA_Attack(bs->client);
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}
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@ -685,7 +685,7 @@ void BotCTFSeekGoals(bot_state_t *bs) {
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if ( bs->lastgoal_ltgtype ) {
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bs->teamgoal_time += 60;
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}
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// if the bot decided to do something on it's own and has a last ordered goal
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// if the bot decided to do something on its own and has a last ordered goal
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if ( !bs->ordered && bs->lastgoal_ltgtype ) {
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bs->ltgtype = 0;
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}
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@ -931,7 +931,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) {
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if ( bs->lastgoal_ltgtype ) {
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bs->teamgoal_time += 60;
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}
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// if the bot decided to do something on it's own and has a last ordered goal
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// if the bot decided to do something on its own and has a last ordered goal
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if ( !bs->ordered && bs->lastgoal_ltgtype ) {
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bs->ltgtype = 0;
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}
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@ -4531,7 +4531,7 @@ BotAIPredictObstacles
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Predict the route towards the goal and check if the bot
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will be blocked by certain obstacles. When the bot has obstacles
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on it's path the bot should figure out if they can be removed
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on its path the bot should figure out if they can be removed
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by activating certain entities.
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==================
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*/
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@ -34,7 +34,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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void BotSetupDeathmatchAI(void);
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//shutdown the deathmatch AI
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void BotShutdownDeathmatchAI(void);
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//let the bot live within it's deathmatch AI net
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//let the bot live within its deathmatch AI net
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void BotDeathmatchAI(bot_state_t *bs, float thinktime);
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//free waypoints
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void BotFreeWaypoints(bot_waypoint_t *wp);
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@ -228,7 +228,7 @@ typedef struct bot_state_s
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int decisionmaker; //player who decided to go for this goal
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int ordered; //true if ordered to do something
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float order_time; //time ordered to do something
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int owndecision_time; //time the bot made it's own decision
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int owndecision_time; //time the bot made its own decision
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bot_goal_t teamgoal; //the team goal
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bot_goal_t altroutegoal; //alternative route goal
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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
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#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
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//how alert the bot is (view distance)
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#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
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//how much the bot fires it's weapon
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//how much the bot fires its weapon
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#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 **
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listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
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// move the pusher to it's final position
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// move the pusher to its final position
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VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
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VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
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trap_LinkEntity( pusher );
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@ -1183,7 +1183,7 @@ void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
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/*QUAKED func_button (0 .5 .8) ?
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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.
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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.
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"model2" .md3 model to also draw
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"angle" determines the opening direction
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@ -717,7 +717,7 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
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}
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if ( ent->flags & FL_DROPPED_ITEM ) {
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// hey, its not home. return it by teleporting it back
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// hey, it's not home. return it by teleporting it back
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PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
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cl->pers.netname, TeamName(team));
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AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
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