REFACTOR [anough to enough]

This commit is contained in:
Zack Middleton 2012-06-18 16:39:58 +00:00
parent 2579738256
commit a375f898f5
7 changed files with 21 additions and 21 deletions

View file

@ -713,7 +713,7 @@ void BotCTFSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -960,7 +960,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -1074,7 +1074,7 @@ void BotObeliskSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -1219,7 +1219,7 @@ void BotHarvesterSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -2515,7 +2515,7 @@ int BotWantsToCamp(bot_state_t *bs) {
bs->camp_time = FloatTime();
return qfalse;
}
//if the bot isn't healthy anough
//if the bot isn't healthy enough
if (BotAggression(bs) < 50) return qfalse;
//the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo
if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS] < 10) &&
@ -2607,7 +2607,7 @@ void BotRoamGoal(bot_state_t *bs, vec3_t goal) {
//direction and length towards the roam target
VectorSubtract(trace.endpos, bs->origin, dir);
len = VectorNormalize(dir);
//if the roam target is far away anough
//if the roam target is far away enough
if (len > 200) {
//the roam target is in the given direction before walls
VectorScale(dir, len * trace.fraction - 40, dir);
@ -3398,7 +3398,7 @@ void BotAimAtEnemy(bot_state_t *bs) {
VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
//if the enemy is NOT pretty far away and strafing just small steps left and right
if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) {
//if skilled anough do exact prediction
//if skilled enough do exact prediction
if (aim_skill > 0.8 &&
//if the weapon is ready to fire
bs->cur_ps.weaponstate == WEAPON_READY) {
@ -3458,10 +3458,10 @@ void BotAimAtEnemy(bot_state_t *bs) {
//if hitpoint is not vertically too far from the ground target
if (fabs(trace.endpos[2] - groundtarget[2]) < 50) {
VectorSubtract(trace.endpos, groundtarget, dir);
//if the hitpoint is near anough the ground target
//if the hitpoint is near enough the ground target
if (VectorLengthSquared(dir) < Square(60)) {
VectorSubtract(trace.endpos, start, dir);
//if the hitpoint is far anough from the bot
//if the hitpoint is far enough from the bot
if (VectorLengthSquared(dir) > Square(100)) {
//check if the bot is visible from the ground target
trace.endpos[2] += 1;
@ -3483,7 +3483,7 @@ void BotAimAtEnemy(bot_state_t *bs) {
//
VectorCopy(bs->lastenemyorigin, bestorigin);
bestorigin[2] += 8;
//if the bot is skilled anough
//if the bot is skilled enough
if (aim_skill > 0.5) {
//do prediction shots around corners
if (wi.number == WP_BFG ||