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SERVER/FTE: Update all AI all at once
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2 changed files with 45 additions and 7 deletions
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@ -847,9 +847,19 @@ void() Hellhound_AI =
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Inside_Walk(0);
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}
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//This function ensures that only one zombie's ai is done at a time, brings down lag significantly
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void() Do_Zombie_AI = {
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local entity z;
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//
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// Do_Zombie_AI()
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// Behaves differently based on platform -- in FTE,
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// all AI can afford to be executed at once. However,
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// on every other platform there is a timed delay in
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// place and only one zombie AI can be updated at a time.
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//
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void() Do_Zombie_AI =
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{
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entity z;
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entity old_self;
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#ifndef FTE
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z = find(lastzombie,aistatus,"1");
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if(z == world) {
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@ -858,15 +868,38 @@ void() Do_Zombie_AI = {
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return;//no zombies alive.
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}
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}
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local entity oself;
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oself = self;
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old_self = self;
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self = z;
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if(z.classname == "ai_zombie")
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Zombie_AI();
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else if (z.classname == "ai_dog")
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Hellhound_AI();
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self = oself;
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self = old_self;
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lastzombie = z;
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#else
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z = find(world, aistatus, "1");
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while(z != world) {
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old_self = self;
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self = z;
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// Execute AI
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if (z.classname == "ai_zombie")
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Zombie_AI();
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else if (z.classname == "ai_dog")
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Hellhound_AI();
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self = old_self;
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z = find(z, aistatus, "1");
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}
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#endif // FTE
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}
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#ifdef FTE
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@ -269,8 +269,13 @@ void Z_ElectroShock();
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.float death_timer; // A timer that will kill a Zombie when it expires.
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.float death_timer_activated; // To prevent Zombies just dying because of this..
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#ifndef FTE
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entity lastzombie; // Used by non-FTE to update zombie AI one ent at a time.
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#endif // FTE
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.string aistatus;
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entity lastzombie;
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float zombie_spawn_delay; // time before spawning, in seconds.
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float zombie_spawn_timer; // the actual timer for spawn delay
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//Other AI definitions
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