mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 04:12:02 +00:00
95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
531 lines
18 KiB
C
531 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: be_ai_weap.c
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*
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* desc: weapon AI
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*
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* $Archive: /MissionPack/code/botlib/be_ai_weap.c $
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*
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*****************************************************************************/
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#include "../qcommon/q_shared.h"
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#include "l_libvar.h"
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#include "l_log.h"
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#include "l_memory.h"
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#include "l_utils.h"
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#include "l_script.h"
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#include "l_precomp.h"
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#include "l_struct.h"
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#include "aasfile.h"
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#include "botlib.h"
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#include "be_aas.h"
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#include "be_aas_funcs.h"
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#include "be_interface.h"
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#include "be_ai_weight.h" //fuzzy weights
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#include "be_ai_weap.h"
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//#define DEBUG_AI_WEAP
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//structure field offsets
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#define WEAPON_OFS(x) (size_t)&(((weaponinfo_t *)0)->x)
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#define PROJECTILE_OFS(x) (size_t)&(((projectileinfo_t *)0)->x)
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//weapon definition
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static fielddef_t weaponinfo_fields[] =
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{
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{"number", WEAPON_OFS(number), FT_INT}, //weapon number
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{"name", WEAPON_OFS(name), FT_STRING}, //name of the weapon
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{"level", WEAPON_OFS(level), FT_INT},
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{"model", WEAPON_OFS(model), FT_STRING}, //model of the weapon
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{"weaponindex", WEAPON_OFS(weaponindex), FT_INT}, //index of weapon in inventory
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{"flags", WEAPON_OFS(flags), FT_INT}, //special flags
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{"projectile", WEAPON_OFS(projectile), FT_STRING}, //projectile used by the weapon
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{"numprojectiles", WEAPON_OFS(numprojectiles), FT_INT}, //number of projectiles
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{"hspread", WEAPON_OFS(hspread), FT_FLOAT}, //horizontal spread of projectiles (degrees from middle)
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{"vspread", WEAPON_OFS(vspread), FT_FLOAT}, //vertical spread of projectiles (degrees from middle)
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{"speed", WEAPON_OFS(speed), FT_FLOAT}, //speed of the projectile (0 = instant hit)
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{"acceleration", WEAPON_OFS(acceleration), FT_FLOAT}, //"acceleration" * time (in seconds) + "speed" = projectile speed
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{"recoil", WEAPON_OFS(recoil), FT_FLOAT|FT_ARRAY, 3}, //amount of recoil the player gets from the weapon
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{"offset", WEAPON_OFS(offset), FT_FLOAT|FT_ARRAY, 3}, //projectile start offset relative to eye and view angles
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{"angleoffset", WEAPON_OFS(angleoffset), FT_FLOAT|FT_ARRAY, 3},//offset of the shoot angles relative to the view angles
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{"extrazvelocity", WEAPON_OFS(extrazvelocity), FT_FLOAT},//extra z velocity the projectile gets
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{"ammoamount", WEAPON_OFS(ammoamount), FT_INT}, //ammo amount used per shot
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{"ammoindex", WEAPON_OFS(ammoindex), FT_INT}, //index of ammo in inventory
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{"activate", WEAPON_OFS(activate), FT_FLOAT}, //time it takes to select the weapon
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{"reload", WEAPON_OFS(reload), FT_FLOAT}, //time it takes to reload the weapon
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{"spinup", WEAPON_OFS(spinup), FT_FLOAT}, //time it takes before first shot
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{"spindown", WEAPON_OFS(spindown), FT_FLOAT}, //time it takes before weapon stops firing
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{NULL, 0, 0, 0}
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};
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//projectile definition
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static fielddef_t projectileinfo_fields[] =
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{
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{"name", PROJECTILE_OFS(name), FT_STRING}, //name of the projectile
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{"model", PROJECTILE_OFS(model), FT_STRING}, //model of the projectile
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{"flags", PROJECTILE_OFS(flags), FT_INT}, //special flags
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{"gravity", PROJECTILE_OFS(gravity), FT_FLOAT}, //amount of gravity applied to the projectile [0,1]
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{"damage", PROJECTILE_OFS(damage), FT_INT}, //damage of the projectile
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{"radius", PROJECTILE_OFS(radius), FT_FLOAT}, //radius of damage
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{"visdamage", PROJECTILE_OFS(visdamage), FT_INT}, //damage of the projectile to visible entities
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{"damagetype", PROJECTILE_OFS(damagetype), FT_INT}, //type of damage (combination of the DAMAGETYPE_? flags)
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{"healthinc", PROJECTILE_OFS(healthinc), FT_INT}, //health increase the owner gets
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{"push", PROJECTILE_OFS(push), FT_FLOAT}, //amount a player is pushed away from the projectile impact
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{"detonation", PROJECTILE_OFS(detonation), FT_FLOAT}, //time before projectile explodes after fire pressed
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{"bounce", PROJECTILE_OFS(bounce), FT_FLOAT}, //amount the projectile bounces
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{"bouncefric", PROJECTILE_OFS(bouncefric), FT_FLOAT}, //amount the bounce decreases per bounce
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{"bouncestop", PROJECTILE_OFS(bouncestop), FT_FLOAT}, //minimum bounce value before bouncing stops
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//recurive projectile definition??
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{NULL, 0, 0, 0}
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};
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static structdef_t weaponinfo_struct =
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{
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sizeof(weaponinfo_t), weaponinfo_fields
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};
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static structdef_t projectileinfo_struct =
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{
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sizeof(projectileinfo_t), projectileinfo_fields
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};
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//weapon configuration: set of weapons with projectiles
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typedef struct weaponconfig_s
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{
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int numweapons;
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int numprojectiles;
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projectileinfo_t *projectileinfo;
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weaponinfo_t *weaponinfo;
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} weaponconfig_t;
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//the bot weapon state
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typedef struct bot_weaponstate_s
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{
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struct weightconfig_s *weaponweightconfig; //weapon weight configuration
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int *weaponweightindex; //weapon weight index
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} bot_weaponstate_t;
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static bot_weaponstate_t *botweaponstates[MAX_CLIENTS+1];
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static weaponconfig_t *weaponconfig;
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
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int BotValidWeaponNumber(int weaponnum)
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{
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if (weaponnum <= 0 || weaponnum > weaponconfig->numweapons)
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{
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botimport.Print(PRT_ERROR, "weapon number out of range\n");
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return qfalse;
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} //end if
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return qtrue;
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} //end of the function BotValidWeaponNumber
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//========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//========================================================================
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bot_weaponstate_t *BotWeaponStateFromHandle(int handle)
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{
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if (handle <= 0 || handle > MAX_CLIENTS)
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{
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botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
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return NULL;
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} //end if
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if (!botweaponstates[handle])
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{
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botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
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return NULL;
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} //end if
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return botweaponstates[handle];
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} //end of the function BotWeaponStateFromHandle
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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#ifdef DEBUG_AI_WEAP
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void DumpWeaponConfig(weaponconfig_t *wc)
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{
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FILE *fp;
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int i;
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fp = Log_FileStruct();
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if (!fp) return;
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for (i = 0; i < wc->numprojectiles; i++)
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{
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WriteStructure(fp, &projectileinfo_struct, (char *) &wc->projectileinfo[i]);
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Log_Flush();
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} //end for
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for (i = 0; i < wc->numweapons; i++)
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{
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WriteStructure(fp, &weaponinfo_struct, (char *) &wc->weaponinfo[i]);
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Log_Flush();
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} //end for
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} //end of the function DumpWeaponConfig
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#endif //DEBUG_AI_WEAP
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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weaponconfig_t *LoadWeaponConfig(char *filename)
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{
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int max_weaponinfo, max_projectileinfo;
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token_t token;
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char path[MAX_QPATH];
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int i, j;
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source_t *source;
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weaponconfig_t *wc;
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weaponinfo_t weaponinfo;
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max_weaponinfo = (int) LibVarValue("max_weaponinfo", "32");
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if (max_weaponinfo < 0)
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{
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botimport.Print(PRT_ERROR, "max_weaponinfo = %d\n", max_weaponinfo);
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max_weaponinfo = 32;
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LibVarSet("max_weaponinfo", "32");
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} //end if
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max_projectileinfo = (int) LibVarValue("max_projectileinfo", "32");
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if (max_projectileinfo < 0)
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{
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botimport.Print(PRT_ERROR, "max_projectileinfo = %d\n", max_projectileinfo);
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max_projectileinfo = 32;
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LibVarSet("max_projectileinfo", "32");
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} //end if
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Q_strncpyz(path, filename, sizeof(path));
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PC_SetBaseFolder(BOTFILESBASEFOLDER);
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source = LoadSourceFile(path);
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if (!source)
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{
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botimport.Print(PRT_ERROR, "counldn't load %s\n", path);
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return NULL;
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} //end if
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//initialize weapon config
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wc = (weaponconfig_t *) GetClearedHunkMemory(sizeof(weaponconfig_t) +
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max_weaponinfo * sizeof(weaponinfo_t) +
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max_projectileinfo * sizeof(projectileinfo_t));
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wc->weaponinfo = (weaponinfo_t *) ((char *) wc + sizeof(weaponconfig_t));
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wc->projectileinfo = (projectileinfo_t *) ((char *) wc->weaponinfo +
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max_weaponinfo * sizeof(weaponinfo_t));
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wc->numweapons = max_weaponinfo;
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wc->numprojectiles = 0;
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//parse the source file
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while(PC_ReadToken(source, &token))
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{
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if (!strcmp(token.string, "weaponinfo"))
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{
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Com_Memset(&weaponinfo, 0, sizeof(weaponinfo_t));
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if (!ReadStructure(source, &weaponinfo_struct, (char *) &weaponinfo))
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{
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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if (weaponinfo.number < 0 || weaponinfo.number >= max_weaponinfo)
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{
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botimport.Print(PRT_ERROR, "weapon info number %d out of range in %s\n", weaponinfo.number, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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Com_Memcpy(&wc->weaponinfo[weaponinfo.number], &weaponinfo, sizeof(weaponinfo_t));
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wc->weaponinfo[weaponinfo.number].valid = qtrue;
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} //end if
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else if (!strcmp(token.string, "projectileinfo"))
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{
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if (wc->numprojectiles >= max_projectileinfo)
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{
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botimport.Print(PRT_ERROR, "more than %d projectiles defined in %s\n", max_projectileinfo, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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Com_Memset(&wc->projectileinfo[wc->numprojectiles], 0, sizeof(projectileinfo_t));
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if (!ReadStructure(source, &projectileinfo_struct, (char *) &wc->projectileinfo[wc->numprojectiles]))
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{
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end if
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wc->numprojectiles++;
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} //end if
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else
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{
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botimport.Print(PRT_ERROR, "unknown definition %s in %s\n", token.string, path);
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FreeMemory(wc);
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FreeSource(source);
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return NULL;
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} //end else
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} //end while
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FreeSource(source);
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//fix up weapons
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for (i = 0; i < wc->numweapons; i++)
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{
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if (!wc->weaponinfo[i].valid) continue;
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if (!wc->weaponinfo[i].name[0])
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{
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botimport.Print(PRT_ERROR, "weapon %d has no name in %s\n", i, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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if (!wc->weaponinfo[i].projectile[0])
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{
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botimport.Print(PRT_ERROR, "weapon %s has no projectile in %s\n", wc->weaponinfo[i].name, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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//find the projectile info and copy it to the weapon info
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for (j = 0; j < wc->numprojectiles; j++)
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{
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if (!strcmp(wc->projectileinfo[j].name, wc->weaponinfo[i].projectile))
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{
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Com_Memcpy(&wc->weaponinfo[i].proj, &wc->projectileinfo[j], sizeof(projectileinfo_t));
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break;
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} //end if
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} //end for
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if (j == wc->numprojectiles)
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{
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botimport.Print(PRT_ERROR, "weapon %s uses undefined projectile in %s\n", wc->weaponinfo[i].name, path);
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FreeMemory(wc);
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return NULL;
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} //end if
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} //end for
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if (!wc->numweapons) botimport.Print(PRT_WARNING, "no weapon info loaded\n");
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botimport.Print(PRT_MESSAGE, "loaded %s\n", path);
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return wc;
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} //end of the function LoadWeaponConfig
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int *WeaponWeightIndex(weightconfig_t *wwc, weaponconfig_t *wc)
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{
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int *index, i;
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//initialize item weight index
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index = (int *) GetClearedMemory(sizeof(int) * wc->numweapons);
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for (i = 0; i < wc->numweapons; i++)
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{
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index[i] = FindFuzzyWeight(wwc, wc->weaponinfo[i].name);
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} //end for
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return index;
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} //end of the function WeaponWeightIndex
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotFreeWeaponWeights(int weaponstate)
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{
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return;
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if (ws->weaponweightconfig) FreeWeightConfig(ws->weaponweightconfig);
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if (ws->weaponweightindex) FreeMemory(ws->weaponweightindex);
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} //end of the function BotFreeWeaponWeights
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int BotLoadWeaponWeights(int weaponstate, char *filename)
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{
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return BLERR_CANNOTLOADWEAPONWEIGHTS;
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BotFreeWeaponWeights(weaponstate);
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//
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ws->weaponweightconfig = ReadWeightConfig(filename);
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if (!ws->weaponweightconfig)
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{
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botimport.Print(PRT_FATAL, "couldn't load weapon config %s\n", filename);
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return BLERR_CANNOTLOADWEAPONWEIGHTS;
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} //end if
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if (!weaponconfig) return BLERR_CANNOTLOADWEAPONCONFIG;
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ws->weaponweightindex = WeaponWeightIndex(ws->weaponweightconfig, weaponconfig);
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return BLERR_NOERROR;
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} //end of the function BotLoadWeaponWeights
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotGetWeaponInfo(int weaponstate, int weapon, weaponinfo_t *weaponinfo)
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{
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bot_weaponstate_t *ws;
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if (!BotValidWeaponNumber(weapon)) return;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return;
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if (!weaponconfig) return;
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Com_Memcpy(weaponinfo, &weaponconfig->weaponinfo[weapon], sizeof(weaponinfo_t));
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} //end of the function BotGetWeaponInfo
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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int BotChooseBestFightWeapon(int weaponstate, int *inventory)
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{
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int i, index, bestweapon;
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float weight, bestweight;
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weaponconfig_t *wc;
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bot_weaponstate_t *ws;
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ws = BotWeaponStateFromHandle(weaponstate);
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if (!ws) return 0;
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wc = weaponconfig;
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if (!weaponconfig) return 0;
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//if the bot has no weapon weight configuration
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if (!ws->weaponweightconfig) return 0;
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bestweight = 0;
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bestweapon = 0;
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for (i = 0; i < wc->numweapons; i++)
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{
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if (!wc->weaponinfo[i].valid) continue;
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index = ws->weaponweightindex[i];
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if (index < 0) continue;
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weight = FuzzyWeight(inventory, ws->weaponweightconfig, index);
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if (weight > bestweight)
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{
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bestweight = weight;
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bestweapon = i;
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} //end if
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} //end for
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return bestweapon;
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} //end of the function BotChooseBestFightWeapon
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
|
|
void BotResetWeaponState(int weaponstate)
|
|
{
|
|
} //end of the function BotResetWeaponState
|
|
//========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//========================================================================
|
|
int BotAllocWeaponState(void)
|
|
{
|
|
int i;
|
|
|
|
for (i = 1; i <= MAX_CLIENTS; i++)
|
|
{
|
|
if (!botweaponstates[i])
|
|
{
|
|
botweaponstates[i] = GetClearedMemory(sizeof(bot_weaponstate_t));
|
|
return i;
|
|
} //end if
|
|
} //end for
|
|
return 0;
|
|
} //end of the function BotAllocWeaponState
|
|
//========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//========================================================================
|
|
void BotFreeWeaponState(int handle)
|
|
{
|
|
if (handle <= 0 || handle > MAX_CLIENTS)
|
|
{
|
|
botimport.Print(PRT_FATAL, "weapon state handle %d out of range\n", handle);
|
|
return;
|
|
} //end if
|
|
if (!botweaponstates[handle])
|
|
{
|
|
botimport.Print(PRT_FATAL, "invalid weapon state %d\n", handle);
|
|
return;
|
|
} //end if
|
|
BotFreeWeaponWeights(handle);
|
|
FreeMemory(botweaponstates[handle]);
|
|
botweaponstates[handle] = NULL;
|
|
} //end of the function BotFreeWeaponState
|
|
//===========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//===========================================================================
|
|
int BotSetupWeaponAI(void)
|
|
{
|
|
char *file;
|
|
|
|
file = LibVarString("weaponconfig", "weapons.c");
|
|
weaponconfig = LoadWeaponConfig(file);
|
|
if (!weaponconfig)
|
|
{
|
|
botimport.Print(PRT_FATAL, "couldn't load the weapon config\n");
|
|
return BLERR_CANNOTLOADWEAPONCONFIG;
|
|
} //end if
|
|
|
|
#ifdef DEBUG_AI_WEAP
|
|
DumpWeaponConfig(weaponconfig);
|
|
#endif //DEBUG_AI_WEAP
|
|
//
|
|
return BLERR_NOERROR;
|
|
} //end of the function BotSetupWeaponAI
|
|
//===========================================================================
|
|
//
|
|
// Parameter: -
|
|
// Returns: -
|
|
// Changes Globals: -
|
|
//===========================================================================
|
|
void BotShutdownWeaponAI(void)
|
|
{
|
|
int i;
|
|
|
|
if (weaponconfig) FreeMemory(weaponconfig);
|
|
weaponconfig = NULL;
|
|
|
|
for (i = 1; i <= MAX_CLIENTS; i++)
|
|
{
|
|
if (botweaponstates[i])
|
|
{
|
|
BotFreeWeaponState(i);
|
|
} //end if
|
|
} //end for
|
|
} //end of the function BotShutdownWeaponAI
|
|
|