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start documenting frikbot entity fields (and nuke a useless field)
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2 changed files with 79 additions and 14 deletions
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@ -132,7 +132,7 @@ entity [32] phys_objects;
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.float priority, ai_time, b_sound, missile_speed;
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.float portal_time, b_skill, switch_wallhug;
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.float b_aiflags, b_num, b_chattime;
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.float b_entertime, b_userid; // QW shtuff
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.float b_entertime; // QW shtuff
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.float b_menu, b_menu_time, b_menu_value;
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.float route_failed, dyn_flags, dyn_time;
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.float dyn_plat;
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@ -248,7 +248,6 @@ void() ClientInRankings =
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players[cl_no] = self;
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self.b_clientno = cl_no + 1;
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userid++;
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self.b_userid = userid;
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self.phys_obj = phys_objects[cl_no];
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@ -2,24 +2,90 @@
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#define TRUE 1
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// ----- entity fields ---
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@extern .float wallhug, keys, oldkeys, ishuman;
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@extern .float wallhug;
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/* keys
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* wp if true, waypoint isn't busy (?)
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* bot key press states for emulating a keyboard player
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*/
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@extern .float keys;
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/* oldkeys
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* bot used for checking for keystate changes
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*/
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@extern .float oldkeys;
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/* ishuman
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* bot 0 = bot, 1 = human, 2 = bot spawning (moves to 0)
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*/
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@extern .float ishuman;
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/* b_frags
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* wp target4 waypoint number
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* bot previous frag count. used for detecting suicides
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*/
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@extern .float b_frags;
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/* b_clientno
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* bot client number (1-32)
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*/
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@extern .integer b_clientno;
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@extern .float b_shirt, b_pants;
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@extern .float priority, ai_time, b_sound, missile_speed;
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@extern .float portal_time, b_skill, switch_wallhug;
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@extern .float b_aiflags, b_num, b_chattime;
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@extern .float b_entertime, b_userid; // QW shtuff
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/* b_shirt
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* wp target3 waypoint number
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* bot shirt color
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*/
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@extern .float b_shirt;
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/* b_pants
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* wp target1 waypoint number
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* bot pants color
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*/
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@extern .float b_pants;
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@extern .float priority;
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@extern .float ai_time;
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/* b_sound
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* wp if this waypoint is on a bot's route, the bit corresponding to the bot
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* client number will be set
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* bot end time of current playing soud (for bots hearing enemies)
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*/
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@extern .float b_sound;
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@extern .float missile_speed;
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@extern .float portal_time;
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/* b_skill
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* wp target2 waypoint number
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* bot skill level: 0 = easy, 3 = nightmare
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*/
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@extern .float b_skill;
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@extern .float switch_wallhug;
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@extern .float b_aiflags;
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@extern .float b_num;
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@extern .float b_chattime;
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/* b_entertime
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* bot used for keeping track of bot play time
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*/
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@extern .float b_entertime;
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/* b_menu, b_menu_time, b_menu_value
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* ? waypoint editing stuff
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*/
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@extern .float b_menu, b_menu_time, b_menu_value;
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@extern .float route_failed, dyn_flags, dyn_time;
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@extern .float dyn_plat;
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@extern .entity temp_way, last_way, phys_obj;
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@extern .float route_failed;
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@extern .float dyn_flags;
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@extern .float dyn_time;
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@extern .float dyn_plat;
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@extern .entity temp_way;
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@extern .entity last_way;
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@extern .entity phys_obj;
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/* targetN
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* bot LIFO stack of goals for the bot to achieve
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*/
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@extern .entity target1, target2, target3, target4;
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/* _next, _last
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* wp linked list of waypoints
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* bot linked list of possible foes
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*/
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@extern .entity _next, _last;
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@extern .entity current_way;
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@extern .vector b_angle, b_dest, mouse_emu, obs_dir;
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@extern .vector movevect, b_dir;
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@extern .vector dyn_dest;
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@extern .vector b_angle;
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@extern .vector b_dest;
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@extern .vector mouse_emu;
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@extern .vector obs_dir;
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@extern .vector movevect;
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@extern .vector b_dir;
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@extern .vector dyn_dest;
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@extern .vector punchangle; // HACK - Don't want to screw with bot_phys
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// --------defines-----
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