rename methods so _ isn't in their names

This commit is contained in:
Bill Currie 2003-08-18 16:48:53 +00:00
parent 17ca25a64a
commit e281e43e53
9 changed files with 153 additions and 152 deletions

View file

@ -50,13 +50,13 @@ float stagger_think;
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
target_onstack
targetOnstack
checks to see if an entity is on the bot's stack
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(integer)target_onstack:(Target)scot
-(integer)targetOnstack:(Target)scot
{
if (scot == NIL)
return FALSE;
@ -75,18 +75,18 @@ checks to see if an entity is on the bot's stack
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
target_add
targetAdd
adds a new entity to the stack, since it's a
LIFO stack, this will be the bot's new target1
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)target_add:(Target)e
-(void)targetAdd:(Target)e
{
if (e == NIL)
return;
if ([self target_onstack:e])
if ([self targetOnstack:e])
return;
targets[3] = targets[2];
@ -99,7 +99,7 @@ LIFO stack, this will be the bot's new target1
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
target_drop
targetDrop
Removes an entity from the bot's target stack.
The stack will empty everything up to the object
@ -109,9 +109,9 @@ is gone too.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)target_drop:(Target)e
-(void)targetDrop:(Target)e
{
switch ([self target_onstack:e]) {
switch ([self targetOnstack:e]) {
case 1:
targets[0] = targets[1];
targets[1] = targets[2];
@ -149,7 +149,7 @@ Bot has lost its target.
if (!targ)
return;
[self target_drop:targ];
[self targetDrop:targ];
if (targ.ent.classname == "waypoint")
targ.b_sound &= ~b_clientflag;
@ -162,7 +162,7 @@ Bot has lost its target.
} else {
if (targ.ent.classname == "item_artifact_invisibility")
if (ent.items & IT_INVISIBILITY)
[self start_topic:3];
[self startTopic:3];
if (targ.ent.flags & FL_ITEM) {
/*XXX
@ -181,14 +181,14 @@ Bot has lost its target.
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
bot_check_lost
checkLost
decide if my most immediate target should be
removed.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)check_lost:(Waypoint)targ
-(void)checkLost:(Waypoint)targ
{
local vector dist;
@ -233,7 +233,7 @@ removed.
[self walkmove: ent.origin - targ.origin];
else {
keys &= ~KEY_MOVE;
[self start_topic:4];
[self startTopic:4];
}
ent.search_time = time + 5; // never time out
} else if (![self canSee:targ])
@ -250,14 +250,14 @@ removed.
if (ent.enemy == targ.ent)
ent.enemy = NIL;
// if (target[0])
// bot_get_path (target[0], TRUE);
// [self getPath:target[0] :TRUE];
}
} else if ((targ.ent.movetype == MOVETYPE_NONE) && (targ.ent.solid == SOLID_TRIGGER)) {
// trigger_multiple style triggers are lost if their thinktime changes
if (targ.ent.nextthink >= time) {
[self lost:targ :TRUE];
// if (target[0])
// bot_get_path (target[0], TRUE);
// [self getPath:target[0] :TRUE];
}
}
// lose any target way above the bot's head
@ -267,10 +267,10 @@ removed.
dist_z = 0;
if (vlen (dist) < 32)
if (ent.flags & FL_ONGROUND)
if (![self recognize_plat:FALSE])
if (![self recognizePlat:FALSE])
[self lost:targ :FALSE];
} else if (targ.ent.classname == "train") {
if ([self recognize_plat:FALSE])
if ([self recognizePlat:FALSE])
[self lost:targ :TRUE];
}
// targets are lost if the bot's search time has expired
@ -281,14 +281,14 @@ removed.
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
bot_handle_ai
handleAI
This is a 0.10 addition. Handles any action
based b_aiflags.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)handle_ai
-(void)handleAI
{
local entity newt;
local vector v;
@ -304,7 +304,7 @@ based b_aiflags.
if (b_aiflags & AI_DOORFLAG) {
// was on a door when spawned
// if there is nothing there now
if (![last_way recognize_plat:FALSE]) {
if (![last_way recognizePlat:FALSE]) {
newt = [self findThing: "door"]; // this is likely the door responsible (crossfingers)
if (b_aiflags & AI_DOOR_NO_OPEN) {
@ -318,11 +318,11 @@ based b_aiflags.
newt = find (NIL, target, newt.targetname);
if (newt.health > 0) {
ent.enemy = newt;
[self weapon_switch:1];
[self weaponSwitch:1];
} else {
// target_drop (last_way);
[self target_add:newt]; //FIXME newt wrong type
// bot_get_path (newt, TRUE);
// targetDrop (last_way);
[self targetAdd:newt]; //FIXME newt wrong type
// [self getPath:newt :TRUE];
}
}
b_aiflags &= ~AI_DOORFLAG;
@ -340,7 +340,7 @@ based b_aiflags.
ent.impulse = 7;
else if (ent.flags & FL_ONGROUND) {
b_aiflags &= ~AI_SUPER_JUMP;
if ([self can_rj]) {
if ([self canRJ]) {
[self jump];
v_angle.x = b_angle.x = 80;
ent.button0 = TRUE;
@ -359,11 +359,11 @@ based b_aiflags.
// simple, but effective
// this can probably be used for a lot of different
// things, not just trains (door elevators come to mind)
if (![last_way recognize_plat:FALSE]) {
if (![last_way recognizePlat:FALSE]) {
// if there is nothing there now
keys &= ~KEY_MOVE;
} else {
if ([self recognize_plat:FALSE]) {
if ([self recognizePlat:FALSE]) {
v = realorigin (trace_ent) + trace_ent.origin - ent.origin;
v_z = 0;
if (vlen (v) < 24)
@ -411,7 +411,7 @@ based b_aiflags.
bot_path
Bot will follow a route generated by the
begin_route set of functions in bot_way.qc.
beginRoute set of functions in bot_way.qc.
This code, while it works pretty well, can get
confused
@ -424,12 +424,12 @@ confused
local Waypoint jj, tele;
local entity e;
[self check_lost:targets[0]];
[self checkLost:targets[0]];
if (!targets[0]) {
keys=0;
return;
}
if ([self target_onstack:last_way])
if ([self targetOnstack:last_way])
return; // old waypoint still being hunted
jj = [self findRoute:last_way];
@ -452,12 +452,12 @@ confused
// point types are AI flags that should be executed once reaching a waypoint
b_aiflags = (jj.flags & AI_READAHEAD_TYPES) | (last_way.flags & AI_POINT_TYPES);
[self target_add:jj];
[self targetAdd:jj];
if (last_way) {
if ([last_way isLinkedTo:jj] == 2) {
// waypoints are telelinked
tele = [self findThing:"trigger_teleport"].@this; // this is probbly the teleport responsible FIXME shouldn't use @this here
[self target_add:tele];
[self targetAdd:tele];
}
traceline (last_way.origin, jj.origin, FALSE, ent); // check for blockage
if (trace_fraction != 1) {
@ -468,17 +468,17 @@ confused
trace_ent = trace_ent.owner;
if ((trace_ent.health > 0) && (ent.enemy == NIL)) {
ent.enemy = trace_ent;
[self weapon_switch:1];
[self weaponSwitch:1];
b_aiflags = b_aiflags | AI_BLIND; // nick knack paddy hack
} else if (trace_ent.targetname) {
e = find (NIL, target, trace_ent.targetname);
if (e.health > 0) {
ent.enemy = e;
[self weapon_switch:1];
[self weaponSwitch:1];
} else {
// target_drop (jj);
[self target_add:e]; //FIXME e wrong type
// bot_get_path (tele, TRUE);
// targetDrop (jj);
[self targetAdd:e]; //FIXME e wrong type
// [self getPath:tele :TRUE];
b_aiflags |= AI_BLIND; // give a bot a bone
return;
}
@ -510,9 +510,9 @@ the bot finds things it wants to kill/grab.
// 30 - 50 bot will consider this a target worth changing course for
// 50 - 90 bot will hunt these as vital items
// *!* Make sure you add code to bot_check_lost to remove the target *!*
// *!* Make sure you add code to checkLost to remove the target *!*
-(float)priority_for_thing:(entity)thing
-(float)priorityForThing:(entity)thing
{
local float thisp;
@ -601,7 +601,7 @@ the bot finds things it wants to kill/grab.
return thisp;
}
-(void)look_for_crap:(integer)scope
-(void)lookForCrap:(integer)scope
{
local entity foe, best = NIL;
local float thatp, bestp, dist;
@ -613,7 +613,7 @@ the bot finds things it wants to kill/grab.
bestp = 1;
while (foe) {
thatp = [self priority_for_thing:foe];
thatp = [self priorityForThing:foe];
if (thatp)
if (!scope)
if (!sisible (ent, foe))
@ -627,10 +627,10 @@ the bot finds things it wants to kill/grab.
}
if (best == NIL)
return;
if (![self target_onstack:best]) {
[self target_add:best]; //FIXME best wrong type
if (![self targetOnstack:best]) {
[self targetAdd:best]; //FIXME best wrong type
if (scope) {
[self get_path:best :FALSE];
[self getPath:best :FALSE];
b_aiflags |= AI_WAIT;
}
}
@ -639,7 +639,7 @@ the bot finds things it wants to kill/grab.
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
bot_angle_set
angleSet
Sets the bots look keys & b_angle to point at
the target - used for fighting and just
@ -647,7 +647,7 @@ generally making the bot look good.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)angle_set
-(void)angleSet
{
local float h;
local vector view;
@ -699,7 +699,8 @@ generally making the bot look good.
v_angle.x += 360;
while (v_angle.x > 180)
v_angle.x -= 360;
} else if ((ent.enemy == NIL || ent.enemy.movetype == MOVETYPE_PUSH) && targets[0].ent.classname != "player") {
} else if ((ent.enemy == NIL || ent.enemy.movetype == MOVETYPE_PUSH)
&& targets[0].ent.classname != "player") {
keys &= ~KEY_LOOK;
v_angle = b_angle;
while (v_angle.x < -180)
@ -766,7 +767,7 @@ frame, the ai_time limits it's actual updating
return;
}
if (ent.view_ofs == '0 0 0')
[self start_topic:7];
[self startTopic:7];
stagger_think = time;
// shut the bot's buttons off, various functions will turn them on by AI end
@ -778,7 +779,7 @@ frame, the ai_time limits it's actual updating
if (route_table == self) {
if (busy_waypoints <= 0) {
if (waypoint_mode < WM_EDITOR)
[self look_for_crap:TRUE];
[self lookForCrap:TRUE];
}
b_aiflags = 0;
keys = 0;
@ -790,8 +791,8 @@ frame, the ai_time limits it's actual updating
if (route_failed) {
[self roam];
route_failed = 0;
} else if (![self begin_route]) {
[self look_for_crap:FALSE];
} else if (![self beginRoute]) {
[self lookForCrap:FALSE];
}
keys = 0;
} else {
@ -800,18 +801,18 @@ frame, the ai_time limits it's actual updating
}
}
// bot_angle_set points the bot at it's goal (ent.enemy or target1)
[self angle_set];
// angleSet points the bot at it's goal (ent.enemy or target1)
[self angleSet];
// fight my enemy. Enemy is probably a field QC coders will most likely
// use a lot for their own needs, since it's unused on a normal player
// FIXME
if (ent.enemy)
[self fight_style];
[self fightStyle];
else if (random () < 0.2)
if (random () < 0.2)
[self weapon_switch:-1];
[self dodge_stuff];
[self weaponSwitch:-1];
[self dodgeStuff];
// checks to see if bot needs to start going up for air
if (ent.waterlevel > 2) {
@ -827,7 +828,7 @@ frame, the ai_time limits it's actual updating
// b_aiflags handling
if (b_aiflags)
[self handle_ai];
[self handleAI];
else
[self chat]; // don't want chat to screw him up if he's rjing or something
}

View file

@ -77,7 +77,7 @@ weapon_range =
};
@implementation Bot (Fight)
-(float)size_player:(entity)e
-(float)sizePlayer:(entity)e
{
local float sz;
@ -120,7 +120,7 @@ weapon_range =
return sz;
}
-(void)dodge_stuff
-(void)dodgeStuff
{
local entity foe;
local float foedist, avdist, foesz, flen, tsz;
@ -134,7 +134,7 @@ weapon_range =
if (ent.enemy) {
v = ent.origin - realorigin (ent.enemy);
foedist = vlen (v);
foesz = [self size_player:ent.enemy];
foesz = [self sizePlayer:ent.enemy];
} else {
foedist = 3000;
foesz = 9999999;
@ -184,7 +184,7 @@ weapon_range =
if (foe.health > 0) {
flen = vlen (foe.origin - ent.origin);
if (flen < foedist) {
tsz = [self size_player:foe];
tsz = [self sizePlayer:foe];
if (tsz < foesz) {
if ([self canSee:foe]) {
ent.enemy = foe;
@ -210,7 +210,7 @@ weapon_range =
if (!(teamplay && ent.team == foe.ent.team)) {
flen = vlen (foe.ent.origin - ent.origin);
if (flen < foedist) {
tsz = [self size_player:foe];
tsz = [self sizePlayer:foe];
if (tsz < foesz) {
/*XXX
if (fov(foe) || foe.b_sound > time || b_skill == 3) {
@ -231,11 +231,11 @@ weapon_range =
}
/*
bot_weapon_switch
weaponSwitch
Pick a weapon based on range / ammo
*/
-(void)weapon_switch:(float)brange
-(void)weaponSwitch:(float)brange
{
local float it, flag = 0, pulse = 0;
local vector v;
@ -302,12 +302,12 @@ Pick a weapon based on range / ammo
}
/*
Bot_fight_style
fightStyle
This is the core of the bot's thinking when
attacking an enemy.
*/
-(void)fight_style
-(void)fightStyle
{
local float foedist, mysz, foesz;
local vector v, v1 = '0 0 0', v2 = '0 0 0', org;
@ -339,16 +339,16 @@ attacking an enemy.
[self shoot];
}
} else
[self weapon_switch:foedist];
[self weaponSwitch:foedist];
if (!(b_aiflags & (AI_PRECISION | AI_BLIND | AI_OBSTRUCTED))) {
foesz = [self size_player:ent.enemy];
mysz = [self size_player:self] + 5;
foesz = [self sizePlayer:ent.enemy];
mysz = [self sizePlayer:self] + 5;
if (foesz > mysz) {
if (teamplay) {
if (random () < 0.02) {
[self start_topic:5];
[self startTopic:5];
b_chattime = 1;
}
}
@ -380,8 +380,8 @@ attacking an enemy.
[self walkmove:v_right * -1];
}
} else {
foesz = [self size_player:ent.enemy];
mysz = [self size_player:self] + 5;
foesz = [self sizePlayer:ent.enemy];
mysz = [self sizePlayer:self] + 5;
if (foesz > mysz)
return;

View file

@ -51,7 +51,7 @@ integer bot_move_linker;
ent.button2 = TRUE;
}
- (integer) can_rj
- (integer) canRJ
{
// this returns true of the bot can rocket/superjump/hook
// if your mod doesn't have an RL you can just return FALSE all the time
@ -80,11 +80,11 @@ integer bot_move_linker;
return FALSE;
}
- (integer) recognize_plat: (integer) flag
- (integer) recognizePlat: (integer) flag
{
local integer ret;
ret = [super recognize_plat:flag];
ret = [super recognizePlat:flag];
if (ret) {
if (flag) {
// afect bot movement too
@ -305,7 +305,7 @@ following funtion to move "around" the obstacle
I have no idea how well it will work
*/
-(void)dodge_obstruction
-(void)dodgeObstruction
{
local vector way, org;
local float oflags, yaw;
@ -373,8 +373,8 @@ blah
keys &= ~KEY_MOVE;
keys |= [self keysForDir: way];
[self dodge_obstruction];
[self recognize_plat: TRUE];
[self dodgeObstruction];
[self recognizePlat: TRUE];
if (b_aiflags & AI_PRECISION) {
g = angcomp (v_angle.x, b_angle.x);
@ -393,8 +393,8 @@ blah
keys &= ~KEY_MOVE;
keys |= [self keysForDir: weird];
[self dodge_obstruction];
[self recognize_plat: TRUE];
[self dodgeObstruction];
[self recognizePlat: TRUE];
if (b_aiflags & AI_OBSTRUCTED)
return FALSE;
else

View file

@ -294,7 +294,7 @@ BotConnect =
name = [Bot randomName];
bot = [[Bot alloc] initWithEntity: cl named:name skill:whatskill];
[bot start_topic:1];
[bot startTopic:1];
};
/*
@ -388,11 +388,11 @@ void () BotImpulses =
if (b_frags != ent.frags) {
if (b_frags > ent.frags) {
if (pointcontents (ent.origin) == CONTENT_LAVA)
[self start_topic:10];
[self startTopic:10];
else
[self start_topic:9];
[self startTopic:9];
} else
[self start_topic:2];
[self startTopic:2];
b_frags = ent.frags;
}
[self dynamicWaypoint];

View file

@ -136,7 +136,7 @@ in bot_ai.qc
FindRoute, this is a key function in the
pathing. The name is a bit misleading, this
code finds the closest waypoint that is part
of a route calculated by the begin_route and
of a route calculated by the beginRoute and
end_route routines This is a definite path to
an object.
@ -181,7 +181,7 @@ different bot.
*/
-(void)mark_path:(entity)this
-(void)markPath:(entity)this
{
local Waypoint t;
local integer flag;
@ -217,10 +217,10 @@ different bot.
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
begin_route and bot_get_path
beginRoute and getPath
PLEASE NOTE: bot_get_path replaces the old
calls to begin_route.
PLEASE NOTE: getPath replaces the old
calls to beginRoute.
Routing isn't done all at once now, but in two
stages, the bot will calc a route *THEN*
@ -231,7 +231,7 @@ Boy it's confusing.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(integer)begin_route
-(integer)beginRoute
{
if (busy_waypoints > 0)
return FALSE;
@ -260,7 +260,7 @@ Boy it's confusing.
}
}
-(void)get_path:(Waypoint)this :(integer)direct
-(void)getPath:(Waypoint)this :(integer)direct
{
if (this == NIL)
return;
@ -268,12 +268,12 @@ Boy it's confusing.
if (route_table == self) {
if (busy_waypoints <= 0) {
route_table = NIL;
[self mark_path:this];
[self markPath:this];
}
return;
}
if (direct) {
if([self begin_route])
if([self beginRoute])
direct_route = TRUE;
else
[self lost:this :FALSE];
@ -301,7 +301,7 @@ Temporary Marker code
[tep setOrigin:org];
tep.search_time = 0;
[self target_add:tep];
[self targetAdd:tep];
}
/*
@ -429,7 +429,7 @@ very good all things considered.
}
}
if ([self recognize_plat:FALSE]) {
if ([self recognizePlat:FALSE]) {
if (vlen(trace_ent.velocity) > 0) {
if (dyn_plat)
return;
@ -469,7 +469,7 @@ very good all things considered.
dyn_dest = ent.origin + ent.view_ofs;
if ([self recognize_plat:FALSE]) {
if ([self recognizePlat:FALSE]) {
if (trace_ent.classname == "door")
t.flags |= AI_DOORFLAG;
}

View file

@ -101,7 +101,7 @@ b_originator == targ
}
// I didn't like the old code so this is very stripped down
-(void)start_topic:(integer)topic
-(void)startTopic:(integer)topic
{
if (random() < 0.2) {
b_topic = topic;
@ -131,27 +131,27 @@ b_originator == targ
switch (r) {
case 1:
[self say:": lo all\n"];
[self start_topic:8];
[self startTopic:8];
break;
case 2:
[self say:": hey everyone\n"];
[self start_topic:8];
[self startTopic:8];
break;
case 3:
[self say:": prepare to be fragged!\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 4:
[self say:": boy this is laggy\n"];
[self start_topic:11];
[self startTopic:11];
break;
case 5:
[self say:": #mm getting some lag here\n"];
[self start_topic:11];
[self startTopic:11];
break;
default:
[self say:": hi everyone\n"];
[self start_topic:8];
[self startTopic:8];
break;
}
}
@ -178,7 +178,7 @@ b_originator == targ
[self say:": eat that\n"];
break;
}
[self start_topic:0];
[self startTopic:0];
}
break;
case 3:
@ -187,7 +187,7 @@ b_originator == targ
[self sayTeam:": friendly eyes\n"];
else
[self sayTeam:": team eyes\n"];
[self start_topic:0];
[self startTopic:0];
}
break;
case 4:
@ -196,7 +196,7 @@ b_originator == targ
[self sayTeam:": on your back\n"];
else
[self sayTeam:": I'm with you\n"];
[self start_topic:0];
[self startTopic:0];
}
break;
case 5:
@ -205,7 +205,7 @@ b_originator == targ
[self sayTeam:": I need help\n"];
else
[self sayTeam:": need backup\n"];
[self start_topic:0];
[self startTopic:0];
}
break;
case 6:
@ -213,27 +213,27 @@ b_originator == targ
switch (r) {
case 1:
[self say:": sun got in my eyes\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 2:
[self say:": mouse needs cleaning\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 3:
[self say:": i meant to do that\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 4:
[self say:": lag\n"];
[self start_topic:11];
[self startTopic:11];
break;
case 5:
[self say:": killer lag\n"];
[self start_topic:11];
[self startTopic:11];
break;
default:
[self say:": 100% lag\n"];
[self start_topic:11];
[self startTopic:11];
break;
}
}
@ -259,40 +259,40 @@ b_originator == targ
[self say:": hrm\n"];
break;
}
[self start_topic:0];
[self startTopic:0];
break;
case 8:
if (b_originator != self) {
switch (r) {
case 1:
[self say:": heya\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 2:
[self say:": welcome\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 3:
[self sayInit];
[self say2:": hi "];
[self say2:b_originator.ent.netname];
[self say2:"\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 5:
[self sayInit];
[self say2:": hey "];
[self say2:b_originator.ent.netname];
[self say2:"\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 6:
[self say:": howdy\n"];
[self start_topic:0];
[self startTopic:0];
break;
default:
[self say:": lo\n"];
[self start_topic:0];
[self startTopic:0];
break;
}
}
@ -367,27 +367,27 @@ b_originator == targ
[self say2:": yeah right "];
[self say2:b_originator.ent.netname];
[self say2:"\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 2:
[self say:": ping\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 3:
[self say:": shuddup, you're an lpb\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 4:
[self say:": lag my eye\n"];
[self start_topic:0];
[self startTopic:0];
break;
case 5:
[self say:": yeah\n"];
[self start_topic:11];
[self startTopic:11];
break;
default:
[self say:": totally\n"];
[self start_topic:11];
[self startTopic:11];
break;
}
}

View file

@ -16,7 +16,7 @@ typedef struct bot_data_t bot_data_t;
-(vector)origin;
-(integer)canSee:(Target)targ ignoring:(entity)ignore;
-(void)setOrigin:(vector) org;
-(integer)recognize_plat:(integer)flag;
-(integer)recognizePlat:(integer)flag;
@end
@interface Waypoint: Target
@ -49,7 +49,7 @@ typedef struct bot_data_t bot_data_t;
-(integer)teleLinkWay:(Waypoint)way;
-(void)unlinkWay:(Waypoint)way;
-(void)followLink:(Waypoint)e2 :(integer)b_bit;
-(void)followLink:(Waypoint)e2 :(integer)bBit;
-(void)waypointThink;
-(void)clearRoute;
@ -128,37 +128,37 @@ typedef struct bot_data_t bot_data_t;
@interface Bot (Move)
- (void)jump;
- (integer)can_rj;
- (integer)recognize_plat: (integer) flag;
- (integer)canRJ;
- (integer)recognizePlat: (integer) flag;
- (integer)keysForDir: (vector) sdir;
- (void)obstructed: (vector) whichway : (integer) danger;
- (void)obstacles;
- (void)dodge_obstruction;
- (void)dodgeObstruction;
- (void)movetogoal;
- (integer)walkmove: (vector) weird;
- (void)roam;
@end
@interface Bot (AI)
-(integer)target_onstack:(Target)scot;
-(void)target_add:(Target)e;
-(void)target_drop:(Target)e;
-(integer)targetOnstack:(Target)scot;
-(void)targetAdd:(Target)e;
-(void)targetDrop:(Target)e;
-(void)lost:(Waypoint)targ :(integer)success;
-(void)check_lost:(Waypoint)targ;
-(void)handle_ai;
-(void)checkLost:(Waypoint)targ;
-(void)handleAI;
-(void)path;
-(float)priority_for_thing:(entity)thing;
-(void)look_for_crap:(integer)scope;
-(void)angle_set;
-(float)priorityForThing:(entity)thing;
-(void)lookForCrap:(integer)scope;
-(void)angleSet;
-(void)AI;
@end
@interface Bot (Fight)
-(float)size_player:(entity)e;
-(void)dodge_stuff;
-(void)weapon_switch:(float)brange;
-(float)sizePlayer:(entity)e;
-(void)dodgeStuff;
-(void)weaponSwitch:(float)brange;
-(void)shoot;
-(void)fight_style;
-(void)fightStyle;
@end
@interface Bot (Way)
@ -166,9 +166,9 @@ typedef struct bot_data_t bot_data_t;
-(void)deleteWaypoint:(Waypoint)what;
-(entity)findThing:(string)s;
-(Waypoint)findRoute:(Waypoint)lastone;
-(void)mark_path:(entity)this;
-(void)get_path:(Waypoint)this :(integer)direct;
-(integer)begin_route;
-(void)markPath:(entity)this;
-(void)getPath:(Waypoint)this :(integer)direct;
-(integer)beginRoute;
-(void)spawnTempWaypoint:(vector)org;
-(void)dynamicWaypoint;
@ -176,7 +176,7 @@ typedef struct bot_data_t bot_data_t;
@end
@interface Bot (Chat)
-(void)start_topic:(integer)topic;
-(void)startTopic:(integer)topic;
-(void)say:(string)msg;
-(void)say2:(string)msg;
-(void)sayTeam:(string)msg;

View file

@ -80,7 +80,7 @@ this notice in its entirety.
{
}
- (integer) recognize_plat: (integer) flag
- (integer) recognizePlat: (integer) flag
{
local vector org = [self origin];
traceline (org, org - '0 0 64', TRUE, ent);

View file

@ -263,18 +263,18 @@ tripping the runaway loop counter
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)followLink:(Waypoint)e2 :(integer)b_bit
-(void)followLink:(Waypoint)e2 :(integer)bBit
{
local float dist;
if (flags & b_bit)
if (flags & bBit)
dist = items;
else
dist = vlen(origin - e2.origin) + items;
// check if this is an RJ link
if (e2.flags & AI_SUPER_JUMP) {
if (![route_table can_rj])
if (![route_table canRJ])
return;
}
if (e2.flags & AI_DIFFICULT)
@ -320,7 +320,7 @@ tripping the runaway loop counter
if (busy_waypoints <= 0) {
if (direct_route) {
[route_table get_path:route_table.targets[0] :FALSE];
[route_table getPath:route_table.targets[0] :FALSE];
direct_route = FALSE;
}
}