Changed some weapon names

This commit is contained in:
Andrei Drexler 2002-04-01 12:45:54 +00:00
parent fbdffc714d
commit ae37c3f691
3 changed files with 139 additions and 29 deletions

View File

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.6 2002/04/01 12:45:54 makro
// Changed some weapon names
//
// Revision 1.5 2002/01/11 19:48:29 jbravo // Revision 1.5 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format. // Formatted the source in non DOS format.
// //
@ -279,28 +282,97 @@ BotWeaponNameForMeansOfDeath
char *BotWeaponNameForMeansOfDeath(int mod) { char *BotWeaponNameForMeansOfDeath(int mod) {
switch(mod) { switch(mod) {
case MOD_SHOTGUN: return "Shotgun"; case MOD_SHOTGUN:
case MOD_GAUNTLET: return "Gauntlet"; return "Shotgun";
case MOD_MACHINEGUN: return "Machinegun"; break;
case MOD_GAUNTLET:
return "Gauntlet";
break;
case MOD_MACHINEGUN:
return "Machinegun";
break;
case MOD_GRENADE: case MOD_GRENADE:
case MOD_GRENADE_SPLASH: return "Grenade Launcher"; case MOD_GRENADE_SPLASH:
return "Grenade Launcher";
break;
case MOD_ROCKET: case MOD_ROCKET:
case MOD_ROCKET_SPLASH: return "Rocket Launcher"; case MOD_ROCKET_SPLASH:
return "Rocket Launcher";
break;
case MOD_PLASMA: case MOD_PLASMA:
case MOD_PLASMA_SPLASH: return "Plasmagun"; case MOD_PLASMA_SPLASH:
case MOD_RAILGUN: return "Railgun"; return "Plasmagun";
case MOD_LIGHTNING: return "Lightning Gun"; break;
case MOD_RAILGUN:
return "Railgun";
break;
case MOD_LIGHTNING:
return "Lightning Gun";
break;
case MOD_BFG: case MOD_BFG:
case MOD_BFG_SPLASH: return "BFG10K"; case MOD_BFG_SPLASH:
return "BFG10K";
break;
#ifdef MISSIONPACK #ifdef MISSIONPACK
case MOD_NAIL: return "Nailgun"; case MOD_NAIL:
case MOD_CHAINGUN: return "Chaingun"; return "Nailgun";
case MOD_PROXIMITY_MINE: return "Proximity Launcher"; break;
case MOD_KAMIKAZE: return "Kamikaze"; case MOD_CHAINGUN:
case MOD_JUICED: return "Prox mine"; return "Chaingun";
break;
case MOD_PROXIMITY_MINE:
return "Proximity Launcher";
break;
case MOD_KAMIKAZE:
return "Kamikaze";
break;
case MOD_JUICED:
return "Prox mine";
break;
#endif #endif
case MOD_GRAPPLE: return "Grapple"; case MOD_GRAPPLE:
default: return "[unknown weapon]"; return "Grapple";
break;
//Makro - added RQ3 weapon names
case MOD_PISTOL:
return RQ3_PISTOL_NAME;
break;
case MOD_MP5:
return RQ3_MP5_NAME;
break;
case MOD_M4:
return RQ3_M4_NAME;
break;
case MOD_M3:
return RQ3_M3_NAME;
break;
case MOD_HANDCANNON:
return RQ3_HANDCANNON_NAME;
break;
case MOD_SNIPER:
return RQ3_SSG3000_NAME;
break;
case MOD_AKIMBO:
return RQ3_AKIMBO_NAME;
break;
case MOD_KNIFE:
case MOD_KNIFE_THROWN:
return RQ3_KNIFE_NAME;
break;
/*
case MOD_BLEEDING:
return RQ3_PISTOL_NAME;
break;
case MOD_KICK:
return RQ3_PISTOL_NAME;
break;
case MOD_FRIENDLY_FIRE:
return RQ3_PISTOL_NAME;
break;
*/
default:
return "[unknown weapon]";
break;
} }
} }
@ -318,6 +390,8 @@ char *BotRandomWeaponName(void) {
rnd = random() * 8.9; rnd = random() * 8.9;
#endif #endif
switch(rnd) { switch(rnd) {
//Makro - changed to RQ3 weapon names
/*
case 0: return "Gauntlet"; case 0: return "Gauntlet";
case 1: return "Shotgun"; case 1: return "Shotgun";
case 2: return "Machinegun"; case 2: return "Machinegun";
@ -332,6 +406,37 @@ char *BotRandomWeaponName(void) {
case 10: return "Proximity Launcher"; case 10: return "Proximity Launcher";
#endif #endif
default: return "BFG10K"; default: return "BFG10K";
*/
case 0:
return RQ3_PISTOL_NAME;
break;
case 1:
return RQ3_M3_NAME;
break;
case 2:
return RQ3_MP5_NAME;
break;
case 3:
return RQ3_HANDCANNON_NAME;
break;
case 4:
return RQ3_SSG3000_NAME;
break;
case 5:
return RQ3_M4_NAME;
break;
case 6:
return RQ3_GRENADE_NAME;
break;
case 7:
return RQ3_AKIMBO_NAME;
break;
case 8:
return RQ3_KNIFE_NAME;
break;
default:
return RQ3_PISTOL_NAME;
break;
} }
} }

View File

@ -5,8 +5,8 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.8 2002/04/01 01:02:22 jbravo // Revision 1.9 2002/04/01 12:45:54 makro
// Fixing warnings and an error in bot code // Changed some weapon names
// //
// Revision 1.7 2002/03/31 19:16:56 makro // Revision 1.7 2002/03/31 19:16:56 makro
// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables // Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
@ -63,9 +63,7 @@
//Blaze: was there a extra ../ here? //Blaze: was there a extra ../ here?
#include "../ui/menudef.h" #include "../ui/menudef.h"
// JBravo: for warnings
void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist);
void Cmd_Bandage (gentity_t *ent);
//goal flag, see be_ai_goal.h for the other GFL_* //goal flag, see be_ai_goal.h for the other GFL_*
#define GFL_AIR 128 #define GFL_AIR 128

View File

@ -5,8 +5,8 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.10 2002/04/01 01:02:22 jbravo // Revision 1.11 2002/04/01 12:45:54 makro
// Fixing warnings and an error in bot code // Changed some weapon names
// //
// Revision 1.9 2002/03/31 19:16:56 makro // Revision 1.9 2002/03/31 19:16:56 makro
// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables // Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
@ -71,9 +71,6 @@
//Blaze: was there a extra ../ here? //Blaze: was there a extra ../ here?
#include "../ui/menudef.h" #include "../ui/menudef.h"
// JBravo: for warnings
void Cmd_Bandage (gentity_t *ent);
// from aasfile.h // from aasfile.h
#define AREACONTENTS_MOVER 1024 #define AREACONTENTS_MOVER 1024
#define AREACONTENTS_MODELNUMSHIFT 24 #define AREACONTENTS_MODELNUMSHIFT 24
@ -125,6 +122,15 @@ aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS];
int blue_numaltroutegoals; int blue_numaltroutegoals;
//Makro - the vector located on the line from src to dest dist units away
void VectorTargetDist(vec3_t src, vec3_t dest, int dist, vec3_t final) {
VectorClear(final);
VectorSubtract(src, dest, final);
VectorNormalize(final);
VectorScale(final, dist, final);
VectorAdd(final, src, final);
}
/* /*
================== ==================
BotMoveTowardsEnt BotMoveTowardsEnt
@ -137,6 +143,7 @@ void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
bot_goal_t goal; bot_goal_t goal;
bot_moveresult_t moveresult; bot_moveresult_t moveresult;
/*
VectorClear(dir); VectorClear(dir);
VectorSubtract(bs->origin, dest, dir); VectorSubtract(bs->origin, dest, dir);
VectorNormalize(dir); VectorNormalize(dir);
@ -146,6 +153,8 @@ void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
} }
VectorScale(dir, dist, dir); VectorScale(dir, dist, dir);
VectorAdd(dir, bs->origin, dir); VectorAdd(dir, bs->origin, dir);
*/
VectorTargetDist(bs->origin, dest, dist, dir);
//trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN); //trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN);
//create goal //create goal
@ -4130,7 +4139,7 @@ BotFuncBreakableGoal
Added by Makro Added by Makro
Basically a rip off of the previous Basically a rip off of the previous
function function !
==================================== ====================================
*/ */
int BotFuncBreakableGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) { int BotFuncBreakableGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) {
@ -4469,8 +4478,6 @@ int BotGetActivateGoal(bot_state_t *bs, int entitynum, bot_activategoal_t *activ
//if door is moving, wait till it stops //if door is moving, wait till it stops
if ( g_entities[entitynum].moverState == ROTATOR_1TO2 || g_entities[entitynum].moverState == ROTATOR_2TO1 || (g_entities[entitynum].targetname) ) { if ( g_entities[entitynum].moverState == ROTATOR_1TO2 || g_entities[entitynum].moverState == ROTATOR_2TO1 || (g_entities[entitynum].targetname) ) {
BotMoveTowardsEnt(bs, entinfo.origin, -80); BotMoveTowardsEnt(bs, entinfo.origin, -80);
// if ( g_entities[entitynum].targetname = NULL ) {
// JBravo: assuming Makro meant == and not =
if ( g_entities[entitynum].targetname == NULL ) { if ( g_entities[entitynum].targetname == NULL ) {
return 0; return 0;
} }