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https://github.com/ReactionQuake3/reaction.git
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Changed some weapon names
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parent
fbdffc714d
commit
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3 changed files with 139 additions and 29 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.6 2002/04/01 12:45:54 makro
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// Changed some weapon names
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//
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// Revision 1.5 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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@ -279,28 +282,97 @@ BotWeaponNameForMeansOfDeath
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char *BotWeaponNameForMeansOfDeath(int mod) {
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switch(mod) {
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case MOD_SHOTGUN: return "Shotgun";
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case MOD_GAUNTLET: return "Gauntlet";
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case MOD_MACHINEGUN: return "Machinegun";
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case MOD_SHOTGUN:
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return "Shotgun";
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break;
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case MOD_GAUNTLET:
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return "Gauntlet";
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break;
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case MOD_MACHINEGUN:
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return "Machinegun";
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break;
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case MOD_GRENADE:
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case MOD_GRENADE_SPLASH: return "Grenade Launcher";
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case MOD_GRENADE_SPLASH:
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return "Grenade Launcher";
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break;
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case MOD_ROCKET:
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case MOD_ROCKET_SPLASH: return "Rocket Launcher";
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case MOD_ROCKET_SPLASH:
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return "Rocket Launcher";
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break;
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case MOD_PLASMA:
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case MOD_PLASMA_SPLASH: return "Plasmagun";
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case MOD_RAILGUN: return "Railgun";
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case MOD_LIGHTNING: return "Lightning Gun";
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case MOD_PLASMA_SPLASH:
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return "Plasmagun";
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break;
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case MOD_RAILGUN:
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return "Railgun";
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break;
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case MOD_LIGHTNING:
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return "Lightning Gun";
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break;
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case MOD_BFG:
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case MOD_BFG_SPLASH: return "BFG10K";
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case MOD_BFG_SPLASH:
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return "BFG10K";
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break;
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#ifdef MISSIONPACK
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case MOD_NAIL: return "Nailgun";
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case MOD_CHAINGUN: return "Chaingun";
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case MOD_PROXIMITY_MINE: return "Proximity Launcher";
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case MOD_KAMIKAZE: return "Kamikaze";
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case MOD_JUICED: return "Prox mine";
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case MOD_NAIL:
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return "Nailgun";
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break;
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case MOD_CHAINGUN:
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return "Chaingun";
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break;
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case MOD_PROXIMITY_MINE:
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return "Proximity Launcher";
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break;
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case MOD_KAMIKAZE:
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return "Kamikaze";
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break;
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case MOD_JUICED:
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return "Prox mine";
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break;
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#endif
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case MOD_GRAPPLE: return "Grapple";
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default: return "[unknown weapon]";
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case MOD_GRAPPLE:
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return "Grapple";
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break;
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//Makro - added RQ3 weapon names
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case MOD_PISTOL:
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return RQ3_PISTOL_NAME;
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break;
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case MOD_MP5:
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return RQ3_MP5_NAME;
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break;
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case MOD_M4:
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return RQ3_M4_NAME;
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break;
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case MOD_M3:
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return RQ3_M3_NAME;
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break;
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case MOD_HANDCANNON:
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return RQ3_HANDCANNON_NAME;
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break;
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case MOD_SNIPER:
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return RQ3_SSG3000_NAME;
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break;
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case MOD_AKIMBO:
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return RQ3_AKIMBO_NAME;
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break;
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case MOD_KNIFE:
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case MOD_KNIFE_THROWN:
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return RQ3_KNIFE_NAME;
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break;
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/*
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case MOD_BLEEDING:
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return RQ3_PISTOL_NAME;
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break;
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case MOD_KICK:
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return RQ3_PISTOL_NAME;
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break;
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case MOD_FRIENDLY_FIRE:
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return RQ3_PISTOL_NAME;
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break;
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*/
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default:
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return "[unknown weapon]";
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break;
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}
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}
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@ -318,6 +390,8 @@ char *BotRandomWeaponName(void) {
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rnd = random() * 8.9;
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#endif
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switch(rnd) {
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//Makro - changed to RQ3 weapon names
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/*
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case 0: return "Gauntlet";
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case 1: return "Shotgun";
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case 2: return "Machinegun";
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@ -332,6 +406,37 @@ char *BotRandomWeaponName(void) {
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case 10: return "Proximity Launcher";
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#endif
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default: return "BFG10K";
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*/
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case 0:
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return RQ3_PISTOL_NAME;
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break;
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case 1:
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return RQ3_M3_NAME;
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break;
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case 2:
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return RQ3_MP5_NAME;
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break;
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case 3:
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return RQ3_HANDCANNON_NAME;
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break;
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case 4:
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return RQ3_SSG3000_NAME;
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break;
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case 5:
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return RQ3_M4_NAME;
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break;
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case 6:
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return RQ3_GRENADE_NAME;
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break;
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case 7:
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return RQ3_AKIMBO_NAME;
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break;
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case 8:
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return RQ3_KNIFE_NAME;
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break;
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default:
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return RQ3_PISTOL_NAME;
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break;
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}
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}
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@ -5,8 +5,8 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.8 2002/04/01 01:02:22 jbravo
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// Fixing warnings and an error in bot code
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// Revision 1.9 2002/04/01 12:45:54 makro
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// Changed some weapon names
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//
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// Revision 1.7 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
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@ -63,9 +63,7 @@
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//Blaze: was there a extra ../ here?
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#include "../ui/menudef.h"
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// JBravo: for warnings
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void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist);
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void Cmd_Bandage (gentity_t *ent);
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//goal flag, see be_ai_goal.h for the other GFL_*
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#define GFL_AIR 128
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@ -5,8 +5,8 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.10 2002/04/01 01:02:22 jbravo
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// Fixing warnings and an error in bot code
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// Revision 1.11 2002/04/01 12:45:54 makro
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// Changed some weapon names
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//
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// Revision 1.9 2002/03/31 19:16:56 makro
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// Bandaging, reloading, opening rotating doors (still needs a lot of), shooting breakables
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@ -71,9 +71,6 @@
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//Blaze: was there a extra ../ here?
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#include "../ui/menudef.h"
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// JBravo: for warnings
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void Cmd_Bandage (gentity_t *ent);
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// from aasfile.h
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#define AREACONTENTS_MOVER 1024
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#define AREACONTENTS_MODELNUMSHIFT 24
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@ -125,6 +122,15 @@ aas_altroutegoal_t blue_altroutegoals[MAX_ALTROUTEGOALS];
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int blue_numaltroutegoals;
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//Makro - the vector located on the line from src to dest dist units away
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void VectorTargetDist(vec3_t src, vec3_t dest, int dist, vec3_t final) {
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VectorClear(final);
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VectorSubtract(src, dest, final);
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VectorNormalize(final);
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VectorScale(final, dist, final);
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VectorAdd(final, src, final);
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}
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/*
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==================
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BotMoveTowardsEnt
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@ -137,6 +143,7 @@ void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
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bot_goal_t goal;
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bot_moveresult_t moveresult;
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/*
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VectorClear(dir);
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VectorSubtract(bs->origin, dest, dir);
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VectorNormalize(dir);
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@ -146,6 +153,8 @@ void BotMoveTowardsEnt(bot_state_t *bs, vec3_t dest, int dist) {
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}
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VectorScale(dir, dist, dir);
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VectorAdd(dir, bs->origin, dir);
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*/
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VectorTargetDist(bs->origin, dest, dist, dir);
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//trap_BotMoveInDirection(bs->ms, dir, dist, MOVE_RUN);
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//create goal
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@ -4130,7 +4139,7 @@ BotFuncBreakableGoal
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Added by Makro
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Basically a rip off of the previous
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function
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function !
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====================================
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*/
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int BotFuncBreakableGoal(bot_state_t *bs, int bspent, bot_activategoal_t *activategoal) {
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//if door is moving, wait till it stops
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if ( g_entities[entitynum].moverState == ROTATOR_1TO2 || g_entities[entitynum].moverState == ROTATOR_2TO1 || (g_entities[entitynum].targetname) ) {
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BotMoveTowardsEnt(bs, entinfo.origin, -80);
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// if ( g_entities[entitynum].targetname = NULL ) {
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// JBravo: assuming Makro meant == and not =
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if ( g_entities[entitynum].targetname == NULL ) {
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return 0;
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}
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