mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-11 15:52:30 +00:00
Bots reload akimbos/handcannons. Also, they can decide whether
or not an item in the ground is better than theirs
This commit is contained in:
parent
c79a22f81d
commit
df1414b99b
3 changed files with 266 additions and 40 deletions
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.17 2002/05/01 05:32:45 makro
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// Bots reload akimbos/handcannons. Also, they can decide whether
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// or not an item in the ground is better than theirs
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//
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// Revision 1.16 2002/04/30 11:54:37 makro
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// Bots rule ! Also, added clips to give all. Maybe some other things
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//
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@ -88,7 +92,12 @@
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//Makro - to get rid of the warnings
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void Cmd_Bandage (gentity_t *ent);
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void Cmd_DropItem_f(gentity_t *ent);
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gentity_t *SelectRandomDeathmatchSpawnPoint( void );
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int FindHumanTeamLeader(bot_state_t *bs);
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void BotVoiceChat_FollowMe(bot_state_t *bs, int client, int mode);
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//From ai_dmq3.c
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void VectorTargetDist(vec3_t src, vec3_t dest, int dist, vec3_t final);
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void BotAttack(bot_state_t *bs);
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@ -104,6 +113,15 @@ char nodeswitch[MAX_NODESWITCHES+1][144];
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#define LOOKAHEAD_DISTANCE 300
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/*
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==================
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BotRespawn
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Added by Makro
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Replaces trap_EA_respawn
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==================
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*/
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/*
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==================
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BotResetNodeSwitches
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@ -257,6 +275,130 @@ int BotNearbyGoal(bot_state_t *bs, int tfl, bot_goal_t *ltg, float range) {
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return ret;
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}
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/*
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==================
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RQ3_Bot_SpecialWeapon
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Added by Makro
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==================
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*/
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int RQ3_Bot_SpecialWeapon(bot_state_t *bs) {
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return WP_NONE;
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}
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/*
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====================================
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RQ3_Bot_ComboScore
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Added by Makro
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Note - lots of factors should be
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considered here; they aren't :/
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====================================
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*/
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int RQ3_Bot_ComboScore(int weapon, holdable_t item)
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{
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if (item != HI_KEVLAR || item != HI_LASER || item != HI_BANDOLIER ||
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item != HI_SLIPPERS || item != HI_SILENCER)
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return 0;
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switch (weapon) {
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//Shotgun
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case WP_M3:
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switch (item) {
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case HI_KEVLAR: return 100;
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case HI_LASER: return 30;
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case HI_BANDOLIER: return 80;
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case HI_SILENCER: return 30;
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case HI_SLIPPERS: return 80;
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}
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break;
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//MP5
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case WP_MP5:
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switch (item) {
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case HI_KEVLAR: return 90;
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case HI_LASER: return 100;
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case HI_BANDOLIER: return 70;
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case HI_SILENCER: return 80;
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case HI_SLIPPERS: return 40;
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}
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break;
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//HANDCANNON
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case WP_HANDCANNON:
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switch (item) {
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case HI_KEVLAR: return 90;
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case HI_LASER: return 30;
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case HI_BANDOLIER: return 90;
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case HI_SILENCER: return 30;
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case HI_SLIPPERS: return 90;
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}
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break;
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//SSG3000
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case WP_SSG3000:
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switch (item) {
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case HI_KEVLAR: return 100;
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case HI_LASER: return 40;
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case HI_BANDOLIER: return 80;
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case HI_SILENCER: return 90;
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case HI_SLIPPERS: return 40;
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}
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break;
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//M4
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case WP_M4:
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switch (item) {
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case HI_KEVLAR: return 100;
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case HI_LASER: return 90;
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case HI_BANDOLIER: return 80;
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case HI_SILENCER: return 30;
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case HI_SLIPPERS: return 40;
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}
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break;
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}
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return 0;
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}
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/*
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==================
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RQ3_Bot_NeedToDropStuff
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Added by Makro
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==================
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*/
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qboolean RQ3_Bot_NeedToDropStuff(bot_state_t *bs, bot_goal_t *goal) {
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//if the bot doesn't have an item or it didn't reach one
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if (!g_entities[goal->entitynum].item)
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return qfalse;
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if ( bs->cur_ps.stats[STAT_HOLDABLE_ITEM] < 1 || bs->cur_ps.stats[STAT_HOLDABLE_ITEM] >= bg_numItems || g_entities[goal->entitynum].item->giType != IT_HOLDABLE)
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return qfalse;
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else
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{
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holdable_t oldItem = bg_itemlist[bs->cur_ps.stats[STAT_HOLDABLE_ITEM]].giTag;
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holdable_t newItem = g_entities[goal->entitynum].item->giTag;
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int i, oldScore, newScore;
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//if the two items are identical
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if (oldItem == newItem) return qfalse;
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newScore = oldScore = 0;
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//check all the weapons
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for (i = 0; i < MAX_WEAPONS; i++) {
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//if the bot has the weapon
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if ( bs->cur_ps.stats[STAT_WEAPONS] & (1 << i) ) {
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//get the score for it
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oldScore += RQ3_Bot_ComboScore(i, oldItem);
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newScore += RQ3_Bot_ComboScore(i, newItem);
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}
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}
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//FIXME - special code is needed for the bandolier, since throwing it away
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//will also throw one of the weapons
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if (newScore > oldScore) {
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Cmd_DropItem_f( &g_entities[bs->entitynum] );
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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==================
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BotReachedGoal
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//if touching the goal
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if (trap_BotTouchingGoal(bs->origin, goal)) {
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if (!(goal->flags & GFL_DROPPED)) {
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//Makro - check if the bot picked up a better weapon or item
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trap_BotSetAvoidGoalTime(bs->gs, goal->number, -1);
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RQ3_Bot_NeedToDropStuff( bs , goal );
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}
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/*
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if (g_entities[goal->entitynum].classname) {
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@ -1322,8 +1466,13 @@ void AIEnter_Respawn(bot_state_t *bs, char *s) {
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bs->radioresponse_count = 0;
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//set respawn state
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if (gametype != GT_TEAMPLAY) {
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bs->standfindenemy_time = FloatTime() + 5;
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bs->stand_time = FloatTime() + 10;
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} else {
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bs->standfindenemy_time = FloatTime() + 1;
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bs->check_time = bs->stand_time = FloatTime() + 2;
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}
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bs->respawn_wait = qfalse;
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bs->ainode = AINode_Respawn;
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}
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@ -1341,15 +1490,6 @@ int AINode_Respawn(bot_state_t *bs) {
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}
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else {
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trap_EA_Respawn(bs->client);
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//Makro - maybe this will help in teamplay
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if (gametype == GT_TEAMPLAY) {
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gentity_t *spot = SelectRandomDeathmatchSpawnPoint();
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aas_entityinfo_t entinfo;
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BotEntityInfo(spot-g_entities, &entinfo);
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BotMoveTo(bs, entinfo.origin);
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//BotRoamGoal(bs, entinfo.origin);
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}
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}
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}
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else if (bs->respawn_time < FloatTime()) {
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.21 2002/05/01 05:32:45 makro
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// Bots reload akimbos/handcannons. Also, they can decide whether
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// or not an item in the ground is better than theirs
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//
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// Revision 1.20 2002/04/30 12:14:53 makro
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// Fixed a small warning
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//
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/*
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==================
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RQ3_Bot_ClipForWeapon
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RQ3_Bot_ClipsForWeapon
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Added by Makro
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==================
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*/
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int RQ3_Bot_ClipForWeapon( bot_state_t *bs, int weapon )
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int RQ3_Bot_ClipsForWeapon( bot_state_t *bs, int weapon )
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{
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switch (weapon) {
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case WP_PISTOL:
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case WP_AKIMBO:
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return bs->inventory[INVENTORY_PISTOLCLIP];
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break;
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case WP_AKIMBO:
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return bs->inventory[INVENTORY_AKIMBOCLIP];
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break;
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case WP_M3:
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case WP_HANDCANNON:
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return bs->inventory[INVENTORY_M3CLIP];
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break;
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case WP_HANDCANNON:
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return bs->inventory[INVENTORY_HANDCANNONCLIP];
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break;
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case WP_MP5:
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return bs->inventory[INVENTORY_MP5CLIP];
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break;
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@ -197,6 +205,25 @@ int RQ3_Bot_ClipForWeapon( bot_state_t *bs, int weapon )
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}
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/*
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==================
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RQ3_Bot_CanReload
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Added by Makro
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==================
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*/
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qboolean RQ3_Bot_CanReload( bot_state_t *bs, int weapon ) {
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int clips = RQ3_Bot_ClipsForWeapon(bs, weapon);
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//If no clips or not a valid weapon
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if ( !clips || !(bs->cur_ps.stats[STAT_WEAPONS] & (1 << weapon)) ) return qfalse;
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if (weapon == WP_AKIMBO || weapon == WP_HANDCANNON)
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return (clips >= 2);
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else
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return qtrue;
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}
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/*
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==================
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BotAttack
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//If the gun is empty
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if ( (bs->cur_ps.ammo[bs->cur_ps.weapon]) == 0 ) {
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//If bot has extra clips, reload
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if ( RQ3_Bot_ClipForWeapon(bs, bs->cur_ps.weapon) >= 1 ) {
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//If the bot has extra ammo
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if ( RQ3_Bot_CanReload(bs, bs->cur_ps.weapon) >= 1 ) {
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//Cmd_Reload( &g_entities[bs->entitynum] );
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trap_EA_Action(bs->client, ACTION_AFFIRMATIVE);
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}
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@ -3,25 +3,54 @@
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: cgame - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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<h3>Results</h3>
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cgamex86.dll - 0 error(s), 0 warning(s)
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<h3>
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--------------------Configuration: game - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D0F.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1E1E.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\ai_chat.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_cmd.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_dmnet.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_dmq3.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_main.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_team.c"
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"C:\Games\Quake3\rq3source\reaction\game\ai_vcmd.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_pmove.c"
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"C:\Games\Quake3\rq3source\reaction\game\bg_slidemove.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_active.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_arenas.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_bot.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_client.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_cmds.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_combat.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_fileio.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_items.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_main.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_matchmode.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_mem.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_misc.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_missile.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_mover.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_session.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_svcmds.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_syscalls.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_target.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_team.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_teamplay.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_trigger.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_utils.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_weapon.c"
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"C:\Games\Quake3\rq3source\reaction\game\q_math.c"
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"C:\Games\Quake3\rq3source\reaction\game\q_shared.c"
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"C:\Games\Quake3\rq3source\reaction\game\rxn_game.c"
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"C:\Games\Quake3\rq3source\reaction\game\zcam.c"
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"C:\Games\Quake3\rq3source\reaction\game\zcam_target.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D0F.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D10.tmp" with contents
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1E1E.tmp"
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1E1F.tmp" with contents
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[
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kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
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\reactionoutput\ai_chat.obj
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@ -64,26 +93,56 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
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\reactionoutput\zcam.obj
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\reactionoutput\zcam_target.obj
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]
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||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1D10.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP1E1F.tmp"
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<h3>Output Window</h3>
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Compiling...
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ai_chat.c
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ai_cmd.c
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ai_dmnet.c
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ai_dmq3.c
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ai_main.c
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ai_team.c
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ai_vcmd.c
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bg_misc.c
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bg_pmove.c
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bg_slidemove.c
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g_active.c
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g_arenas.c
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g_bot.c
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g_client.c
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g_cmds.c
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g_combat.c
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g_fileio.c
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g_items.c
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g_main.c
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g_matchmode.c
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g_mem.c
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g_misc.c
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g_missile.c
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g_mover.c
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g_session.c
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g_spawn.c
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g_svcmds.c
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g_syscalls.c
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g_target.c
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g_team.c
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g_teamplay.c
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g_trigger.c
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g_utils.c
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g_weapon.c
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q_math.c
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C:\Games\Quake3\rq3source\reaction\game\g_weapon.c(2576) : warning C4701: local variable 'tr' may be used without having been initialized
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q_shared.c
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rxn_game.c
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zcam.c
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zcam_target.c
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Linking...
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Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
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<h3>Results</h3>
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qagamex86.dll - 0 error(s), 0 warning(s)
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<h3>
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--------------------Configuration: ui - Win32 Release TA--------------------
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</h3>
|
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<h3>Command Lines</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Results</h3>
|
||||
uix86.dll - 0 error(s), 0 warning(s)
|
||||
qagamex86.dll - 0 error(s), 1 warning(s)
|
||||
</pre>
|
||||
</body>
|
||||
</html>
|
||||
|
|
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Reference in a new issue