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Fix flag collision in botlib code, thanks Cyrri for reporting (#4886)
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387e33a4e3
commit
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2 changed files with 22 additions and 54 deletions
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@ -40,7 +40,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define MAX_USERMOVE 400
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#define MAX_COMMANDARGUMENTS 10
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#define ACTION_JUMPEDLASTFRAME 128
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bot_input_t *botinputs;
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@ -416,24 +415,6 @@ void EA_View(int client, vec3_t viewangles)
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//===========================================================================
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void EA_EndRegular(int client, float thinktime)
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{
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/*
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bot_input_t *bi;
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int jumped = qfalse;
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bi = &botinputs[client];
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bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = thinktime;
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botimport.BotInput(client, bi);
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bi->thinktime = 0;
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VectorClear(bi->dir);
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bi->speed = 0;
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jumped = bi->actionflags & ACTION_JUMP;
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bi->actionflags = 0;
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if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
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*/
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} //end of the function EA_EndRegular
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//===========================================================================
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//
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@ -444,23 +425,10 @@ void EA_EndRegular(int client, float thinktime)
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void EA_GetInput(int client, float thinktime, bot_input_t *input)
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{
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bot_input_t *bi;
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// int jumped = qfalse;
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bi = &botinputs[client];
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// bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = thinktime;
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Com_Memcpy(input, bi, sizeof(bot_input_t));
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/*
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bi->thinktime = 0;
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VectorClear(bi->dir);
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bi->speed = 0;
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jumped = bi->actionflags & ACTION_JUMP;
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bi->actionflags = 0;
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if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
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*/
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} //end of the function EA_GetInput
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//===========================================================================
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//
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@ -474,7 +442,6 @@ void EA_ResetInput(int client)
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int jumped = qfalse;
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bi = &botinputs[client];
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bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
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bi->thinktime = 0;
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VectorClear(bi->dir);
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@ -79,27 +79,28 @@ struct weaponinfo_s;
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#define BLERR_CANNOTLOADWEAPONCONFIG 12 //cannot load weapon config
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//action flags
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#define ACTION_ATTACK 0x0000001
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#define ACTION_USE 0x0000002
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#define ACTION_RESPAWN 0x0000008
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#define ACTION_JUMP 0x0000010
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#define ACTION_MOVEUP 0x0000020
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#define ACTION_CROUCH 0x0000080
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#define ACTION_MOVEDOWN 0x0000100
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#define ACTION_MOVEFORWARD 0x0000200
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#define ACTION_MOVEBACK 0x0000800
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#define ACTION_MOVELEFT 0x0001000
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#define ACTION_MOVERIGHT 0x0002000
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#define ACTION_DELAYEDJUMP 0x0008000
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#define ACTION_TALK 0x0010000
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#define ACTION_GESTURE 0x0020000
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#define ACTION_WALK 0x0080000
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#define ACTION_AFFIRMATIVE 0x0100000
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#define ACTION_NEGATIVE 0x0200000
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#define ACTION_GETFLAG 0x0800000
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#define ACTION_GUARDBASE 0x1000000
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#define ACTION_PATROL 0x2000000
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#define ACTION_FOLLOWME 0x8000000
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#define ACTION_ATTACK 0x00000001
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#define ACTION_USE 0x00000002
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#define ACTION_RESPAWN 0x00000008
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#define ACTION_JUMP 0x00000010
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#define ACTION_MOVEUP 0x00000020
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#define ACTION_CROUCH 0x00000080
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#define ACTION_MOVEDOWN 0x00000100
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#define ACTION_MOVEFORWARD 0x00000200
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#define ACTION_MOVEBACK 0x00000800
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#define ACTION_MOVELEFT 0x00001000
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#define ACTION_MOVERIGHT 0x00002000
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#define ACTION_DELAYEDJUMP 0x00008000
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#define ACTION_TALK 0x00010000
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#define ACTION_GESTURE 0x00020000
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#define ACTION_WALK 0x00080000
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#define ACTION_AFFIRMATIVE 0x00100000
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#define ACTION_NEGATIVE 0x00200000
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#define ACTION_GETFLAG 0x00800000
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#define ACTION_GUARDBASE 0x01000000
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#define ACTION_PATROL 0x02000000
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#define ACTION_FOLLOWME 0x08000000
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#define ACTION_JUMPEDLASTFRAME 0x10000000
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//the bot input, will be converted to an usercmd_t
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typedef struct bot_input_s
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