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https://github.com/UberGames/lilium-voyager.git
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More from pomac
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1697a709a1
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840ecd6483
1 changed files with 33 additions and 71 deletions
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@ -1327,28 +1327,12 @@ void BotCheckBlocked(bot_movestate_t *ms, vec3_t dir, int checkbottom, bot_mover
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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void BotClearMoveResult(bot_moveresult_t *moveresult)
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{
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moveresult->failure = qfalse;
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moveresult->type = 0;
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moveresult->blocked = qfalse;
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moveresult->blockentity = 0;
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moveresult->traveltype = 0;
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moveresult->flags = 0;
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} //end of the function BotClearMoveResult
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//===========================================================================
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//
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// Parameter: -
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// Returns: -
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// Changes Globals: -
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//===========================================================================
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bot_moveresult_t BotTravel_Walk(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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float dist, speed;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//first walk straight to the reachability start
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hordir[0] = reach->start[0] - ms->origin[0];
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hordir[1] = reach->start[1] - ms->origin[1];
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@ -1401,9 +1385,7 @@ bot_moveresult_t BotFinishTravel_Walk(bot_movestate_t *ms, aas_reachability_t *r
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{
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vec3_t hordir;
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float dist, speed;
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bot_moveresult_t result;
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BotClearMoveResult(&result);
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bot_moveresult_t_cleared( result );
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//if not on the ground and changed areas... don't walk back!!
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//(doesn't seem to help)
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/*
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@ -1439,9 +1421,8 @@ bot_moveresult_t BotTravel_Crouch(bot_movestate_t *ms, aas_reachability_t *reach
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{
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float speed;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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speed = 400;
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//walk straight to reachability end
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@ -1469,9 +1450,8 @@ bot_moveresult_t BotTravel_BarrierJump(bot_movestate_t *ms, aas_reachability_t *
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{
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float dist, speed;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//walk straight to reachability start
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hordir[0] = reach->start[0] - ms->origin[0];
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hordir[1] = reach->start[1] - ms->origin[1];
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@ -1504,9 +1484,8 @@ bot_moveresult_t BotFinishTravel_BarrierJump(bot_movestate_t *ms, aas_reachabili
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{
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float dist;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//if near the top or going down
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if (ms->velocity[2] < 250)
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{
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@ -1532,9 +1511,8 @@ bot_moveresult_t BotFinishTravel_BarrierJump(bot_movestate_t *ms, aas_reachabili
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bot_moveresult_t BotTravel_Swim(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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vec3_t dir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//swim straight to reachability end
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VectorSubtract(reach->start, ms->origin, dir);
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VectorNormalize(dir);
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@ -1559,9 +1537,8 @@ bot_moveresult_t BotTravel_WaterJump(bot_movestate_t *ms, aas_reachability_t *re
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{
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vec3_t dir, hordir;
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float dist;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//swim straight to reachability end
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VectorSubtract(reach->end, ms->origin, dir);
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VectorCopy(dir, hordir);
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@ -1593,10 +1570,9 @@ bot_moveresult_t BotFinishTravel_WaterJump(bot_movestate_t *ms, aas_reachability
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{
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vec3_t dir, pnt;
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float dist;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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//botimport.Print(PRT_MESSAGE, "BotFinishTravel_WaterJump\n");
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BotClearMoveResult(&result);
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//if waterjumping there's nothing to do
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if (ms->moveflags & MFL_WATERJUMP) return result;
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//if not touching any water anymore don't do anything
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@ -1630,9 +1606,8 @@ bot_moveresult_t BotTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachability_t
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{
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vec3_t hordir, dir;
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float dist, speed, reachhordist;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//check if the bot is blocked by anything
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VectorSubtract(reach->start, ms->origin, dir);
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VectorNormalize(dir);
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@ -1730,9 +1705,8 @@ bot_moveresult_t BotFinishTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachabil
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{
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vec3_t dir, hordir, end, v;
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float dist, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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VectorSubtract(reach->end, ms->origin, dir);
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BotCheckBlocked(ms, dir, qtrue, &result);
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@ -1769,9 +1743,8 @@ bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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vec3_t hordir;
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float dist, gapdist, speed, horspeed, sv_jumpvel;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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sv_jumpvel = botlibglobals.sv_jumpvel->value;
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//walk straight to the reachability start
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@ -1818,10 +1791,9 @@ bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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vec3_t hordir, dir1, dir2, mins, maxs, start, end;
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float dist1, dist2, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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bsp_trace_t trace;
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BotClearMoveResult(&result);
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//
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hordir[0] = reach->start[0] - reach->end[0];
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hordir[1] = reach->start[1] - reach->end[1];
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@ -1891,9 +1863,8 @@ bot_moveresult_t BotTravel_Jump(bot_movestate_t *ms, aas_reachability_t *reach)
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vec3_t hordir, dir1, dir2, start, end, runstart;
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// vec3_t runstart, dir1, dir2, hordir;
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float dist1, dist2, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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AAS_JumpReachRunStart(reach, runstart);
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//*
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@ -1961,9 +1932,8 @@ bot_moveresult_t BotFinishTravel_Jump(bot_movestate_t *ms, aas_reachability_t *r
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{
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vec3_t hordir, hordir2;
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float speed, dist;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//if not jumped yet
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if (!ms->jumpreach) return result;
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//go straight to the reachability end
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@ -1998,9 +1968,8 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach
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vec3_t dir, viewdir;//, hordir;
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vec3_t origin = {0, 0, 0};
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// vec3_t up = {0, 0, 1};
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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// if ((ms->moveflags & MFL_AGAINSTLADDER))
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//NOTE: not a good idea for ladders starting in water
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@ -2052,9 +2021,8 @@ bot_moveresult_t BotTravel_Teleport(bot_movestate_t *ms, aas_reachability_t *rea
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{
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vec3_t hordir;
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float dist;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//if the bot is being teleported
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if (ms->moveflags & MFL_TELEPORTED) return result;
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@ -2083,9 +2051,8 @@ bot_moveresult_t BotTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *rea
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{
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vec3_t dir, dir1, dir2, hordir, bottomcenter;
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float dist, dist1, dist2, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//if standing on the plat
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if (BotOnMover(ms->origin, ms->entitynum, reach))
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{
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@ -2233,9 +2200,8 @@ bot_moveresult_t BotTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *rea
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bot_moveresult_t BotFinishTravel_Elevator(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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vec3_t bottomcenter, bottomdir, topdir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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MoverBottomCenter(reach, bottomcenter);
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VectorSubtract(bottomcenter, ms->origin, bottomdir);
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@ -2322,9 +2288,8 @@ bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *
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{
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vec3_t dir, dir1, dir2, hordir, bottomcenter, bob_start, bob_end, bob_origin;
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float dist, dist1, dist2, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//
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BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin);
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//if standing ontop of the func_bobbing
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@ -2479,10 +2444,9 @@ bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *
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bot_moveresult_t BotFinishTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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vec3_t bob_origin, bob_start, bob_end, dir, hordir, bottomcenter;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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float dist, speed;
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BotClearMoveResult(&result);
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//
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BotFuncBobStartEnd(reach, bob_start, bob_end, bob_origin);
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//
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@ -2589,7 +2553,7 @@ void BotResetGrapple(bot_movestate_t *ms)
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//===========================================================================
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bot_moveresult_t BotTravel_Grapple(bot_movestate_t *ms, aas_reachability_t *reach)
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{
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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float dist, speed;
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vec3_t dir, viewdir, org;
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int state, areanum;
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@ -2601,7 +2565,6 @@ bot_moveresult_t BotTravel_Grapple(bot_movestate_t *ms, aas_reachability_t *reac
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botimport.DebugLineShow(debugline, reach->start, reach->end, LINECOLOR_BLUE);
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#endif //DEBUG_GRAPPLE
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BotClearMoveResult(&result);
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//
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if (ms->moveflags & MFL_GRAPPLERESET)
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{
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@ -2745,10 +2708,9 @@ bot_moveresult_t BotTravel_RocketJump(bot_movestate_t *ms, aas_reachability_t *r
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{
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vec3_t hordir;
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float dist, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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//botimport.Print(PRT_MESSAGE, "BotTravel_RocketJump: bah\n");
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BotClearMoveResult(&result);
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//
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hordir[0] = reach->start[0] - ms->origin[0];
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hordir[1] = reach->start[1] - ms->origin[1];
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@ -2810,10 +2772,9 @@ bot_moveresult_t BotTravel_BFGJump(bot_movestate_t *ms, aas_reachability_t *reac
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{
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vec3_t hordir;
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float dist, speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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//botimport.Print(PRT_MESSAGE, "BotTravel_BFGJump: bah\n");
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BotClearMoveResult(&result);
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//
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hordir[0] = reach->start[0] - ms->origin[0];
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hordir[1] = reach->start[1] - ms->origin[1];
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@ -2871,9 +2832,8 @@ bot_moveresult_t BotFinishTravel_WeaponJump(bot_movestate_t *ms, aas_reachabilit
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{
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vec3_t hordir;
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float speed;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//if not jumped yet
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if (!ms->jumpreach) return result;
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/*
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@ -2911,9 +2871,8 @@ bot_moveresult_t BotTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t *reac
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{
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float dist, speed;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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//first walk straight to the reachability start
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hordir[0] = reach->start[0] - ms->origin[0];
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hordir[1] = reach->start[1] - ms->origin[1];
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@ -2938,9 +2897,8 @@ bot_moveresult_t BotFinishTravel_JumpPad(bot_movestate_t *ms, aas_reachability_t
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{
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float speed;
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vec3_t hordir;
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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BotClearMoveResult(&result);
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if (!BotAirControl(ms->origin, ms->velocity, reach->end, hordir, &speed))
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{
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hordir[0] = reach->end[0] - ms->origin[0];
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@ -2997,7 +2955,7 @@ int BotReachabilityTime(aas_reachability_t *reach)
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//===========================================================================
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bot_moveresult_t BotMoveInGoalArea(bot_movestate_t *ms, bot_goal_t *goal)
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{
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bot_moveresult_t result;
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bot_moveresult_t_cleared( result );
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vec3_t dir;
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float dist, speed;
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@ -3006,7 +2964,6 @@ bot_moveresult_t BotMoveInGoalArea(bot_movestate_t *ms, bot_goal_t *goal)
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//AAS_ClearShownDebugLines();
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//AAS_DebugLine(ms->origin, goal->origin, LINECOLOR_RED);
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#endif //DEBUG
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BotClearMoveResult(&result);
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//walk straight to the goal origin
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dir[0] = goal->origin[0] - ms->origin[0];
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dir[1] = goal->origin[1] - ms->origin[1];
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@ -3061,8 +3018,13 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
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//bsp_trace_t trace;
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//static int debugline;
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result->failure = qfalse;
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result->type = 0;
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result->blocked = qfalse;
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result->blockentity = 0;
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result->traveltype = 0;
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result->flags = 0;
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BotClearMoveResult(result);
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//
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ms = BotMoveStateFromHandle(movestate);
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if (!ms) return;
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