mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Merge branch 'BotThinker' of https://github.com/ChillyDoom/zdoom
This commit is contained in:
commit
ad5c5af6f2
12 changed files with 108 additions and 96 deletions
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@ -24,12 +24,14 @@ IMPLEMENT_POINTY_CLASS(DBot)
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END_POINTERS
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DBot::DBot ()
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: DThinker(STAT_BOT)
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{
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Clear ();
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}
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void DBot::Clear ()
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{
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player = NULL;
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angle = 0;
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dest = NULL;
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prev = NULL;
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@ -64,6 +66,10 @@ void DBot::Serialize (FArchive &arc)
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arc << savedyaw
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<< savedpitch;
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}
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else if (SaveVersion >= 4516)
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{
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arc << player;
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}
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arc << angle
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<< dest
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@ -88,6 +94,22 @@ void DBot::Serialize (FArchive &arc)
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<< oldy;
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}
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void DBot::Tick ()
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{
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Super::Tick ();
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if (player->mo == NULL || bglobal.freeze)
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{
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return;
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}
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BotThinkCycles.Clock();
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bglobal.m_Thinking = true;
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bglobal.Think (player->mo, &netcmds[player - players][((gametic + 1)/ticdup)%BACKUPTICS]);
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bglobal.m_Thinking = false;
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BotThinkCycles.Unclock();
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}
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CVAR (Int, bot_next_color, 11, 0)
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CVAR (Bool, bot_observer, false, 0)
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19
src/b_bot.h
19
src/b_bot.h
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@ -14,6 +14,7 @@
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#include "d_ticcmd.h"
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#include "r_defs.h"
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#include "a_pickups.h"
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#include "stats.h"
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#define FORWARDWALK 0x1900
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#define FORWARDRUN 0x3200
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@ -89,20 +90,22 @@ public:
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void ClearPlayer (int playernum, bool keepTeam);
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//(B_Game.c)
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void Main (int buf);
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void Main ();
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void Init ();
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void End();
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bool SpawnBot (const char *name, int color = NOCOLOR);
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bool LoadBots ();
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void ForgetBots ();
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void TryAddBot (BYTE **stream, int player);
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void RemoveAllBots (bool fromlist);
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void DestroyAllBots ();
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bool LoadBots ();
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void ForgetBots ();
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//(B_Func.c)
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bool Check_LOS (AActor *mobj1, AActor *mobj2, angle_t vangle);
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void StartTravel ();
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void FinishTravel ();
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//(B_Think.c)
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void Think (AActor *actor, ticcmd_t *cmd);
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void WhatToGet (AActor *actor, AActor *item);
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//(B_move.c)
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@ -144,7 +147,6 @@ private:
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bool SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FCheckPosition &tm);
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//(B_Think.c)
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void Think (AActor *actor, ticcmd_t *cmd);
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void ThinkForMove (AActor *actor, ticcmd_t *cmd);
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void Set_enemy (AActor *actor);
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@ -155,16 +157,18 @@ protected:
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bool observer; //Consoleplayer is observer.
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};
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class DBot : public DObject
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class DBot : public DThinker
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{
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DECLARE_CLASS(DBot,DObject)
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DECLARE_CLASS(DBot,DThinker)
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HAS_OBJECT_POINTERS
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public:
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DBot ();
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void Clear ();
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void Serialize (FArchive &arc);
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void Tick ();
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player_t *player;
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angle_t angle; // The wanted angle that the bot try to get every tic.
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// (used to get a smooth view movement)
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TObjPtr<AActor> dest; // Move Destination.
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@ -205,6 +209,7 @@ public:
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//Externs
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extern FCajunMaster bglobal;
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extern cycle_t BotThinkCycles, BotSupportCycles;
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EXTERN_CVAR (Float, bot_flag_return_time)
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EXTERN_CVAR (Int, bot_next_color)
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@ -402,7 +402,7 @@ AActor *FCajunMaster::Find_enemy (AActor *bot)
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&& bot != client->mo)
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{
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if (Check_LOS (bot, client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
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//if(P_CheckSight( bot, players[count].mo))
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//if(P_CheckSight(bot, players[count].mo))
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{
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temp = P_AproxDistance (client->mo->x - bot->x,
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client->mo->y - bot->y);
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@ -552,3 +552,25 @@ bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FChec
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actor->flags = savedFlags;
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return res;
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}
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void FCajunMaster::StartTravel ()
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (players[i].Bot != NULL)
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{
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players[i].Bot->ChangeStatNum (STAT_TRAVELLING);
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}
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}
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}
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void FCajunMaster::FinishTravel ()
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (players[i].Bot != NULL)
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{
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players[i].Bot->ChangeStatNum (STAT_BOT);
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}
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}
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}
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@ -94,36 +94,14 @@ FCajunMaster::~FCajunMaster()
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ForgetBots();
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}
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//This function is called every tick (from g_game.c),
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//send bots into thinking (+more).
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void FCajunMaster::Main (int buf)
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//This function is called every tick (from g_game.c).
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void FCajunMaster::Main ()
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{
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int i;
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BotThinkCycles.Reset();
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if (demoplayback)
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if (demoplayback || gamestate != GS_LEVEL || consoleplayer != Net_Arbitrator)
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return;
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if (gamestate != GS_LEVEL)
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return;
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m_Thinking = true;
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//Think for bots.
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if (botnum)
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{
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BotThinkCycles.Clock();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].mo && !freeze && players[i].Bot != NULL)
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Think (players[i].mo, &netcmds[i][buf]);
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}
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BotThinkCycles.Unclock();
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}
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if (consoleplayer == Net_Arbitrator)
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{
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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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@ -156,9 +134,6 @@ void FCajunMaster::Main (int buf)
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players[consoleplayer].mo->flags2 &= ~MF2_FLY;
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players[consoleplayer].mo->LinkToWorld ();
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}
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}
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m_Thinking = false;
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}
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void FCajunMaster::Init ()
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@ -199,18 +174,13 @@ void FCajunMaster::End ()
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//Arrange wanted botnum and their names, so they can be spawned next level.
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getspawned.Clear();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL)
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{
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if (deathmatch)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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getspawned.Push(players[i].userinfo.GetName());
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}
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}
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}
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if (deathmatch)
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{
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wanted_botnum = botnum;
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}
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}
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@ -400,7 +370,7 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
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multiplayer = true; //Prevents cheating and so on; emulates real netgame (almost).
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players[bnum].Bot = new DBot;
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GC::WriteBarrier (players[bnum].Bot);
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players[bnum].Bot->player = &players[bnum];
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players[bnum].Bot->skill = skill;
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playeringame[bnum] = true;
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players[bnum].mo = NULL;
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@ -426,7 +396,7 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].Bot != NULL)
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if (players[i].Bot != NULL)
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{
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// If a player is looking through this bot's eyes, make him
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// look through his own eyes instead.
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@ -456,18 +426,6 @@ void FCajunMaster::RemoveAllBots (bool fromlist)
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botnum = 0;
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}
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void FCajunMaster::DestroyAllBots ()
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (players[i].Bot != NULL)
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{
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players[i].Bot->Destroy ();
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players[i].Bot = NULL;
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}
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}
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}
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//------------------
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//Reads data for bot from
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@ -1128,11 +1128,8 @@ void G_Ticker ()
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// check, not just the player's x position like BOOM.
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DWORD rngsum = FRandom::StaticSumSeeds ();
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if ((gametic % ticdup) == 0)
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{
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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main (buf);
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}
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bglobal.Main ();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -1395,7 +1392,6 @@ void G_PlayerReborn (int player)
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if (gamestate != GS_TITLELEVEL)
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{
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// [GRB] Give inventory specified in DECORATE
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actor->GiveDefaultInventory ();
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p->ReadyWeapon = p->PendingWeapon;
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@ -1406,6 +1402,7 @@ void G_PlayerReborn (int player)
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{
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botskill_t skill = p->Bot->skill;
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p->Bot->Clear ();
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p->Bot->player = p;
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p->Bot->skill = skill;
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}
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}
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@ -1164,6 +1164,8 @@ void G_StartTravel ()
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}
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}
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}
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bglobal.StartTravel ();
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}
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//==========================================================================
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@ -1261,6 +1263,8 @@ void G_FinishTravel ()
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}
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}
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}
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bglobal.FinishTravel ();
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}
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//==========================================================================
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@ -1024,7 +1024,7 @@ void AInventory::Touch (AActor *toucher)
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//Added by MC: Check if item taken was the roam destination of any bot
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].Bot != NULL && this == players[i].Bot->dest)
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if (players[i].Bot != NULL && this == players[i].Bot->dest)
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players[i].Bot->dest = NULL;
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}
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}
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@ -84,7 +84,6 @@ static void PlayerLandedOnThing (AActor *mo, AActor *onmobj);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern cycle_t BotSupportCycles;
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extern int BotWTG;
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EXTERN_CVAR (Int, cl_rockettrails)
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@ -4175,7 +4175,6 @@ static void P_Shutdown ()
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P_FreeLevelData ();
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P_FreeExtraLevelData ();
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ST_Clear();
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bglobal.DestroyAllBots ();
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}
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#if 0
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@ -3066,7 +3066,6 @@ void player_t::Serialize (FArchive &arc)
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if (SaveVersion < 4514 && IsBot)
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{
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Bot = new DBot;
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GC::WriteBarrier (Bot);
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arc << Bot->angle
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<< Bot->dest
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@ -3089,6 +3088,12 @@ void player_t::Serialize (FArchive &arc)
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<< Bot->oldx
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<< Bot->oldy;
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}
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if (SaveVersion < 4516 && Bot != NULL)
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{
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Bot->player = this;
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}
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if (arc.IsLoading ())
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{
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// If the player reloaded because they pressed +use after dying, we
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@ -63,6 +63,7 @@ enum
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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};
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#endif
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@ -76,7 +76,7 @@ const char *GetVersionString();
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// Use 4500 as the base git save version, since it's higher than the
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// SVN revision ever got.
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#define SAVEVER 4515
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#define SAVEVER 4516
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#define SAVEVERSTRINGIFY2(x) #x
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#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
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