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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Changed TThinkerIterator loops back to MAXPLAYERS loops.
- Added STAT_BOT.
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parent
ee977f94d7
commit
e38aee070c
7 changed files with 56 additions and 62 deletions
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@ -24,6 +24,7 @@ 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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@ -272,12 +272,10 @@ shootmissile:
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bool FCajunMaster::IsLeader (player_t *player)
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{
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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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for (int count = 0; count < MAXPLAYERS; count++)
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{
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if (Bot->mate == player->mo)
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if (players[count].Bot != NULL
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&& players[count].Bot->mate == player->mo)
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{
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return true;
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}
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@ -557,22 +555,22 @@ bool FCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y, FChec
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void FCajunMaster::StartTravel ()
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{
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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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Bot->ChangeStatNum (STAT_TRAVELLING);
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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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DBot *Bot;
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TThinkerIterator<DBot> it(STAT_TRAVELLING);
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while ((Bot = it.Next ()) != NULL)
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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Bot->ChangeStatNum (STAT_DEFAULT);
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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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@ -170,16 +170,15 @@ void FCajunMaster::Init ()
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//Called on each level exit (from g_game.c).
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void FCajunMaster::End ()
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{
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int i;
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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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if (deathmatch)
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{
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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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getspawned.Push(Bot->player->userinfo.GetName());
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getspawned.Push(players[i].userinfo.GetName());
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}
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wanted_botnum = botnum;
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@ -393,30 +392,31 @@ bool FCajunMaster::DoAddBot (BYTE *info, botskill_t skill)
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void FCajunMaster::RemoveAllBots (bool fromlist)
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{
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DBot *Bot;
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TThinkerIterator<DBot> it;
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int i;
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int i, j;
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while ((Bot = it.Next ()) != NULL)
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for (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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// 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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for (i = 0; i < MAXPLAYERS; ++i)
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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if (Bot->player != &players[i] && playeringame[i] && players[i].Bot == NULL)
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if (i != j && playeringame[j] && players[j].Bot == NULL)
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{
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if (players[i].camera == Bot->player->mo)
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if (players[j].camera == players[i].mo)
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{
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players[i].camera = players[i].mo;
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if (i == consoleplayer)
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players[j].camera = players[j].mo;
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if (j == consoleplayer)
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{
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StatusBar->AttachToPlayer (players + i);
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StatusBar->AttachToPlayer (players + j);
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}
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}
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}
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}
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ClearPlayer (Bot->player - players, !fromlist);
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, Bot->player - players);
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ClearPlayer (i, !fromlist);
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, i);
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}
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}
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if (fromlist)
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@ -1021,14 +1021,11 @@ void AInventory::Touch (AActor *toucher)
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P_GiveSecret(toucher, true, true, -1);
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}
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DBot *Bot;
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TThinkerIterator<DBot> it;
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//Added by MC: Check if item taken was the roam destination of any bot
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while ((Bot = it.Next ()) != NULL)
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (Bot->dest == this)
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Bot->dest = NULL;
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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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@ -611,17 +611,14 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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if (player->Bot != NULL)
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player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
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DBot *Bot;
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TThinkerIterator<DBot> it;
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//Added by MC: Discard enemies.
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while ((Bot = it.Next ()) != NULL)
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (this == Bot->enemy)
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if (players[i].Bot != NULL && this == players[i].Bot->enemy)
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{
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if (Bot->dest == Bot->enemy)
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Bot->dest = NULL;
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Bot->enemy = NULL;
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if (players[i].Bot->dest == players[i].Bot->enemy)
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players[i].Bot->dest = NULL;
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players[i].Bot->enemy = NULL;
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}
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}
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@ -3042,6 +3042,7 @@ void AActor::Tick ()
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AActor *onmo;
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int i;
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//assert (state != NULL);
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if (state == NULL)
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@ -3231,36 +3232,35 @@ void AActor::Tick ()
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{
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BotSupportCycles.Clock();
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bglobal.m_Thinking = true;
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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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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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continue;
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if (flags3 & MF3_ISMONSTER)
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{
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if (health > 0
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&& !Bot->enemy
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&& player ? !IsTeammate (Bot->player->mo) : true
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&& P_AproxDistance (Bot->player->mo->x-x, Bot->player->mo->y-y) < MAX_MONSTER_TARGET_DIST
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&& P_CheckSight (Bot->player->mo, this, SF_SEEPASTBLOCKEVERYTHING))
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&& !players[i].Bot->enemy
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&& player ? !IsTeammate (players[i].mo) : true
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&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
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&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
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{ //Probably a monster, so go kill it.
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Bot->enemy = this;
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players[i].Bot->enemy = this;
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}
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}
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else if (flags & MF_SPECIAL)
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{ //Item pickup time
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//clock (BotWTG);
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bglobal.WhatToGet (Bot->player->mo, this);
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bglobal.WhatToGet (players[i].mo, this);
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//unclock (BotWTG);
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BotWTG++;
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}
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else if (flags & MF_MISSILE)
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{
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if (!Bot->missile && (flags3 & MF3_WARNBOT))
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if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
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{ //warn for incoming missiles.
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if (target != Bot->player->mo && bglobal.Check_LOS (Bot->player->mo, this, ANGLE_90))
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Bot->missile = this;
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if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
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players[i].Bot->missile = this;
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}
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}
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}
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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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