mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
- Moved bot thinking logic into DBot.
This commit is contained in:
parent
5e6c375974
commit
ee977f94d7
12 changed files with 154 additions and 136 deletions
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@ -30,6 +30,7 @@ DBot::DBot ()
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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 +65,10 @@ 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 +93,22 @@ 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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@ -272,10 +272,12 @@ shootmissile:
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bool FCajunMaster::IsLeader (player_t *player)
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{
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for (int count = 0; count < MAXPLAYERS; count++)
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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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{
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if (players[count].Bot != NULL
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&& players[count].Bot->mate == player->mo)
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if (Bot->mate == player->mo)
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{
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return true;
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}
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@ -402,7 +404,7 @@ 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 +554,25 @@ 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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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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{
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Bot->ChangeStatNum (STAT_TRAVELLING);
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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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{
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Bot->ChangeStatNum (STAT_DEFAULT);
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}
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}
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144
src/b_game.cpp
144
src/b_game.cpp
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@ -94,71 +94,46 @@ 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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//Add new bots?
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if (wanted_botnum > botnum && !freeze)
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{
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BotThinkCycles.Clock();
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for (i = 0; i < MAXPLAYERS; i++)
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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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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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if (!SpawnBot (getspawned[spawn_tries]))
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wanted_botnum--;
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spawn_tries++;
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}
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BotThinkCycles.Unclock();
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t_join--;
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}
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if (consoleplayer == Net_Arbitrator)
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//Check if player should go observer. Or un observe
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if (bot_observer && !observer && !netgame)
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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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if (t_join == ((wanted_botnum - botnum) * SPAWN_DELAY))
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{
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if (!SpawnBot (getspawned[spawn_tries]))
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wanted_botnum--;
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spawn_tries++;
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}
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t_join--;
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}
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//Check if player should go observer. Or un observe
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if (bot_observer && !observer && !netgame)
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{
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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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observer = true;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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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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else if (!bot_observer && observer && !netgame) //Go back
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{
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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observer = false;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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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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Printf ("%s is now observer\n", players[consoleplayer].userinfo.GetName());
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observer = true;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_DROPOFF|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH|MF_NOGRAVITY|MF_FRIENDLY;
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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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else if (!bot_observer && observer && !netgame) //Go back
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{
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Printf ("%s returned to the fray\n", players[consoleplayer].userinfo.GetName());
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observer = false;
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players[consoleplayer].mo->UnlinkFromWorld ();
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players[consoleplayer].mo->flags = MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_PICKUP|MF_NOTDMATCH|MF_FRIENDLY;
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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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m_Thinking = false;
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}
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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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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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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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DBot *Bot;
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TThinkerIterator<DBot> it;
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while ((Bot = it.Next ()) != NULL)
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{
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getspawned.Push(Bot->player->userinfo.GetName());
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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 +371,7 @@ 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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@ -422,31 +393,30 @@ 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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int i, j;
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DBot *Bot;
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TThinkerIterator<DBot> it;
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int i;
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for (i = 0; i < MAXPLAYERS; ++i)
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while ((Bot = it.Next ()) != NULL)
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{
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if (playeringame[i] && players[i].Bot != NULL)
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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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{
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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 (j = 0; j < MAXPLAYERS; ++j)
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if (Bot->player != &players[i] && playeringame[i] && players[i].Bot == NULL)
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{
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if (i != j && playeringame[j] && players[j].Bot == NULL)
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if (players[i].camera == Bot->player->mo)
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{
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if (players[j].camera == players[i].mo)
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players[i].camera = players[i].mo;
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if (i == consoleplayer)
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{
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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 + j);
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}
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StatusBar->AttachToPlayer (players + i);
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}
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}
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}
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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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ClearPlayer (Bot->player - players, !fromlist);
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FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, Bot->player - players);
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}
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if (fromlist)
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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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@ -1127,11 +1127,8 @@ 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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//Added by MC: For some of that bot stuff. The main bot function.
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bglobal.Main ();
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -1394,7 +1391,6 @@ 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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@ -1405,6 +1401,7 @@ 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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@ -1021,11 +1021,14 @@ 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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for (int i = 0; i < MAXPLAYERS; i++)
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while ((Bot = it.Next ()) != NULL)
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{
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if (playeringame[i] && players[i].Bot != NULL && this == players[i].Bot->dest)
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players[i].Bot->dest = NULL;
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if (Bot->dest == this)
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Bot->dest = NULL;
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}
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}
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@ -611,14 +611,17 @@ 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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for (int i = 0; i < MAXPLAYERS; i++)
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while ((Bot = it.Next ()) != NULL)
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{
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if (players[i].Bot != NULL && this == players[i].Bot->enemy)
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if (this == Bot->enemy)
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{
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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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if (Bot->dest == Bot->enemy)
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Bot->dest = NULL;
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Bot->enemy = 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)
|
||||
|
||||
|
@ -3043,7 +3042,6 @@ void AActor::Tick ()
|
|||
|
||||
|
||||
AActor *onmo;
|
||||
int i;
|
||||
|
||||
//assert (state != NULL);
|
||||
if (state == NULL)
|
||||
|
@ -3233,35 +3231,36 @@ void AActor::Tick ()
|
|||
{
|
||||
BotSupportCycles.Clock();
|
||||
bglobal.m_Thinking = true;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (!playeringame[i] || players[i].Bot == NULL)
|
||||
continue;
|
||||
|
||||
DBot *Bot;
|
||||
TThinkerIterator<DBot> it;
|
||||
|
||||
while ((Bot = it.Next ()) != NULL)
|
||||
{
|
||||
if (flags3 & MF3_ISMONSTER)
|
||||
{
|
||||
if (health > 0
|
||||
&& !players[i].Bot->enemy
|
||||
&& player ? !IsTeammate (players[i].mo) : true
|
||||
&& P_AproxDistance (players[i].mo->x-x, players[i].mo->y-y) < MAX_MONSTER_TARGET_DIST
|
||||
&& P_CheckSight (players[i].mo, this, SF_SEEPASTBLOCKEVERYTHING))
|
||||
&& !Bot->enemy
|
||||
&& player ? !IsTeammate (Bot->player->mo) : true
|
||||
&& P_AproxDistance (Bot->player->mo->x-x, Bot->player->mo->y-y) < MAX_MONSTER_TARGET_DIST
|
||||
&& P_CheckSight (Bot->player->mo, this, SF_SEEPASTBLOCKEVERYTHING))
|
||||
{ //Probably a monster, so go kill it.
|
||||
players[i].Bot->enemy = this;
|
||||
Bot->enemy = this;
|
||||
}
|
||||
}
|
||||
else if (flags & MF_SPECIAL)
|
||||
{ //Item pickup time
|
||||
//clock (BotWTG);
|
||||
bglobal.WhatToGet (players[i].mo, this);
|
||||
bglobal.WhatToGet (Bot->player->mo, this);
|
||||
//unclock (BotWTG);
|
||||
BotWTG++;
|
||||
}
|
||||
else if (flags & MF_MISSILE)
|
||||
{
|
||||
if (!players[i].Bot->missile && (flags3 & MF3_WARNBOT))
|
||||
if (!Bot->missile && (flags3 & MF3_WARNBOT))
|
||||
{ //warn for incoming missiles.
|
||||
if (target != players[i].mo && bglobal.Check_LOS (players[i].mo, this, ANGLE_90))
|
||||
players[i].Bot->missile = this;
|
||||
if (target != Bot->player->mo && bglobal.Check_LOS (Bot->player->mo, this, ANGLE_90))
|
||||
Bot->missile = this;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4175,7 +4175,6 @@ static void P_Shutdown ()
|
|||
P_FreeLevelData ();
|
||||
P_FreeExtraLevelData ();
|
||||
ST_Clear();
|
||||
bglobal.DestroyAllBots ();
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
|
|
@ -3066,7 +3066,6 @@ void player_t::Serialize (FArchive &arc)
|
|||
if (SaveVersion < 4514 && IsBot)
|
||||
{
|
||||
Bot = new DBot;
|
||||
GC::WriteBarrier (Bot);
|
||||
|
||||
arc << Bot->angle
|
||||
<< Bot->dest
|
||||
|
@ -3089,6 +3088,12 @@ void player_t::Serialize (FArchive &arc)
|
|||
<< Bot->oldx
|
||||
<< Bot->oldy;
|
||||
}
|
||||
|
||||
if (SaveVersion < 4516 && Bot != NULL)
|
||||
{
|
||||
Bot->player = this;
|
||||
}
|
||||
|
||||
if (arc.IsLoading ())
|
||||
{
|
||||
// If the player reloaded because they pressed +use after dying, we
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4515
|
||||
#define SAVEVER 4516
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
Loading…
Reference in a new issue