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- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here. As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
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parent
814af66864
commit
be100fa5d3
3 changed files with 3 additions and 21 deletions
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@ -205,25 +205,8 @@ void DBot::Dofire (ticcmd_t *cmd)
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//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
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if (player->ReadyWeapon->WeaponFlags & WIF_MELEEWEAPON)
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{
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if ((player->ReadyWeapon->ProjectileType != NULL))
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{
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if (player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
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{
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// This weapon can fire a projectile and has enough ammo to do so
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goto shootmissile;
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}
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else if (!(player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
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{
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// Ammo is required, so don't shoot. This is for weapons that shoot
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// missiles that die at close range, such as the powered-up Phoneix Rod.
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return;
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}
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}
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else
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{
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (Dist > DEFMELEERANGE*4);
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}
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//*4 is for atmosphere, the chainsaws sounding and all..
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no_fire = (Dist > DEFMELEERANGE*4);
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}
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else if (player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
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{
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@ -73,7 +73,6 @@ class PhoenixRodPowered : PhoenixRod
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Default
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{
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod";
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Weapon.AmmoGive 0;
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Tag "$TAG_PHOENIXRODP";
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@ -9,7 +9,7 @@ class FWeapHammer : FighterWeapon
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 900;
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+WEAPON.AMMO_OPTIONAL +WEAPON.MELEEWEAPON
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+WEAPON.AMMO_OPTIONAL
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Weapon.AmmoUse1 3;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 150;
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