- removed the bot related properties from AWeapon.
This stuff is now kept locally in the bot code so that it doesn't infest the rest of the engine. And please don't read the new botsupp.txt file as some new means to configure bots! This was merely done to get this data out of the way. The bots are still broken beyond repair and virtually unusable, even if proper data is provided for all weapons.
This commit is contained in:
parent
ead28db007
commit
8eb4697fbd
10 changed files with 131 additions and 89 deletions
|
|
@ -173,9 +173,9 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
is (Megasphere)
|
||||
) ||
|
||||
dist < (GETINCOMBAT/4) ||
|
||||
(player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON)
|
||||
(GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
|
||||
)
|
||||
&& (dist < GETINCOMBAT || (player->ReadyWeapon == NULL || player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
|
||||
&& (dist < GETINCOMBAT || (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0))
|
||||
&& Reachable (dest))
|
||||
#undef is
|
||||
{
|
||||
|
|
@ -185,7 +185,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
|
||||
dest = NULL; //To let bot turn right
|
||||
|
||||
if (player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
|
||||
if (GetBotInfo(player->ReadyWeapon).MoveCombatDist == 0)
|
||||
player->mo->flags &= ~MF_DROPOFF; //Don't jump off any ledges when fighting.
|
||||
|
||||
if (!(enemy->flags3 & MF3_ISMONSTER))
|
||||
|
|
@ -205,7 +205,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
|
||||
if (player->ReadyWeapon == NULL ||
|
||||
player->mo->Distance2D(enemy) >
|
||||
player->ReadyWeapon->MoveCombatDist)
|
||||
GetBotInfo(player->ReadyWeapon).MoveCombatDist)
|
||||
{
|
||||
// If a monster, use lower speed (just for cooler apperance while strafing down doomed monster)
|
||||
cmd->ucmd.forwardmove = (enemy->flags3 & MF3_ISMONSTER) ? FORWARDWALK : FORWARDRUN;
|
||||
|
|
@ -273,8 +273,8 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
|
|||
{
|
||||
if (enemy->player)
|
||||
{
|
||||
if (((enemy->player->ReadyWeapon != NULL && enemy->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE) ||
|
||||
(pr_botmove()%100)>skill.isp) && player->ReadyWeapon != NULL && !(player->ReadyWeapon->WeaponFlags & WIF_WIMPY_WEAPON))
|
||||
if (((enemy->player->ReadyWeapon != NULL && GetBotInfo(enemy->player->ReadyWeapon).flags & BIF_BOT_EXPLOSIVE) ||
|
||||
(pr_botmove()%100)>skill.isp) && (GetBotInfo(player->ReadyWeapon).MoveCombatDist != 0))
|
||||
dest = enemy;//Dont let enemy kill the bot by supressive fire. So charge enemy.
|
||||
else //hide while t_fight, but keep view at enemy.
|
||||
Angle = player->mo->AngleTo(enemy);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue