- moved bglobal into FLevelLocals
This is still all static data, only the location has changed, but none of the access.
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20 changed files with 72 additions and 74 deletions
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@ -105,7 +105,7 @@ bool DBot::Reachable (AActor *rtarget)
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double ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
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double floorheight = s->floorplane.ZatPoint (hitx, hity);
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if (!bglobal.IsDangerous (s) && //Any nukage/lava?
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if (!Level->BotInfo.IsDangerous (s) && //Any nukage/lava?
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(floorheight <= (last_z+MAXMOVEHEIGHT)
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&& ((ceilingheight == floorheight && line->special)
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|| (ceilingheight - floorheight) >= player->mo->Height))) //Does it fit?
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@ -235,8 +235,8 @@ void DBot::Dofire (ticcmd_t *cmd)
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// prediction aiming
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Dist = player->mo->Distance2D(enemy);
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fm = Dist / GetDefaultByType (GetBotInfo(player->ReadyWeapon).projectileType)->Speed;
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bglobal.SetBodyAt(enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
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Angle = player->mo->AngleTo(bglobal.body1);
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Level->BotInfo.SetBodyAt(enemy->Pos() + enemy->Vel.XY() * fm * 2, 1);
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Angle = player->mo->AngleTo(Level->BotInfo.body1);
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if (Check_LOS (enemy, SHOOTFOV))
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no_fire = false;
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}
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@ -300,7 +300,7 @@ extern int BotWTG;
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void FCajunMaster::BotTick(AActor *mo)
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{
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BotSupportCycles.Clock();
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bglobal.m_Thinking = true;
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m_Thinking = true;
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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)
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@ -333,7 +333,7 @@ void FCajunMaster::BotTick(AActor *mo)
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}
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}
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}
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bglobal.m_Thinking = false;
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m_Thinking = false;
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BotSupportCycles.Unclock();
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}
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@ -382,7 +382,7 @@ AActor *DBot::Choose_Mate ()
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&& client->mo->health > 0
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&& client->mo != observer
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&& ((player->mo->health/2) <= client->mo->health || !deathmatch)
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&& !bglobal.IsLeader(client)) //taken?
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&& !Level->BotInfo.IsLeader(client)) //taken?
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{
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if (P_CheckSight (player->mo, client->mo, SF_IGNOREVISIBILITY))
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{
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@ -401,7 +401,7 @@ AActor *DBot::Choose_Mate ()
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//Make a introducing to mate.
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if(target && target!=last_mate)
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{
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if((P_Random()%(200*bglobal.botnum))<3)
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if((P_Random()%(200*Level->BotInfo.botnum))<3)
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{
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chat = c_teamup;
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if(target->bot)
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@ -543,9 +543,9 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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AActor *actor;
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double m;
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bglobal.SetBodyAt(player->mo->PosPlusZ(player->mo->Height / 2) + player->mo->Vel.XY() * 5, 2);
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Level->BotInfo.SetBodyAt(player->mo->PosPlusZ(player->mo->Height / 2) + player->mo->Vel.XY() * 5, 2);
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actor = bglobal.body2;
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actor = Level->BotInfo.body2;
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dist = actor->Distance2D (enemy);
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if (dist < SAFE_SELF_MISDIST)
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@ -553,24 +553,24 @@ DAngle DBot::FireRox (AActor *enemy, ticcmd_t *cmd)
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//Predict.
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m = ((dist+1) / GetDefaultByName("Rocket")->Speed);
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bglobal.SetBodyAt(DVector3((enemy->Pos() + enemy->Vel * (m + 2)), ONFLOORZ), 1);
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Level->BotInfo.SetBodyAt(DVector3((enemy->Pos() + enemy->Vel * (m + 2)), ONFLOORZ), 1);
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//try the predicted location
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if (P_CheckSight (actor, bglobal.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
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if (P_CheckSight (actor, Level->BotInfo.body1, SF_IGNOREVISIBILITY)) //See the predicted location, so give a test missile
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{
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FCheckPosition tm;
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if (bglobal.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
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if (Level->BotInfo.SafeCheckPosition (player->mo, actor->X(), actor->Y(), tm))
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{
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if (bglobal.FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
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if (Level->BotInfo.FakeFire (actor, Level->BotInfo.body1, cmd) >= SAFE_SELF_MISDIST)
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{
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return actor->AngleTo(bglobal.body1);
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return actor->AngleTo(Level->BotInfo.body1);
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}
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}
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}
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//Try fire straight.
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if (P_CheckSight (actor, enemy, 0))
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{
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if (bglobal.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
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if (Level->BotInfo.FakeFire (player->mo, enemy, cmd) >= SAFE_SELF_MISDIST)
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{
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return player->mo->AngleTo(enemy);
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}
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