]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/bot/havocbot/havocbot.qc
Declare more ints as ints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / havocbot / havocbot.qc
index 6022fe857537984875b54df9900c68a5dd831c67..347a85204c1c420a394a156538f42581e2f083fa 100644 (file)
@@ -138,7 +138,7 @@ void havocbot_ai()
                //dprint(vtos(now), ":", vtos(next), "=", vtos(v), " (blend ", ftos(blend), ")\n");
                //v = now * (distanceblend) + next * (1-distanceblend);
                if (self.waterlevel < WATERLEVEL_SWIMMING)
-                       v_z = 0;
+                       v.z = 0;
                //dprint("walk at:", vtos(v), "\n");
                //te_lightning2(world, self.origin, self.goalcurrent.origin);
                bot_aimdir(v, -1);
@@ -148,9 +148,6 @@ void havocbot_ai()
        // if the bot is not attacking, consider reloading weapons
        if (!(self.aistatus & AI_STATUS_ATTACKING))
        {
-               float i;
-               entity e;
-
                // we are currently holding a weapon that's not fully loaded, reload it
                if(skill >= 2) // bots can only reload the held weapon on purpose past this skill
                if(self.clip_load < self.clip_size)
@@ -161,9 +158,9 @@ void havocbot_ai()
                if(skill >= 5) // bots can only look for unloaded weapons past this skill
                if(self.clip_load >= 0) // only if we're not reloading a weapon already
                {
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
+                       for (int i = WEP_FIRST; i <= WEP_LAST; ++i)
                        {
-                               e = get_weaponinfo(i);
+                               entity e = get_weaponinfo(i);
                                if ((self.weapons & WepSet_FromWeapon(i)) && (e.spawnflags & WEP_FLAG_RELOADABLE) && (self.weapon_load[i] < e.reloading_ammo))
                                        self.switchweapon = i;
                        }
@@ -204,38 +201,38 @@ void havocbot_keyboard_movement(vector destorg)
        // at skill >= 4.5, all cases allowed
        if (keyboard.x > trigger)
        {
-               keyboard_x = 1;
+               keyboard.x = 1;
                if (sk < 2.5)
-                       keyboard_y = 0;
+                       keyboard.y = 0;
        }
        else if (keyboard.x < trigger1 && sk > 1.5)
        {
-               keyboard_x = -1;
+               keyboard.x = -1;
                if (sk < 4.5)
-                       keyboard_y = 0;
+                       keyboard.y = 0;
        }
        else
        {
-               keyboard_x = 0;
+               keyboard.x = 0;
                if (sk < 1.5)
-                       keyboard_y = 0;
+                       keyboard.y = 0;
        }
        if (sk < 4.5)
-               keyboard_z = 0;
+               keyboard.z = 0;
 
        if (keyboard.y > trigger)
-               keyboard_y = 1;
+               keyboard.y = 1;
        else if (keyboard.y < trigger1)
-               keyboard_y = -1;
+               keyboard.y = -1;
        else
-               keyboard_y = 0;
+               keyboard.y = 0;
 
        if (keyboard.z > trigger)
-               keyboard_z = 1;
+               keyboard.z = 1;
        else if (keyboard.z < trigger1)
-               keyboard_z = -1;
+               keyboard.z = -1;
        else
-               keyboard_z = 0;
+               keyboard.z = 0;
 
        self.havocbot_keyboard = keyboard * maxspeed;
        if (self.havocbot_ducktime>time) self.BUTTON_CROUCH=true;
@@ -322,8 +319,8 @@ void havocbot_bunnyhop(vector dir)
                                        {
                                                gno = (self.goalstack01.absmin + self.goalstack01.absmax) * 0.5;
                                                deviation = vectoangles(gno - self.origin) - vectoangles(gco - self.origin);
-                                               while (deviation.y < -180) deviation_y = deviation.y + 360;
-                                               while (deviation.y > 180) deviation_y = deviation.y - 360;
+                                               while (deviation.y < -180) deviation.y = deviation.y + 360;
+                                               while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                                                if(fabs(deviation.y) < 20)
                                                if(bunnyhopdistance < vlen(self.origin - gno))
@@ -373,8 +370,8 @@ void havocbot_bunnyhop(vector dir)
                if(vlen(self.velocity)>maxspeed)
                {
                        deviation = vectoangles(dir) - vectoangles(self.velocity);
-                       while (deviation.y < -180) deviation_y = deviation.y + 360;
-                       while (deviation.y > 180) deviation_y = deviation.y - 360;
+                       while (deviation.y < -180) deviation.y = deviation.y + 360;
+                       while (deviation.y > 180) deviation.y = deviation.y - 360;
 
                        if(fabs(deviation.y)>10)
                                self.movement_x = 0;
@@ -440,7 +437,7 @@ void havocbot_movetogoal()
                        float db, v, d;
                        vector dxy;
 
-                       dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy_z = 0;
+                       dxy = self.origin - ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ); dxy.z = 0;
                        d = vlen(dxy);
                        v = vlen(self.velocity -  self.velocity.z * '0 0 1');
                        db = (pow(v,2) / (autocvar_g_jetpack_acceleration_side * 2)) + 100;
@@ -628,7 +625,7 @@ void havocbot_movetogoal()
        {
                dir = '0 0 0';
                if(self.waterlevel>WATERLEVEL_SWIMMING)
-                       dir_z = 1;
+                       dir.z = 1;
                else if(self.velocity.z >= 0 && !(self.waterlevel == WATERLEVEL_WETFEET && self.watertype == CONTENT_WATER))
                        self.BUTTON_JUMP = true;
                else
@@ -660,13 +657,13 @@ void havocbot_movetogoal()
        m1 = self.goalcurrent.origin + self.goalcurrent.mins;
        m2 = self.goalcurrent.origin + self.goalcurrent.maxs;
        destorg = self.origin;
-       destorg_x = bound(m1_x, destorg.x, m2_x);
-       destorg_y = bound(m1_y, destorg.y, m2_y);
-       destorg_z = bound(m1_z, destorg.z, m2_z);
+       destorg.x = bound(m1_x, destorg.x, m2_x);
+       destorg.y = bound(m1_y, destorg.y, m2_y);
+       destorg.z = bound(m1_z, destorg.z, m2_z);
        diff = destorg - self.origin;
        //dist = vlen(diff);
        dir = normalize(diff);
-       flatdir = diff;flatdir_z = 0;
+       flatdir = diff;flatdir.z = 0;
        flatdir = normalize(flatdir);
        gco = (self.goalcurrent.absmin + self.goalcurrent.absmax) * 0.5;
 
@@ -790,8 +787,8 @@ void havocbot_movetogoal()
                        }
 
                        dir = flatdir;
-                       evadeobstacle_z = 0;
-                       evadelava_z = 0;
+                       evadeobstacle.z = 0;
+                       evadelava.z = 0;
                        makevectors(self.v_angle.y * '0 1 0');
 
                        if(evadeobstacle!='0 0 0'||evadelava!='0 0 0')
@@ -815,12 +812,12 @@ void havocbot_movetogoal()
                if(self.goalcurrent.origin.z + self.goalcurrent.mins.z > self.origin.z + self.mins.z)
                {
                        if(self.origin.z + self.mins.z  < self.ladder_entity.origin.z + self.ladder_entity.maxs.z)
-                               dir_z = 1;
+                               dir.z = 1;
                }
                else
                {
                        if(self.origin.z + self.mins.z  > self.ladder_entity.origin.z + self.ladder_entity.mins.z)
-                               dir_z = -1;
+                               dir.z = -1;
                }
        }
 
@@ -941,7 +938,7 @@ void havocbot_chooseenemy()
        self.havocbot_stickenemy = true;
 }
 
-float havocbot_chooseweapon_checkreload(float new_weapon)
+float havocbot_chooseweapon_checkreload(int new_weapon)
 {
        // bots under this skill cannot find unloaded weapons to reload idly when not in combat,
        // so skip this for them, or they'll never get to reload their weapons at all.
@@ -968,7 +965,7 @@ float havocbot_chooseweapon_checkreload(float new_weapon)
 
 void havocbot_chooseweapon()
 {
-       float i;
+       int i;
 
        // ;)
        if(g_weaponarena_weapons == WEPSET_TUBA)
@@ -994,8 +991,8 @@ void havocbot_chooseweapon()
        }
 
        // Do not change weapon during the next second after a combo
-       i = time - self.lastcombotime;
-       if(i < 1)
+       float f = time - self.lastcombotime;
+       if(f < 1)
                return;
 
        float w;
@@ -1078,12 +1075,12 @@ void havocbot_aim()
        self.nextaim = time + 0.1;
        selfvel = self.velocity;
        if (!self.waterlevel)
-               selfvel_z = 0;
+               selfvel.z = 0;
        if (self.enemy)
        {
                enemyvel = self.enemy.velocity;
                if (!self.enemy.waterlevel)
-                       enemyvel_z = 0;
+                       enemyvel.z = 0;
                lag_additem(time + self.ping, 0, 0, self.enemy, self.origin, selfvel, (self.enemy.absmin + self.enemy.absmax) * 0.5, enemyvel);
        }
        else
@@ -1146,7 +1143,7 @@ float havocbot_moveto(vector pos)
 
                // Heading
                vector dir = ( ( self.goalcurrent.absmin + self.goalcurrent.absmax ) * 0.5 ) - (self.origin + self.view_ofs);
-               dir_z = 0;
+               dir.z = 0;
                bot_aimdir(dir, -1);
 
                // Go!