Rename some variables according to their use
authorterencehill <piuntn@gmail.com>
Sat, 10 Aug 2019 17:36:57 +0000 (19:36 +0200)
committerterencehill <piuntn@gmail.com>
Sat, 10 Aug 2019 17:36:57 +0000 (19:36 +0200)
qcsrc/server/bot/default/havocbot/roles.qc

index 7d5f61c..84c5973 100644 (file)
@@ -60,10 +60,10 @@ bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, en
        if(!teamplay)
                return true;
 
-       // actually these variables hold the squared distances in order to optimize code
-       float friend_distance = FLOAT_MAX;
-       float enemy_distance = FLOAT_MAX;
-       float dist;
+       // these variables hold squared distances in order to optimize code
+       float friend_dist2 = FLOAT_MAX;
+       float enemy_dist2 = FLOAT_MAX;
+       float dist2;
 
        FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
        {
@@ -72,13 +72,13 @@ bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, en
                        if (!IS_REAL_CLIENT(it))
                                continue;
 
-                       dist = vlen2(it.origin - item_org);
-                       if(dist > friend_distance)
+                       dist2 = vlen2(it.origin - item_org);
+                       if (dist2 > friend_dist2)
                                continue;
 
                        if(havocbot_goalrating_item_can_be_left_to_teammate(this, it, item))
                        {
-                               friend_distance = dist;
+                               friend_dist2 = dist2;
                                continue;
                        }
                }
@@ -86,17 +86,17 @@ bool havocbot_goalrating_item_pickable_check_players(entity this, vector org, en
                {
                        // If enemy only track distances
                        // TODO: track only if visible ?
-                       dist = vlen2(it.origin - item_org);
-                       if(dist < enemy_distance)
-                               enemy_distance = dist;
+                       dist2 = vlen2(it.origin - item_org);
+                       if (dist2 < enemy_dist2)
+                               enemy_dist2 = dist2;
                }
        });
 
        // Rate the item only if no one needs it, or if an enemy is closer to it
-       dist = vlen2(item_org - org);
-       if ((enemy_distance < friend_distance && dist < enemy_distance) ||
-               (friend_distance > autocvar_bot_ai_friends_aware_pickup_radius ** 2) ||
-               (dist < friend_distance && dist < 200 ** 2))
+       dist2 = vlen2(item_org - org);
+       if ((enemy_dist2 < friend_dist2 && dist2 < enemy_dist2)
+               || (friend_dist2 > autocvar_bot_ai_friends_aware_pickup_radius ** 2)
+               || (dist2 < friend_dist2 && dist2 < 200 ** 2))
                return true;
        return false;
 };