X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fbot%2Fdefault%2Fhavocbot%2Fhavocbot.qc;h=cede62366848b6407f7e8924863290c62a905099;hb=050fb0011ae5fb2b36c7c7f3d560f9453807a8ab;hp=42f51af8c7f279c3e1e510fd2ff3c1e56dd469d0;hpb=53911d2ce2724f2da23fb6806e491ce795ae4326;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index 42f51af8c..cede62366 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -180,7 +180,7 @@ void havocbot_ai(entity this) // 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(this.(weaponentity).clip_load < this.(weaponentity).clip_size) - this.impulse = IMP_weapon_reload.impulse; // not sure if this is done right + CS(this).impulse = IMP_weapon_reload.impulse; // not sure if this is done right // if we're not reloading a weapon, switch to any weapon in our invnetory that's not fully loaded to reload it next // the code above executes next frame, starting the reloading then @@ -212,7 +212,7 @@ void havocbot_keyboard_movement(entity this, vector destorg) + 0.05 / max(1, sk + this.havocbot_keyboardskill) + random() * 0.025 / max(0.00025, skill + this.havocbot_keyboardskill) , time); - keyboard = this.movement / autocvar_sv_maxspeed; + keyboard = CS(this).movement / autocvar_sv_maxspeed; float trigger = autocvar_bot_ai_keyboard_threshold; float trigger1 = -trigger; @@ -264,8 +264,8 @@ void havocbot_keyboard_movement(entity this, vector destorg) keyboard = this.havocbot_keyboard; float blend = bound(0, vlen(destorg - this.origin) / autocvar_bot_ai_keyboard_distance, 1); // When getting close move with 360 degree - //dprint("movement ", vtos(this.movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); - this.movement = this.movement + (keyboard - this.movement) * blend; + //dprint("movement ", vtos(CS(this).movement), " keyboard ", vtos(keyboard), " blend ", ftos(blend), "\n"); + CS(this).movement = CS(this).movement + (keyboard - CS(this).movement) * blend; } void havocbot_bunnyhop(entity this, vector dir) @@ -401,12 +401,12 @@ void havocbot_bunnyhop(entity this, vector dir) while (deviation.y > 180) deviation.y = deviation.y - 360; if(fabs(deviation.y)>10) - this.movement_x = 0; + CS(this).movement_x = 0; if(deviation.y>10) - this.movement_y = maxspeed * -1; + CS(this).movement_y = maxspeed * -1; else if(deviation.y<10) - this.movement_y = maxspeed; + CS(this).movement_y = maxspeed; } } @@ -432,7 +432,7 @@ void havocbot_movetogoal(entity this) vector dodge; //if (this.goalentity) // te_lightning2(this, this.origin, (this.goalentity.absmin + this.goalentity.absmax) * 0.5); - this.movement = '0 0 0'; + CS(this).movement = '0 0 0'; maxspeed = autocvar_sv_maxspeed; // Jetpack navigation @@ -476,7 +476,7 @@ void havocbot_movetogoal(entity this) // Brake if(fabs(this.velocity.x)>maxspeed*0.3) { - this.movement_x = dir * v_forward * -maxspeed; + CS(this).movement_x = dir * v_forward * -maxspeed; return; } // Switch to normal mode @@ -498,8 +498,8 @@ void havocbot_movetogoal(entity this) PHYS_INPUT_BUTTON_HOOK(this) = true; if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; } return; } @@ -597,8 +597,8 @@ void havocbot_movetogoal(entity this) tracebox(this.origin, this.mins, this.maxs, this.origin + (dir * maxspeed * 3), MOVE_NOMONSTERS, this); if(trace_fraction==1) { - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; if (skill < 10) havocbot_keyboard_movement(this, this.origin + dir * 100); } @@ -621,7 +621,7 @@ void havocbot_movetogoal(entity this) if(client_hasweapon(this, WEP_DEVASTATOR, weaponentity, true, false)) { - this.movement_x = maxspeed; + CS(this).movement_x = maxspeed; if(this.rocketjumptime) { @@ -646,7 +646,7 @@ void havocbot_movetogoal(entity this) { // If there is no goal try to move forward if(this.goalcurrent==NULL) - this.movement_x = maxspeed; + CS(this).movement_x = maxspeed; } } @@ -662,9 +662,9 @@ void havocbot_movetogoal(entity this) else PHYS_INPUT_BUTTON_JUMP(this) = false; makevectors(this.v_angle.y * '0 1 0'); - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; + CS(this).movement_z = dir * v_up * maxspeed; } // if there is nowhere to go, exit @@ -912,9 +912,9 @@ void havocbot_movetogoal(entity this) //dir = this.bot_dodgevector; //if (this.bot_dodgevector_jumpbutton) // PHYS_INPUT_BUTTON_JUMP(this) = true; - this.movement_x = dir * v_forward * maxspeed; - this.movement_y = dir * v_right * maxspeed; - this.movement_z = dir * v_up * maxspeed; + CS(this).movement_x = dir * v_forward * maxspeed; + CS(this).movement_y = dir * v_right * maxspeed; + CS(this).movement_z = dir * v_up * maxspeed; // Emulate keyboard interface if (skill < 10) @@ -1202,10 +1202,10 @@ void havocbot_aim(entity this) vector enemyvel = this.enemy.velocity; if (!this.enemy.waterlevel) enemyvel.z = 0; - lag_additem(this, time + this.ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); + lag_additem(this, time + CS(this).ping, 0, 0, this.enemy, this.origin, myvel, (this.enemy.absmin + this.enemy.absmax) * 0.5, enemyvel); } else - lag_additem(this, time + this.ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); + lag_additem(this, time + CS(this).ping, 0, 0, NULL, this.origin, myvel, ( this.goalcurrent.absmin + this.goalcurrent.absmax ) * 0.5, '0 0 0'); } bool havocbot_moveto_refresh_route(entity this)