]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Remove a leftover from old merges, fix bot AI going to the wrong base in one-flag...
authorMario <zacjardine@y7mail.com>
Sun, 3 May 2015 14:53:07 +0000 (00:53 +1000)
committerMario <zacjardine@y7mail.com>
Sun, 3 May 2015 14:53:07 +0000 (00:53 +1000)
qcsrc/common/items.qh [deleted file]
qcsrc/server/mutators/gamemode_ctf.qc

diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh
deleted file mode 100644 (file)
index 194f91d..0000000
+++ /dev/null
@@ -1,145 +0,0 @@
-const float BOT_PICKUP_RATING_LOW      = 2500;
-const float BOT_PICKUP_RATING_MID      = 5000;
-const float BOT_PICKUP_RATING_HIGH     = 10000;
-
-const float WEP_TYPE_OTHER           =  0x00; // not for damaging people
-const float WEP_TYPE_SPLASH          =  0x01; // splash damage
-const float WEP_TYPE_HITSCAN         =  0x02; // hitscan
-const float WEP_TYPEMASK            =  0x0F;
-const float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
-const float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
-const float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
-const float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
-const float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
-const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-const float    IT_UNLIMITED_WEAPON_AMMO     = 1;
-// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const float    IT_UNLIMITED_SUPERWEAPONS    = 2;
-// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const float   IT_CTF_SHIELDED              = 4; // set for the flag shield
-const float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
-const float   IT_JETPACK                   = 16; // actual item
-const float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
-WANT_CONST float   IT_SHELLS                    = 256;
-WANT_CONST float   IT_NAILS                     = 512;
-WANT_CONST float   IT_ROCKETS                   = 1024;
-WANT_CONST float   IT_CELLS                     = 2048;
-const float   IT_SUPERWEAPON               = 4096;
-const float   IT_FUEL                      = 128;
-const float   IT_STRENGTH                  = 8192;
-const float   IT_INVINCIBLE                = 16384;
-const float   IT_HEALTH                    = 32768;
-// union:
-       // for items:
-       WANT_CONST float        IT_KEY1                                 = 131072;
-       WANT_CONST float        IT_KEY2                                 = 262144;
-
-// end
-const float   IT_5HP                       = 524288;
-const float   IT_25HP                      = 1048576;
-const float   IT_ARMOR_SHARD               = 2097152;
-const float   IT_ARMOR                     = 4194304;
-
-const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
-const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-// variables:
-string weaponorder_byid;
-
-// functions:
-entity get_weaponinfo(float id);
-string W_FixWeaponOrder(string order, float complete);
-string W_NameWeaponOrder(string order);
-string W_NumberWeaponOrder(string order);
-
-// ammo types
-.float ammo_shells;
-.float ammo_nails;
-.float ammo_rockets;
-.float ammo_cells;
-.float ammo_fuel;
-.float ammo_batteries; // dummy
-
-// Weapon sets
-typedef vector WepSet;
-WepSet WepSet_FromWeapon(float a);
-#ifdef SVQC
-void WepSet_AddStat();
-void WriteWepSet(float dest, WepSet w);
-#endif
-#ifdef CSQC
-WepSet WepSet_GetFromStat();
-WepSet ReadWepSet();
-#endif
-
-// Weapon name macros
-#define WEP_FIRST 1
-#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
-float WEP_COUNT;
-float WEP_LAST;
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
-
-// entity properties of weaponinfo:
-.float weapon; // WEP_...
-.WepSet weapons; // WEPSET_...
-.string netname; // short name
-.string message; // human readable name
-.float items; // IT_...
-.float(float) weapon_func; // w_...
-.string mdl; // modelname without g_, v_, w_
-.string model; // full name of g_ model
-.float spawnflags; // WEPSPAWNFLAG_... combined
-.float impulse; // weapon impulse
-.float bot_pickupbasevalue; // bot weapon priority
-.string model2; // wpn- sprite name
-..float ammo_field; // main ammo field
-
-// dynamic weapon adding
-float w_null(float dummy);
-void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
-void register_weapons_done();
-
-#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
-       float id; \
-       WepSet bit; \
-       float func(float); \
-       void RegisterWeapons_##id() \
-       { \
-               WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
-               bit = WepSet_FromWeapon(id); \
-               WEPSET_ALL |= bit; \
-               if((weapontype) & WEP_FLAG_SUPERWEAPON) \
-                       WEPSET_SUPERWEAPONS |= bit; \
-               ++WEP_COUNT; \
-               register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
-       } \
-       ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
-#ifdef MENUQC
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
-#else
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
-       REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
-#endif
-
-#include "../server/w_all.qc"
-
-#undef REGISTER_WEAPON
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
-
-
-string W_FixWeaponOrder(string order, float complete);
-string W_NumberWeaponOrder(string order);
-string W_NameWeaponOrder(string order);
-string W_FixWeaponOrder_BuildImpulseList(string o);
-string W_FixWeaponOrder_AllowIncomplete(string order);
-string W_FixWeaponOrder_ForceComplete(string order);
-
-void W_RandomWeapons(entity e, float n);
-
-string W_Name(float weaponid);
-
-float W_AmmoItemCode(float wpn);
index 0b3a3dff970130203086d8c11efccd73a3e7a05f..22b54efff2a455c32a58f37142c9798b39089651 100644 (file)
@@ -1500,10 +1500,7 @@ void havocbot_role_ctf_carrier()
                self.bot_strategytime = time + autocvar_bot_ai_strategyinterval;
 
                navigation_goalrating_start();
-               if(ctf_oneflag)
-                       havocbot_goalrating_ctf_enemybase(50000);
-               else
-                       havocbot_goalrating_ctf_ourbase(50000);
+               havocbot_goalrating_ctf_ourbase(50000);
 
                if(self.health<100)
                        havocbot_goalrating_ctf_carrieritems(1000, self.origin, 1000);