r128 - trunk/progsqc

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Mon Sep 22 19:44:09 EDT 2008


Author: vermeulen
Date: 2008-09-22 19:44:09 -0400 (Mon, 22 Sep 2008)
New Revision: 128

Modified:
   trunk/progsqc/actor.qc
   trunk/progsqc/bots.qc
   trunk/progsqc/gamedefs.qc
   trunk/progsqc/inventory.qc
   trunk/progsqc/player.qc
Log:
Trying to speed up AI

Modified: trunk/progsqc/actor.qc
===================================================================
--- trunk/progsqc/actor.qc	2008-09-07 22:10:41 UTC (rev 127)
+++ trunk/progsqc/actor.qc	2008-09-22 23:44:09 UTC (rev 128)
@@ -332,9 +332,9 @@
 			weapon_state(WS_RELOAD);
 		else if (self.button4 && ((iteminfo_ammo < iteminfo_ammomax && iteminfo_ammoinventory >= 1)))
 			weapon_state(WS_RELOAD);
-		else if (self.button0 && iteminfo_weapon_canfire1 && (!self.weapon_oldbutton0 || !(iteminfo_ammo1fireflags & FIREFLAG_SEMIAUTOMATIC)))
+		else if (self.button0 && self.weapon_canfire1 && (!self.weapon_oldbutton0 || !(iteminfo_ammo1fireflags & FIREFLAG_SEMIAUTOMATIC)))
 			weapon_state(WS_FIRE1);
-		else if (self.button3 && iteminfo_weapon_canfire2 && (!self.weapon_oldbutton3 || !(iteminfo_ammo2fireflags & FIREFLAG_SEMIAUTOMATIC)))
+		else if (self.button3 && self.weapon_canfire2 && (!self.weapon_oldbutton3 || !(iteminfo_ammo2fireflags & FIREFLAG_SEMIAUTOMATIC)))
 			weapon_state(WS_FIRE2);
 	}
 	self.weapon_oldbutton0 = self.button0;

Modified: trunk/progsqc/bots.qc
===================================================================
--- trunk/progsqc/bots.qc	2008-09-07 22:10:41 UTC (rev 127)
+++ trunk/progsqc/bots.qc	2008-09-22 23:44:09 UTC (rev 128)
@@ -165,13 +165,14 @@
 			// if it has jetpack proj flag, use
 
 		 	//ai_strafe();
-			Inventory_GetItemInfo(self, self.weaponitem);
-			if (!iteminfo_weapon_canfire1)
-			if (!iteminfo_weapon_canfire2)
+
+			//Inventory_GetItemInfo(self, self.weaponitem);
+			if (!self.weapon_canfire1)
+			if (!self.weapon_canfire2)
 			{
-				if (iteminfo_weapon_canreload)
-					self.button4 = 1;
-				else
+				//if (iteminfo_weapon_canreload)
+				//	self.button4 = 1;
+				//else
 					self.switchweaponitem = Inventory_GetBestWeapon(self);
 			}
 			SAim();
@@ -180,9 +181,9 @@
 			traceline(v1, v2, FALSE, self);
 			if ((trace_fraction == 1 || trace_ent == self.enemy) && SInfront(self.enemy) && (!(self.enemy.deadflag)))
 			{
-				if ((iteminfo_weapon_canfire2) && (self.enemydistance < self.fire2distance))
+				if ((self.weapon_canfire2) && (self.enemydistance < self.fire2distance))
 					self.button3 = 1;
-				else if ((iteminfo_weapon_canfire1) && (self.enemydistance < self.fire1distance))
+				else if ((self.weapon_canfire1) && (self.enemydistance < self.fire1distance))
 					self.button0 = 1;
 			}
 			if (!(self.enemy.deadflag))
@@ -193,7 +194,7 @@
 
 void() bot_npcthink =
 {
-	self.nextthink = time + 0.03;
+	self.nextthink = time + 0.02;
 	bot_ai();
 	SV_PlayerPhysics();
 	if (self.enemy)

Modified: trunk/progsqc/gamedefs.qc
===================================================================
--- trunk/progsqc/gamedefs.qc	2008-09-07 22:10:41 UTC (rev 127)
+++ trunk/progsqc/gamedefs.qc	2008-09-22 23:44:09 UTC (rev 128)
@@ -67,6 +67,9 @@
 .float bloodtype;
 .float gibtype;
 
+.float weapon_canfire1;
+.float weapon_canfire2;
+
 .float aitype;
 .float animationtype;
 .float team;

Modified: trunk/progsqc/inventory.qc
===================================================================
--- trunk/progsqc/inventory.qc	2008-09-07 22:10:41 UTC (rev 127)
+++ trunk/progsqc/inventory.qc	2008-09-22 23:44:09 UTC (rev 128)
@@ -136,8 +136,6 @@
 vector iteminfo_weapon_viewmodelanim_raise;
 vector iteminfo_weapon_viewmodelanim_turnon;
 vector iteminfo_weapon_viewmodelanim_turnoff;
-float iteminfo_weapon_canfire1;
-float iteminfo_weapon_canfire2;
 float iteminfo_weapon_canreload;
 float iteminfo_weapon_canraise;
 float iteminfo_weapon_rank;
@@ -244,13 +242,13 @@
 	iteminfo_weapon_viewmodelanim_raise = '0 0 2';
 	iteminfo_weapon_viewmodelanim_turnon = '0 0 2';
 	iteminfo_weapon_viewmodelanim_turnoff = '0 0 2';
-	iteminfo_weapon_canfire1 = FALSE;
-	iteminfo_weapon_canfire2 = FALSE;
 	iteminfo_weapon_canreload = FALSE;
 	iteminfo_weapon_canraise = FALSE;
 	iteminfo_weapon_rank = 0;
+
+	character.weapon_canfire1 = FALSE;
+	character.weapon_canfire2 = FALSE;	
 	
-	
 	if (itemtype < ITEMTYPE_AMMO1)
 	{
 	   	// set the settings for all weapons		  
@@ -374,9 +372,9 @@
 			{
 				iteminfo_ammo = iteminfo_ammo1minimumtofire;
 				iteminfo_ammoinventory = iteminfo_quantity - iteminfo_ammo1minimumtofire;
-				iteminfo_weapon_canfire1 = TRUE;
-				iteminfo_weapon_canfire2 = TRUE;
-				iteminfo_weapon_canraise = iteminfo_weapon_canfire1 || iteminfo_weapon_canfire2;
+				character.weapon_canfire1 = TRUE;
+				character.weapon_canfire2 = TRUE;
+				iteminfo_weapon_canraise = character.weapon_canfire1 || character.weapon_canfire2;
 				iteminfo_weapon_rank = iteminfo_quantity * iteminfo_ammo1damage_x;
 			}
 		}
@@ -389,12 +387,12 @@
 				iteminfo_ammoinventory = item_x;
 			}
 			iteminfo_weapon_canreload = (iteminfo_ammo < iteminfo_ammomax && iteminfo_ammoinventory >= 1);
-			iteminfo_weapon_canfire1 = iteminfo_ammo >= iteminfo_ammo1minimumtofire;
-			iteminfo_weapon_canfire2 = iteminfo_ammo >= iteminfo_ammo2minimumtofire;
+			character.weapon_canfire1 = iteminfo_ammo >= iteminfo_ammo1minimumtofire;
+			character.weapon_canfire2 = iteminfo_ammo >= iteminfo_ammo2minimumtofire;
 	
 			// fteqcc bug:
 			// these work
-			iteminfo_weapon_canraise = iteminfo_weapon_canfire1 + iteminfo_weapon_canfire2 + iteminfo_weapon_canreload;
+			iteminfo_weapon_canraise = character.weapon_canfire1 + character.weapon_canfire2 + iteminfo_weapon_canreload;
 			//if (iteminfo_weapon_canfire1 || iteminfo_weapon_canfire2 || iteminfo_weapon_canreload)
 			//	iteminfo_weapon_canraise = TRUE;
 			// these don't work
@@ -810,10 +808,10 @@
  	Item_Spawn(ITEMTYPE_WEAP9,1,100,self.origin,'0 0 0',0,1.5,world);
 }
 
-void() item_ammo1 =
-{
- 	Item_Spawn(ITEMTYPE_AMMO1,50,0,self.origin,'0 0 0',0,1,world);
-}
+//void() item_ammo1 =
+//{
+// 	Item_Spawn(ITEMTYPE_AMMO1,50,0,self.origin,'0 0 0',0,1,world);
+//}
 void() item_ammo2 =
 {
  	Item_Spawn(ITEMTYPE_AMMO2,50,0,self.origin,'0 0 0',0,1,world);

Modified: trunk/progsqc/player.qc
===================================================================
--- trunk/progsqc/player.qc	2008-09-07 22:10:41 UTC (rev 127)
+++ trunk/progsqc/player.qc	2008-09-22 23:44:09 UTC (rev 128)
@@ -538,7 +538,7 @@
 	if (self.button7)
 	{
 	 	Inventory_GetItemInfo(self, self.itemselected);
-		if ((!iteminfo_ammo1noprojectile) && iteminfo_weapon_canfire1 && iteminfo_weapon_canfire2 && (!self.weapon_oldbutton7 || !(iteminfo_ammo1fireflags & FIREFLAG_SEMIAUTOMATIC)))
+		if ((!iteminfo_ammo1noprojectile) && self.weapon_canfire1 && self.weapon_canfire2 && (!self.weapon_oldbutton7 || !(iteminfo_ammo1fireflags & FIREFLAG_SEMIAUTOMATIC)))
 		{
 		   	weapon_state(WS_FIRE3);
 		}
@@ -579,6 +579,7 @@
 		if (self.button0 || self.button2 || self.button3)
 			respawn();
 	}
+
 	if (!self.deadflag)
 	if (self.flags & FL_ONGROUND)
 	{	
@@ -1062,7 +1063,7 @@
 	if (animdone)
 	{
 		if (!(self.flags & FL_CLIENT))
-			SUB_SetFade(self,5,10);
+			SUB_SetFade(self,time + 5,2);
 
 		self.deadflag = DEAD_DEAD;
 		self.anim_framefunc = anim_nullfunc;




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