r128 - trunk/progsqc
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
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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