From 7f9cf53c4906343514e9560e0e536a517c195444 Mon Sep 17 00:00:00 2001 From: s1lent Date: Thu, 23 Nov 2017 00:27:55 +0700 Subject: [PATCH] Refactoring --- dep/cppunitlite/src/Assertions.cpp | 20 +- dep/cppunitlite/src/GradleAdapter.cpp | 31 +- dep/cppunitlite/src/Test.cpp | 7 +- regamedll/common/mathlib.h | 15 +- regamedll/dlls/API/CSPlayer.cpp | 6 +- regamedll/dlls/animating.cpp | 2 +- regamedll/dlls/animation.cpp | 52 +-- regamedll/dlls/basemonster.cpp | 26 +- regamedll/dlls/bmodels.cpp | 18 +- regamedll/dlls/bot/cs_bot.cpp | 90 ++-- regamedll/dlls/bot/cs_bot.h | 86 ++-- regamedll/dlls/bot/cs_bot_chatter.cpp | 133 +++--- regamedll/dlls/bot/cs_bot_chatter.h | 26 +- regamedll/dlls/bot/cs_bot_event.cpp | 276 +++++------ regamedll/dlls/bot/cs_bot_learn.cpp | 14 +- regamedll/dlls/bot/cs_bot_manager.cpp | 121 ++--- regamedll/dlls/bot/cs_bot_manager.h | 38 +- regamedll/dlls/bot/cs_bot_nav.cpp | 2 +- regamedll/dlls/bot/cs_bot_pathfind.cpp | 47 +- regamedll/dlls/bot/cs_bot_radio.cpp | 2 +- regamedll/dlls/bot/cs_bot_statemachine.cpp | 18 +- regamedll/dlls/bot/cs_bot_update.cpp | 14 +- regamedll/dlls/bot/cs_bot_vision.cpp | 83 ++-- regamedll/dlls/bot/cs_bot_weapon.cpp | 16 +- regamedll/dlls/bot/cs_gamestate.cpp | 6 +- regamedll/dlls/bot/cs_gamestate.h | 4 +- regamedll/dlls/bot/states/cs_bot_buy.cpp | 10 +- regamedll/dlls/bot/states/cs_bot_follow.cpp | 2 +- regamedll/dlls/bot/states/cs_bot_hide.cpp | 10 +- regamedll/dlls/bot/states/cs_bot_hunt.cpp | 2 +- regamedll/dlls/bot/states/cs_bot_idle.cpp | 2 +- regamedll/dlls/buttons.cpp | 50 +- regamedll/dlls/career_tasks.cpp | 91 ++-- regamedll/dlls/career_tasks.h | 4 +- regamedll/dlls/cbase.cpp | 17 +- regamedll/dlls/cbase.h | 8 +- regamedll/dlls/client.cpp | 62 +-- regamedll/dlls/cmdhandler.cpp | 8 +- regamedll/dlls/combat.cpp | 22 +- regamedll/dlls/doors.cpp | 16 +- regamedll/dlls/effects.cpp | 24 +- regamedll/dlls/effects.h | 2 +- regamedll/dlls/explode.cpp | 5 +- regamedll/dlls/func_break.cpp | 28 +- regamedll/dlls/func_tank.cpp | 12 +- regamedll/dlls/gamerules.h | 4 +- regamedll/dlls/ggrenade.cpp | 43 +- regamedll/dlls/gib.cpp | 7 +- regamedll/dlls/h_cycler.cpp | 2 +- regamedll/dlls/hostage/hostage.cpp | 50 +- regamedll/dlls/hostage/hostage.h | 10 +- regamedll/dlls/hostage/hostage_improv.cpp | 149 +++--- regamedll/dlls/hostage/hostage_improv.h | 34 +- regamedll/dlls/hostage/hostage_localnav.cpp | 32 +- regamedll/dlls/hostage/hostage_states.h | 2 +- .../dlls/hostage/states/hostage_escape.cpp | 8 +- .../dlls/hostage/states/hostage_follow.cpp | 2 +- regamedll/dlls/items.cpp | 4 +- regamedll/dlls/lights.cpp | 16 +- regamedll/dlls/multiplay_gamerules.cpp | 438 +++++++++--------- regamedll/dlls/pathcorner.cpp | 4 +- regamedll/dlls/plats.cpp | 30 +- regamedll/dlls/player.cpp | 321 ++++++------- regamedll/dlls/player.h | 52 ++- regamedll/dlls/sound.cpp | 10 +- regamedll/dlls/soundent.cpp | 4 +- regamedll/dlls/subs.cpp | 4 +- regamedll/dlls/training_gamerules.cpp | 6 +- regamedll/dlls/triggers.cpp | 93 ++-- regamedll/dlls/tutor_base_states.h | 4 +- regamedll/dlls/tutor_base_tutor.cpp | 85 ++-- regamedll/dlls/tutor_base_tutor.h | 22 +- regamedll/dlls/tutor_cs_states.cpp | 30 +- regamedll/dlls/tutor_cs_states.h | 16 +- regamedll/dlls/tutor_cs_tutor.cpp | 406 ++++++++-------- regamedll/dlls/tutor_cs_tutor.h | 120 ++--- regamedll/dlls/util.cpp | 8 +- regamedll/dlls/util.h | 12 +- regamedll/dlls/vector.h | 40 +- regamedll/dlls/vehicle.cpp | 12 +- regamedll/dlls/weapons.cpp | 52 +-- regamedll/dlls/weapons.h | 4 +- regamedll/dlls/wpn_shared/wpn_flashbang.cpp | 2 +- regamedll/dlls/wpn_shared/wpn_g3sg1.cpp | 6 +- regamedll/dlls/wpn_shared/wpn_knife.cpp | 2 +- .../dlls/wpn_shared/wpn_smokegrenade.cpp | 2 +- regamedll/dlls/wpn_shared/wpn_xm1014.cpp | 4 +- regamedll/game_shared/GameEvent.h | 58 +-- regamedll/game_shared/bitvec.h | 6 +- regamedll/game_shared/bot/bot.cpp | 52 +-- regamedll/game_shared/bot/bot.h | 54 +-- regamedll/game_shared/bot/bot_manager.cpp | 32 +- regamedll/game_shared/bot/bot_manager.h | 4 +- regamedll/game_shared/bot/bot_util.cpp | 46 +- regamedll/game_shared/bot/bot_util.h | 6 +- regamedll/game_shared/bot/improv.h | 14 +- regamedll/game_shared/bot/nav.h | 17 +- regamedll/game_shared/bot/nav_area.cpp | 88 ++-- regamedll/game_shared/bot/nav_area.h | 13 +- regamedll/game_shared/bot/nav_file.cpp | 9 +- regamedll/game_shared/bot/nav_node.cpp | 6 +- regamedll/game_shared/bot/nav_node.h | 12 +- regamedll/game_shared/bot/nav_path.cpp | 32 +- regamedll/game_shared/bot/nav_path.h | 2 +- regamedll/game_shared/counter.h | 2 +- regamedll/msvc/ReGameDLL.vcxproj | 12 +- regamedll/pm_shared/pm_debug.cpp | 20 +- regamedll/pm_shared/pm_defs.h | 4 +- regamedll/pm_shared/pm_math.cpp | 45 +- regamedll/pm_shared/pm_math.h | 6 +- regamedll/pm_shared/pm_shared.cpp | 92 ++-- regamedll/public/MemPool.cpp | 4 +- regamedll/public/tier0/dbg.cpp | 2 +- regamedll/public/utlvector.h | 2 +- shared_icc.gradle | 3 +- shared_msvc.gradle | 3 +- 116 files changed, 2144 insertions(+), 2182 deletions(-) diff --git a/dep/cppunitlite/src/Assertions.cpp b/dep/cppunitlite/src/Assertions.cpp index a8bc791f..8714c40f 100644 --- a/dep/cppunitlite/src/Assertions.cpp +++ b/dep/cppunitlite/src/Assertions.cpp @@ -6,7 +6,7 @@ #include #include -void Assertions::StringEquals(std::string message, std::string expected, std::string actual, const char* fileName, long lineNumber) { +void Assertions::StringEquals(std::string message, std::string expected, std::string actual, const char *fileName, long lineNumber) { if (expected != actual) { std::stringstream ss; ss << message << " (expected '" << expected << "', got '" << actual << "')"; @@ -14,8 +14,8 @@ void Assertions::StringEquals(std::string message, std::string expected, std::st } } -void Assertions::StringEquals(std::string message, const char* expected, const char* actual, const char* fileName, long lineNumber) { - if (actual == NULL) { +void Assertions::StringEquals(std::string message, const char *expected, const char *actual, const char *fileName, long lineNumber) { + if (actual == nullptr) { std::stringstream ss; ss << message << " (expected '" << expected << "', got NULL"; throw TestFailException(ss.str(), std::string(fileName), lineNumber); @@ -27,13 +27,13 @@ void Assertions::StringEquals(std::string message, const char* expected, const c } } -void Assertions::ConditionFailed(std::string message, std::string condition, const char* fileName, long lineNumber) { +void Assertions::ConditionFailed(std::string message, std::string condition, const char *fileName, long lineNumber) { std::stringstream ss; ss << message << " (condition failed: " << condition << ")"; throw TestFailException(ss.str(), std::string(fileName), lineNumber); } -void Assertions::LongEquals(std::string message, long expected, long actual, const char* fileName, long lineNumber) { +void Assertions::LongEquals(std::string message, long expected, long actual, const char *fileName, long lineNumber) { if (expected != actual) { std::stringstream ss; ss << message << " (expected '" << expected << "', got '" << actual << "')"; @@ -41,7 +41,7 @@ void Assertions::LongEquals(std::string message, long expected, long actual, con } } -void Assertions::UInt32Equals(std::string message, unsigned int expected, unsigned int actual, const char* fileName, long lineNumber) { +void Assertions::UInt32Equals(std::string message, unsigned int expected, unsigned int actual, const char *fileName, long lineNumber) { if (expected != actual) { std::stringstream ss; ss << message << " (expected '" << expected << "', got '" << actual << "')"; @@ -49,7 +49,7 @@ void Assertions::UInt32Equals(std::string message, unsigned int expected, unsign } } -void Assertions::CharEquals(std::string message, char expected, char actual, const char* fileName, long lineNumber) { +void Assertions::CharEquals(std::string message, char expected, char actual, const char *fileName, long lineNumber) { if (expected != actual) { std::stringstream ss; ss << message << " (expected '" << expected << "', got '" << actual << "')"; @@ -57,7 +57,7 @@ void Assertions::CharEquals(std::string message, char expected, char actual, con } } -void Assertions::DoubleEquals(std::string message, double expected, double actual, double epsilon, const char* fileName, long lineNumber) { +void Assertions::DoubleEquals(std::string message, double expected, double actual, double epsilon, const char *fileName, long lineNumber) { if (std::abs(expected - actual) > epsilon) { std::stringstream ss; ss << message << " (expected '" << expected << "', got '" << actual << "')"; @@ -65,7 +65,7 @@ void Assertions::DoubleEquals(std::string message, double expected, double actua } } -void Assertions::MemoryEquals(std::string message, void* expected, void* actual, int size, const char* fileName, long lineNumber) { +void Assertions::MemoryEquals(std::string message, void *expected, void *actual, int size, const char *fileName, long lineNumber) { if (memcmp(expected, actual, size)) { std::stringstream ss; ss << message << " (expected '"; @@ -81,4 +81,4 @@ void Assertions::MemoryEquals(std::string message, void* expected, void* actual, ss << "')"; throw TestFailException(ss.str(), std::string(fileName), lineNumber); } -} \ No newline at end of file +} diff --git a/dep/cppunitlite/src/GradleAdapter.cpp b/dep/cppunitlite/src/GradleAdapter.cpp index 9c6cc237..47b2a978 100644 --- a/dep/cppunitlite/src/GradleAdapter.cpp +++ b/dep/cppunitlite/src/GradleAdapter.cpp @@ -6,18 +6,17 @@ #include "cppunitlite/Test.h" #include "cppunitlite/TestRegistry.h" -int GradleAdapter::writeAllTestsInfoToFile(const char* fname) { - FILE* outFile = fopen(fname, "w"); - if (outFile == NULL) { +int GradleAdapter::writeAllTestsInfoToFile(const char *fname) { + FILE *outFile = fopen(fname, "w"); + if (!outFile) { return 1; } fprintf(outFile, "\n"); - fprintf(outFile, "\n"); - Test* curTest = TestRegistry::getFirstTest(); - while (curTest != NULL) { + Test *curTest = TestRegistry::getFirstTest(); + while (curTest) { fprintf(outFile, "getName()); @@ -33,16 +32,16 @@ int GradleAdapter::writeAllTestsInfoToFile(const char* fname) { return 0; } -int GradleAdapter::runTest(const char* groupName, const char* testName) { - Test* curTest = TestRegistry::getFirstTest(); - while (curTest != NULL) { +int GradleAdapter::runTest(const char *groupName, const char *testName) { + Test *curTest = TestRegistry::getFirstTest(); + while (curTest) { if (!strcmp(groupName, curTest->getGroup()) && !strcmp(testName, curTest->getName())) { break; } curTest = curTest->getNext(); } - if (curTest == NULL) { + if (!curTest) { printf("Test group='%s' name='%s' not found\n", groupName, testName); return 2; } @@ -58,10 +57,10 @@ int GradleAdapter::runTest(const char* groupName, const char* testName) { } } -int GradleAdapter::runGroup(const char* groupName) { - Test* curTest = TestRegistry::getFirstTest(); +int GradleAdapter::runGroup(const char *groupName) { + Test *curTest = TestRegistry::getFirstTest(); int ranTests = 0; - while (curTest != NULL) { + while (curTest) { if (strcmp(groupName, curTest->getGroup())) { curTest = curTest->getNext(); continue; @@ -88,9 +87,9 @@ int GradleAdapter::runGroup(const char* groupName) { } int GradleAdapter::runAllTests() { - Test* curTest = TestRegistry::getFirstTest(); + Test *curTest = TestRegistry::getFirstTest(); int ranTests = 0; - while (curTest != NULL) { + while (curTest) { TestResult result; curTest->run(result); ranTests++; @@ -106,7 +105,7 @@ int GradleAdapter::runAllTests() { return 0; } -int GradleAdapter::testsEntryPoint(int argc, char* argv[]) { +int GradleAdapter::testsEntryPoint(int argc, char *argv[]) { if (argc < 2 || !strcmp(argv[1], "-all")) { return runAllTests(); } diff --git a/dep/cppunitlite/src/Test.cpp b/dep/cppunitlite/src/Test.cpp index a39d5d7d..9597a9b8 100644 --- a/dep/cppunitlite/src/Test.cpp +++ b/dep/cppunitlite/src/Test.cpp @@ -1,5 +1,3 @@ - - #include "cppunitlite/Test.h" #include "cppunitlite/TestRegistry.h" #include "cppunitlite/Failure.h" @@ -7,21 +5,18 @@ #include #include - Test::Test (const char* testName, const char* testGroup, int timeout) : name_ (testName), group_ (testGroup), timeout_(timeout) { - next_ = NULL; + next_ = nullptr; TestRegistry::addTest(this); } - Test *Test::getNext() const { return next_; } - void Test::setNext(Test *test) { next_ = test; diff --git a/regamedll/common/mathlib.h b/regamedll/common/mathlib.h index 12d20263..52723986 100644 --- a/regamedll/common/mathlib.h +++ b/regamedll/common/mathlib.h @@ -29,17 +29,12 @@ #pragma once #ifdef PLAY_GAMEDLL - -// probably gamedll compiled with flag /fpmath:fasted, -// so we need to use type double, otherwise will be the test failed - -typedef double float_precision; - +// NOTE: In some cases we need high precision of floating-point, +// so use double instead of float, otherwise unittest will fail +typedef double real_t; #else - -typedef float float_precision; - -#endif // PLAY_GAMEDLL +typedef float real_t; +#endif typedef float vec_t; typedef vec_t vec3_t[3]; diff --git a/regamedll/dlls/API/CSPlayer.cpp b/regamedll/dlls/API/CSPlayer.cpp index 20f6e4ea..a0c73381 100644 --- a/regamedll/dlls/API/CSPlayer.cpp +++ b/regamedll/dlls/API/CSPlayer.cpp @@ -49,7 +49,7 @@ EXT_FUNC bool CCSPlayer::JoinTeam(TeamName team) pPlayer->m_iTeam = SPECTATOR; pPlayer->m_iJoiningState = JOINED; - pPlayer->m_pIntroCamera = NULL; + pPlayer->m_pIntroCamera = nullptr; pPlayer->m_bTeamChanged = true; pPlayer->TeamChangeUpdate(); @@ -154,7 +154,7 @@ EXT_FUNC bool CCSPlayer::RemovePlayerItem(const char *pszItemName) pPlayer->m_bHasDefuser = false; pPlayer->pev->body = 0; - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_HIDE); WRITE_STRING("defuser"); MESSAGE_END(); @@ -181,7 +181,7 @@ EXT_FUNC bool CCSPlayer::RemovePlayerItem(const char *pszItemName) pPlayer->m_iKevlar = ARMOR_NONE; pPlayer->pev->armorvalue = 0; - MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev); WRITE_BYTE(0); MESSAGE_END(); } diff --git a/regamedll/dlls/animating.cpp b/regamedll/dlls/animating.cpp index 2cde162a..c9c570f2 100644 --- a/regamedll/dlls/animating.cpp +++ b/regamedll/dlls/animating.cpp @@ -209,7 +209,7 @@ void CBaseAnimating::SetSequenceBox() Vector rmax(-9999, -9999, -9999); Vector base, transformed; - for (int i = 0; i <= 1; ++i) + for (int i = 0; i <= 1; i++) { base.x = bounds[i].x; for (int j = 0; j <= 1; j++) diff --git a/regamedll/dlls/animation.cpp b/regamedll/dlls/animation.cpp index d51bd7ae..78b3ff67 100644 --- a/regamedll/dlls/animation.cpp +++ b/regamedll/dlls/animation.cpp @@ -55,12 +55,12 @@ int LookupActivity(void *pmodel, entvars_t *pev, int activity) pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); - for (i = 0; i < pstudiohdr->numseq; ++i) + for (i = 0; i < pstudiohdr->numseq; i++) { if (pseqdesc[i].activity == activity) { weightTotal += pseqdesc[i].actweight; - ++activitySequenceCount; + activitySequenceCount++; } } @@ -70,7 +70,7 @@ int LookupActivity(void *pmodel, entvars_t *pev, int activity) { int which = RANDOM_LONG(0, weightTotal - 1); - for (i = 0; i < pstudiohdr->numseq; ++i) + for (i = 0; i < pstudiohdr->numseq; i++) { if (pseqdesc[i].activity == activity) { @@ -87,7 +87,7 @@ int LookupActivity(void *pmodel, entvars_t *pev, int activity) { select = RANDOM_LONG(0, activitySequenceCount - 1); - for (i = 0; i < pstudiohdr->numseq; ++i) + for (i = 0; i < pstudiohdr->numseq; i++) { if (pseqdesc[i].activity == activity) { @@ -96,7 +96,7 @@ int LookupActivity(void *pmodel, entvars_t *pev, int activity) return i; } - --select; + select--; } } } @@ -118,7 +118,7 @@ int LookupActivityHeaviest(void *pmodel, entvars_t *pev, int activity) int weight = 0; int seq = ACT_INVALID; - for (int i = 0; i < pstudiohdr->numseq; ++i) + for (int i = 0; i < pstudiohdr->numseq; i++) { if (pseqdesc[i].activity == activity) { @@ -161,7 +161,7 @@ int LookupSequence(void *pmodel, const char *label) // Look up by sequence name. mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); - for (int i = 0; i < pstudiohdr->numseq; ++i) + for (int i = 0; i < pstudiohdr->numseq; i++) { if (!Q_stricmp(pseqdesc[i].label, label)) return i; @@ -196,7 +196,7 @@ NOXREF void SequencePrecache(void *pmodel, const char *pSequenceName) mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index; mstudioevent_t *pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex); - for (int i = 0; i < pseqdesc->numevents; ++i) + for (int i = 0; i < pseqdesc->numevents; i++) { // Don't send client-side events to the server AI if (pevent[i].event >= EVENT_CLIENT) @@ -446,7 +446,7 @@ int FindTransition(void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir) } // look for someone going - for (int i = 0; i < pstudiohdr->numseq; ++i) + for (int i = 0; i < pstudiohdr->numseq; i++) { if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode) { @@ -562,8 +562,8 @@ void AngleQuaternion(vec_t *angles, vec_t *quaternion) #else // REGAMEDLL_FIXES void AngleQuaternion(vec_t *angles, vec_t *quaternion) { - float_precision sy, cy, sp_, cp; - float_precision angle; + real_t sy, cy, sp_, cp; + real_t angle; float sr, cr; float ftmp0; @@ -597,10 +597,10 @@ void AngleQuaternion(vec_t *angles, vec_t *quaternion) void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) { int i; - float_precision a = 0; - float_precision b = 0; + real_t a = 0; + real_t b = 0; - for (i = 0; i < 4; ++i) + for (i = 0; i < 4; i++) { a += (p[i] - q[i]) * (p[i] - q[i]); b += (p[i] + q[i]) * (p[i] + q[i]); @@ -608,7 +608,7 @@ void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) if (a > b) { - for (i = 0; i < 4; ++i) + for (i = 0; i < 4; i++) q[i] = -q[i]; } @@ -619,13 +619,13 @@ void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) { if ((1.0 - cosom) > 0.00000001) { - float_precision cosomega = Q_acos(float_precision(cosom)); + real_t cosomega = Q_acos(real_t(cosom)); float omega = cosomega; float sinom = Q_sin(cosomega); sclp = Q_sin((1.0 - t) * omega) / sinom; - sclq = Q_sin(float_precision(omega * t)) / sinom; + sclq = Q_sin(real_t(omega * t)) / sinom; } else { @@ -633,7 +633,7 @@ void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) sclp = 1.0 - t; } - for (i = 0; i < 4; ++i) + for (i = 0; i < 4; i++) qt[i] = sclp * p[i] + sclq * q[i]; } else @@ -646,7 +646,7 @@ void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) sclp = Q_sin((1.0 - t) * 0.5 * M_PI); sclq = Q_sin(t * 0.5 * M_PI); - for (i = 0; i < 3; ++i) + for (i = 0; i < 3; i++) qt[i] = sclp * p[i] + sclq * qt[i]; } } @@ -908,7 +908,7 @@ void StudioSlerpBones(vec4_t *q1, float pos1[][3], vec4_t *q2, float pos2[][3], s = Q_clamp(s, 0.0f, 1.0f); s1 = 1.0f - s; - for (i = 0; i < g_pstudiohdr->numbones; ++i) + for (i = 0; i < g_pstudiohdr->numbones; i++) { QuaternionSlerp(q1[i], q2[i], s, q3); @@ -955,12 +955,12 @@ void ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4]) out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } -float_precision StudioEstimateFrame(float frame, mstudioseqdesc_t *pseqdesc) +real_t StudioEstimateFrame(float frame, mstudioseqdesc_t *pseqdesc) { if (pseqdesc->numframes <= 1) return 0; - return float_precision(pseqdesc->numframes - 1) * frame / 256; + return real_t(pseqdesc->numframes - 1) * frame / 256; } void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict) @@ -997,7 +997,7 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t { chainlength = g_pstudiohdr->numbones; - for (i = 0; i < chainlength; ++i) + for (i = 0; i < chainlength; i++) chain[(chainlength - i) - 1] = i; } else @@ -1018,7 +1018,7 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t { if (pseqdesc->numblends > 1) { - float b = float_precision(pblending[0]) / 255.0f; + float b = real_t(pblending[0]) / 255.0f; panim = StudioGetAnim(pModel, pseqdesc); panim += g_pstudiohdr->numbones; @@ -1033,7 +1033,7 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t /*static */float pos3[MAXSTUDIOBONES][3], pos4[MAXSTUDIOBONES][3]; /*static */float q3[MAXSTUDIOBONES][4], q4[MAXSTUDIOBONES][4]; - float_precision s, t; + real_t s, t; s = GetPlayerYaw(pEdict); t = GetPlayerPitch(pEdict); @@ -1136,7 +1136,7 @@ void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t panim = StudioGetAnim(pModel, pseqdesc); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, 0, 0); - for (i = 0; i < g_pstudiohdr->numbones; ++i) + for (i = 0; i < g_pstudiohdr->numbones; i++) { if (!Q_strcmp(pbones[i].name, "Bip01 Spine")) { diff --git a/regamedll/dlls/basemonster.cpp b/regamedll/dlls/basemonster.cpp index d056e996..82ca7bfd 100644 --- a/regamedll/dlls/basemonster.cpp +++ b/regamedll/dlls/basemonster.cpp @@ -18,6 +18,7 @@ void CBaseMonster::GibMonster() // throw some human gibs. CGib::SpawnRandomGibs(pev, 4, 1); } + gibbed = true; } else if (HasAlienGibs()) @@ -28,6 +29,7 @@ void CBaseMonster::GibMonster() // Throw alien gibs CGib::SpawnRandomGibs(pev, 4, 0); } + gibbed = true; } @@ -40,7 +42,9 @@ void CBaseMonster::GibMonster() pev->nextthink = gpGlobals->time; } else + { FadeMonster(); + } } } @@ -350,7 +354,7 @@ void CBaseMonster::Killed(entvars_t *pevAttacker, int iGib) } else if (pev->flags & FL_MONSTER) { - SetTouch(NULL); + SetTouch(nullptr); BecomeDead(); } @@ -444,9 +448,7 @@ BOOL CBaseMonster::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, f vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize(); #else // TODO: fix test demo - vecDir = NormalizeSubtract< - float_precision, float, float_precision, float_precision - >(Center(), pInflictor->Center() - Vector(0, 0, 10)); + vecDir = NormalizeSubtract(Center(), pInflictor->Center() - Vector(0, 0, 10)); #endif vecDir = g_vecAttackDir = vecDir.Normalize(); } @@ -568,12 +570,12 @@ BOOL CBaseMonster::DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacke float CBaseMonster::DamageForce(float damage) { - float_precision force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; - + real_t force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if (force > 1000.0) { force = 1000.0; } + return force; } @@ -736,7 +738,7 @@ NOXREF void CBaseMonster::CorpseFallThink() { if (pev->flags & FL_ONGROUND) { - SetThink(NULL); + SetThink(nullptr); SetSequenceBox(); // link into world. @@ -830,10 +832,10 @@ void CBaseMonster::Look(int iDistance) // DON'T let visibility information from last frame sit around! ClearConditions(bits_COND_SEE_HATE | bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR | bits_COND_SEE_NEMESIS | bits_COND_SEE_CLIENT); - m_pLink = NULL; + m_pLink = nullptr; // the current visible entity that we're dealing with - CBaseEntity *pSightEnt = NULL; + CBaseEntity *pSightEnt = nullptr; CBaseEntity *pList[100]; Vector delta(iDistance, iDistance, iDistance); @@ -909,10 +911,10 @@ CBaseEntity *CBaseMonster::BestVisibleEnemy() // so first visible entity will become the closest. iNearest = 8192; pNextEnt = m_pLink; - pReturn = NULL; + pReturn = nullptr; iBestRelationship = R_NO; - while (pNextEnt != NULL) + while (pNextEnt) { if (pNextEnt->IsAlive()) { @@ -968,7 +970,7 @@ NOXREF void CBaseMonster::MakeDamageBloodDecal(int cCount, float flNoise, TraceR } } - for (i = 0; i < cCount; ++i) + for (i = 0; i < cCount; i++) { vecTraceDir = vecDir; diff --git a/regamedll/dlls/bmodels.cpp b/regamedll/dlls/bmodels.cpp index 4987ef5e..bf79c99f 100644 --- a/regamedll/dlls/bmodels.cpp +++ b/regamedll/dlls/bmodels.cpp @@ -132,7 +132,7 @@ void CFuncConveyor::Spawn() void CFuncConveyor::UpdateSpeed(float speed) { // Encode it as an integer with 4 fractional bits - int speedCode = int(Q_fabs(float_precision(speed)) * 16.0); + int speedCode = int(Q_fabs(real_t(speed)) * 16.0); if (speed < 0) pev->rendercolor.x = 1; @@ -499,9 +499,9 @@ void CFuncRotating::HurtTouch(CBaseEntity *pOther) void CFuncRotating::RampPitchVol(BOOL fUp) { Vector vecAVel = pev->avelocity; - float_precision vecCur; - float_precision vecFinal; - float_precision fpct; + real_t vecCur; + real_t vecFinal; + real_t fpct; float fvol; float fpitch; int pitch; @@ -733,7 +733,7 @@ void CPendulum::Spawn() pev->speed = 100; // Calculate constant acceleration from speed and distance - m_accel = (pev->speed * pev->speed) / (2 * Q_fabs(float_precision(m_distance))); + m_accel = (pev->speed * pev->speed) / (2 * Q_fabs(real_t(m_distance))); m_maxSpeed = pev->speed; m_start = pev->angles; m_center = pev->angles + (m_distance * 0.5) * pev->movedir; @@ -764,7 +764,7 @@ void CPendulum::PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T { if (pev->spawnflags & SF_PENDULUM_AUTO_RETURN) { - float_precision delta; + real_t delta; delta = CBaseToggle::AxisDelta(pev->spawnflags, pev->angles, m_start); @@ -776,7 +776,7 @@ void CPendulum::PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_T { // Dead stop pev->speed = 0; - SetThink(NULL); + SetThink(nullptr); pev->avelocity = g_vecZero; } } @@ -796,7 +796,7 @@ void CPendulum::Stop() { pev->angles = m_start; pev->speed = 0; - SetThink(NULL); + SetThink(nullptr); pev->avelocity = g_vecZero; } @@ -845,7 +845,7 @@ void CPendulum::Swing() { pev->angles = m_center; pev->speed = 0; - SetThink(NULL); + SetThink(nullptr); pev->avelocity = g_vecZero; } else if (pev->speed > m_dampSpeed) diff --git a/regamedll/dlls/bot/cs_bot.cpp b/regamedll/dlls/bot/cs_bot.cpp index 3b275cb4..31648099 100644 --- a/regamedll/dlls/bot/cs_bot.cpp +++ b/regamedll/dlls/bot/cs_bot.cpp @@ -36,30 +36,30 @@ LINK_ENTITY_TO_CLASS(bot, CCSBot, CAPI_CSBot) #endif // Return the number of bots following the given player -int GetBotFollowCount(CBasePlayer *leader) +int GetBotFollowCount(CBasePlayer *pLeader) { int count = 0; for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; - if (!player->IsBot()) + if (!pPlayer->IsBot()) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; - CCSBot *bot = reinterpret_cast(player); - if (bot->IsBot() && bot->GetFollowLeader() == leader) + CCSBot *pBot = static_cast(pPlayer); + if (pBot->IsBot() && pBot->GetFollowLeader() == pLeader) count++; } @@ -195,13 +195,13 @@ bool IsIntersectingBox(const Vector &start, const Vector &end, const Vector &box { constexpr auto HI_X = BIT(1); constexpr auto LO_X = BIT(2); - + constexpr auto HI_Y = BIT(3); constexpr auto LO_Y = BIT(4); - + constexpr auto HI_Z = BIT(5); constexpr auto LO_Z = BIT(6); - + unsigned char startFlags = 0; unsigned char endFlags = 0; @@ -246,20 +246,20 @@ bool IsIntersectingBox(const Vector &start, const Vector &end, const Vector &box } // When bot is touched by another entity. -void CCSBot::BotTouch(CBaseEntity *other) +void CCSBot::BotTouch(CBaseEntity *pOther) { // if we have touched a higher-priority player, make way // TODO: Need to account for reaction time, etc. - if (other->IsPlayer()) + if (pOther->IsPlayer()) { // if we are defusing a bomb, don't move if (IsDefusingBomb()) return; - CBasePlayer *player = static_cast(other); + CBasePlayer *pPlayer = static_cast(pOther); // get priority of other player - unsigned int otherPri = TheCSBots()->GetPlayerPriority(player); + unsigned int otherPri = TheCSBots()->GetPlayerPriority(pPlayer); // get our priority unsigned int myPri = TheCSBots()->GetPlayerPriority(this); @@ -274,34 +274,34 @@ void CCSBot::BotTouch(CBaseEntity *other) unsigned int avoidPri = TheCSBots()->GetPlayerPriority(m_avoid); if (avoidPri < otherPri) { - // ignore 'other' because we're already avoiding someone better + // ignore 'pOther' because we're already avoiding someone better return; } } - m_avoid = static_cast(other); + m_avoid = static_cast(pOther); m_avoidTimestamp = gpGlobals->time; return; } // If we won't be able to break it, don't try - if (other->pev->takedamage != DAMAGE_YES) + if (pOther->pev->takedamage != DAMAGE_YES) return; if (IsAttacking()) return; // See if it's breakable - if (FClassnameIs(other->pev, "func_breakable")) + if (FClassnameIs(pOther->pev, "func_breakable")) { - Vector center = (other->pev->absmax + other->pev->absmin) / 2.0f; + Vector center = (pOther->pev->absmax + pOther->pev->absmin) / 2.0f; bool breakIt = true; if (m_pathLength) { Vector goal = m_goalPosition + Vector(0, 0, HalfHumanHeight); - breakIt = IsIntersectingBox(pev->origin, goal, other->pev->absmin, other->pev->absmax); + breakIt = IsIntersectingBox(pev->origin, goal, pOther->pev->absmin, pOther->pev->absmax); } if (breakIt) @@ -361,11 +361,11 @@ CBasePlayer *CCSBot::FindNearbyPlayer() } // Assign given player as our current enemy to attack -void CCSBot::SetEnemy(CBasePlayer *enemy) +void CCSBot::SetEnemy(CBasePlayer *pEnemy) { - if (m_enemy != enemy) + if (m_enemy != pEnemy) { - m_enemy = enemy; + m_enemy = pEnemy; m_currentEnemyAcquireTimestamp = gpGlobals->time; } } @@ -420,7 +420,7 @@ bool CCSBot::StayOnNavMesh() return false; } -void CCSBot::Panic(CBasePlayer *enemy) +void CCSBot::Panic(CBasePlayer *pEnemy) { if (IsSurprised()) return; @@ -431,7 +431,7 @@ void CCSBot::Panic(CBasePlayer *enemy) if (GetProfile()->GetSkill() >= 0.5f) { - Vector2D toEnemy = (enemy->pev->origin - pev->origin).Make2D(); + Vector2D toEnemy = (pEnemy->pev->origin - pev->origin).Make2D(); toEnemy.NormalizeInPlace(); float along = DotProduct(toEnemy, dir); @@ -439,7 +439,7 @@ void CCSBot::Panic(CBasePlayer *enemy) float c45 = 0.7071f; float size = 100.0f; - float_precision shift = RANDOM_FLOAT(-75.0, 75.0); + real_t shift = RANDOM_FLOAT(-75.0, 75.0); if (along > c45) { @@ -465,7 +465,7 @@ void CCSBot::Panic(CBasePlayer *enemy) else { const float offset = 200.0f; - float_precision side = RANDOM_FLOAT(-offset, offset) * 2.0f; + real_t side = RANDOM_FLOAT(-offset, offset) * 2.0f; spot.x = pev->origin.x - dir.x * offset + perp.x * side; spot.y = pev->origin.y - dir.y * offset + perp.y * side; @@ -619,18 +619,18 @@ void CCSBot::UpdateHostageEscortCount() // recount the hostages in case we lost some m_hostageEscortCount = 0; - CHostage *hostage = nullptr; - while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity"))) + CHostage *pHostage = nullptr; + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - if (FNullEnt(hostage->edict())) + if (FNullEnt(pHostage->edict())) break; // skip dead or rescued hostages - if (!hostage->IsAlive()) + if (!pHostage->IsAlive()) continue; // check if hostage has targeted us, and is following - if (hostage->IsFollowing(this)) + if (pHostage->IsFollowing(this)) m_hostageEscortCount++; } } @@ -660,43 +660,43 @@ CBasePlayer *CCSBot::GetImportantEnemy(bool checkVisibility) const for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; // is it a player? - if (!player->IsPlayer()) + if (!pPlayer->IsPlayer()) continue; // is it alive? - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; // skip friends - if (BotRelationship(player) == BOT_TEAMMATE) + if (BotRelationship(pPlayer) == BOT_TEAMMATE) continue; // is it "important" - if (!TheCSBots()->IsImportantPlayer(player)) + if (!TheCSBots()->IsImportantPlayer(pPlayer)) continue; // is it closest? - Vector d = pev->origin - player->pev->origin; + Vector d = pev->origin - pPlayer->pev->origin; float distSq = d.x * d.x + d.y * d.y + d.z * d.z; if (distSq < nearDist) { - if (checkVisibility && !IsVisible(player, CHECK_FOV)) + if (checkVisibility && !IsVisible(pPlayer, CHECK_FOV)) continue; - nearEnemy = player; + nearEnemy = pPlayer; nearDist = distSq; } } diff --git a/regamedll/dlls/bot/cs_bot.h b/regamedll/dlls/bot/cs_bot.h index 6e0f1e23..27d8bd59 100644 --- a/regamedll/dlls/bot/cs_bot.h +++ b/regamedll/dlls/bot/cs_bot.h @@ -247,7 +247,7 @@ public: virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "Follow"; } - void SetLeader(CBasePlayer *leader) { m_leader = leader; } + void SetLeader(CBasePlayer *pLeader) { m_leader = pLeader; } private: void ComputeLeaderMotionState(float leaderSpeed); @@ -287,7 +287,7 @@ public: virtual void OnExit(CCSBot *me); virtual const char *GetName() const { return "UseEntity"; } - void SetEntity(CBaseEntity *entity) { m_entity = entity; } + void SetEntity(CBaseEntity *pEntity) { m_entity = pEntity; } private: EntityHandle m_entity; @@ -313,13 +313,13 @@ public: virtual void Walk(); virtual bool Jump(bool mustJump = false); // returns true if jump was started - virtual void OnEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); // invoked when event occurs in the game (some events have NULL entity) + virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); // invoked when event occurs in the game (some events have NULL entity) #define CHECK_FOV true - virtual bool IsVisible(const Vector *pos, bool testFOV = false) const; // return true if we can see the point - virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = nullptr) const; // return true if we can see any part of the player + virtual bool IsVisible(const Vector *pos, bool testFOV = false) const; // return true if we can see the point + virtual bool IsVisible(CBasePlayer *pPlayer, bool testFOV = false, unsigned char *visParts = nullptr) const; // return true if we can see any part of the player - virtual bool IsEnemyPartVisible(VisiblePartType part) const; // if enemy is visible, return the part we see for our current enemy + virtual bool IsEnemyPartVisible(VisiblePartType part) const; // if enemy is visible, return the part we see for our current enemy public: void Disconnect(); @@ -374,12 +374,12 @@ public: bool IsEscapingFromBomb() const; // return true if we are escaping from the bomb void RescueHostages(); - void UseEntity(CBaseEntity *entity); // use the entity + void UseEntity(CBaseEntity *pEntity); // use the entity bool IsBuying() const; - void Panic(CBasePlayer *enemy); // look around in panic - void Follow(CBasePlayer *player); // begin following given Player + void Panic(CBasePlayer *pEnemy); // look around in panic + void Follow(CBasePlayer *pPlayer); // begin following given Player void ContinueFollowing(); // continue following our leader after finishing what we were doing void StopFollowing(); // stop following bool IsFollowing() const; // return true if we are following someone (not necessarily in the follow state) @@ -437,7 +437,7 @@ public: NUM_TASKS }; - void SetTask(TaskType task, CBaseEntity *entity = nullptr); // set our current "task" + void SetTask(TaskType task, CBaseEntity *pEntity = nullptr); // set our current "task" TaskType GetTask() const; CBaseEntity *GetTaskEntity(); @@ -495,7 +495,7 @@ public: // enemies // BOTPORT: GetEnemy() collides with GetEnemy() in CBaseEntity - need to use different nomenclature - void SetEnemy(CBasePlayer *enemy); // set given player as our current enemy + void SetEnemy(CBasePlayer *pEnemy); // set given player as our current enemy CBasePlayer *GetEnemy(); int GetNearbyEnemyCount() const; // return max number of nearby enemies we've seen recently unsigned int GetEnemyPlace() const; // return location where we see the majority of our enemies @@ -563,7 +563,7 @@ public: bool IsUsingLadder() const; // returns true if we are in the process of negotiating a ladder void GetOffLadder(); - void SetGoalEntity(CBaseEntity *entity); + void SetGoalEntity(CBaseEntity *pEntity); template T *GetGoalEntity(); @@ -654,7 +654,7 @@ public: void BotDeathThink(); CBasePlayer *FindNearbyPlayer(); void AdjustSafeTime(); // called when enemy seen to adjust safe time for this round - void EXPORT BotTouch(CBaseEntity *other); + void EXPORT BotTouch(CBaseEntity *pOther); bool HasAnyAmmo(CBasePlayerWeapon *weapon) const; private: @@ -750,7 +750,7 @@ private: void SetupLadderMovement(); void SetPathIndex(int newIndex); // set the current index along the path void DrawPath(); - int FindOurPositionOnPath(Vector *close, bool local = false) const; // compute the closest point to our current position on our path + int FindOurPositionOnPath(Vector *close, bool local = false) const; // compute the closest point to our current position on our path int FindPathPoint(float aheadRange, Vector *point, int *prevIndex = nullptr); // compute a point a fixed distance ahead along our path. bool FindClosestPointOnPath(const Vector *worldPos, int startIndex, int endIndex, Vector *close) const; // compute closest point on path to given point bool IsStraightLinePathWalkable(const Vector *goal) const; // test for un-jumpable height change, or unrecoverable fall @@ -1000,7 +1000,7 @@ private: void StartNormalProcess(); #ifdef REGAMEDLL_ADD - bool IsNoticable(const CBasePlayer *player, unsigned char visibleParts) const; // return true if we "notice" given player + bool IsNoticable(const CBasePlayer *pPlayer, unsigned char visibleParts) const; // return true if we "notice" given player #endif }; @@ -1124,10 +1124,10 @@ inline bool CCSBot::IsNoiseHeard() const return false; } -inline void CCSBot::SetTask(TaskType task, CBaseEntity *entity) +inline void CCSBot::SetTask(TaskType task, CBaseEntity *pEntity) { m_task = task; - m_taskEntity = entity; + m_taskEntity = pEntity; } inline CCSBot::TaskType CCSBot::GetTask() const @@ -1281,9 +1281,9 @@ inline bool CCSBot::IsUsingLadder() const return m_pathLadder != nullptr; } -inline void CCSBot::SetGoalEntity(CBaseEntity *entity) +inline void CCSBot::SetGoalEntity(CBaseEntity *pEntity) { - m_goalEntity = entity; + m_goalEntity = pEntity; } template @@ -1393,7 +1393,7 @@ inline int CCSBot::GetHostageEscortCount() const inline void CCSBot::IncreaseHostageEscortCount() { - ++m_hostageEscortCount; + m_hostageEscortCount++; } inline void CCSBot::ResetWaitForHostagePatience() @@ -1464,12 +1464,8 @@ public: bool operator()(CNavArea *area) { // collect all the hiding spots in this area - const HidingSpotList *list = area->GetHidingSpotList(); - - for (HidingSpotList::const_iterator iter = list->begin(); iter != list->end(); ++iter) + for (auto const spot : *area->GetHidingSpotList()) { - const HidingSpot *spot = (*iter); - if (m_count >= MAX_SPOTS) break; @@ -1545,9 +1541,9 @@ public: class PathCost { public: - PathCost(CCSBot *bot, RouteType route = SAFEST_ROUTE) + PathCost(CCSBot *pBot, RouteType route = SAFEST_ROUTE) { - m_bot = bot; + m_bot = pBot; m_route = route; } float operator()(CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder) @@ -1632,7 +1628,7 @@ public: if (area->GetAttributes() & NAV_CROUCH) { // these areas are very slow to move through - float_precision crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f; + real_t crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f; // avoid crouch areas if we are rescuing hostages if (m_bot->GetHostageEscortCount()) @@ -1643,15 +1639,6 @@ public: cost += crouchPenalty * dist; } - // if this is a "walk" area, add penalty - if (area->GetAttributes() & NAV_WALK) - { - // these areas are kinda slow to move through - float_precision walkPenalty = (m_route == FASTEST_ROUTE) ? 2.5f : 1.5f; - - cost += walkPenalty * dist; - } - // if this is a "jump" area, add penalty if (area->GetAttributes() & NAV_JUMP) { @@ -1696,19 +1683,19 @@ private: class FollowTargetCollector { public: - FollowTargetCollector(CBasePlayer *player) + FollowTargetCollector(CBasePlayer *pPlayer) { - m_player = player; - m_forward.x = player->pev->velocity.x; - m_forward.y = player->pev->velocity.y; + m_player = pPlayer; + m_forward.x = pPlayer->pev->velocity.x; + m_forward.y = pPlayer->pev->velocity.y; float speed = m_forward.NormalizeInPlace(); const float walkSpeed = 100.0f; if (speed < walkSpeed) { - m_cutoff.x = player->pev->origin.x; - m_cutoff.y = player->pev->origin.y; + m_cutoff.x = pPlayer->pev->origin.x; + m_cutoff.y = pPlayer->pev->origin.y; m_forward.x = 0.0f; m_forward.y = 0.0f; @@ -1716,10 +1703,10 @@ public: else { const float k = 1.5f; - float_precision trimSpeed = (speed < 200.0f) ? speed : 200.0f; + real_t trimSpeed = (speed < 200.0f) ? speed : 200.0f; - m_cutoff.x = player->pev->origin.x + k * trimSpeed * m_forward.x; - m_cutoff.y = player->pev->origin.y + k * trimSpeed * m_forward.y; + m_cutoff.x = pPlayer->pev->origin.x + k * trimSpeed * m_forward.x; + m_cutoff.y = pPlayer->pev->origin.y + k * trimSpeed * m_forward.y; } m_targetAreaCount = 0; @@ -1744,9 +1731,10 @@ public: Vector2D to(((*area->GetCenter()).x - m_cutoff.x), (*area->GetCenter()).y - m_cutoff.y); to.NormalizeInPlace(); - //if (DotProduct(to, m_forward) > 0.7071f) - if ((to.x * m_forward.x + to.y * m_forward.y) > 0.7071f) + if (DotProduct(to, m_forward) > 0.7071f) + { m_targetArea[m_targetAreaCount++] = area; + } } } @@ -1763,7 +1751,7 @@ public: void InstallBotControl(); void Bot_ServerCommand(); void Bot_RegisterCVars(); -int GetBotFollowCount(CBasePlayer *leader); +int GetBotFollowCount(CBasePlayer *pLeader); const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange); void drawProgressMeter(float progress, char *title); diff --git a/regamedll/dlls/bot/cs_bot_chatter.cpp b/regamedll/dlls/bot/cs_bot_chatter.cpp index 4158dfa2..0fc17012 100644 --- a/regamedll/dlls/bot/cs_bot_chatter.cpp +++ b/regamedll/dlls/bot/cs_bot_chatter.cpp @@ -59,93 +59,93 @@ const Vector *GetRandomSpotAtPlace(Place place) } // Transmit meme to other bots -void BotMeme::Transmit(CCSBot *sender) const +void BotMeme::Transmit(CCSBot *pSender) const { for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; // skip self - if (sender == player) + if (pSender == pPlayer) continue; // ignore dead humans - if (!player->IsBot() && !player->IsAlive()) + if (!pPlayer->IsBot() && !pPlayer->IsAlive()) continue; // ignore enemies, since we can't hear them talk - if (sender->BotRelationship(player) == CCSBot::BOT_ENEMY) + if (pSender->BotRelationship(pPlayer) == CCSBot::BOT_ENEMY) continue; // if not a bot, fail the test - if (!player->IsBot()) + if (!pPlayer->IsBot()) continue; // allow bot to interpret our meme - Interpret(sender, (CCSBot *)player); + Interpret(pSender, (CCSBot *)pPlayer); } } // A teammate called for help - respond -void BotHelpMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotHelpMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { const float maxHelpRange = 3000.0f; // 2000 - receiver->RespondToHelpRequest(sender, m_place, maxHelpRange); + pReceiver->RespondToHelpRequest(pSender, m_place, maxHelpRange); } // A teammate reported information about a bombsite -void BotBombsiteStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotBombsiteStatusMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { // remember this bombsite's status if (m_status == CLEAR) - receiver->GetGameState()->ClearBombsite(m_zoneIndex); + pReceiver->GetGameState()->ClearBombsite(m_zoneIndex); else - receiver->GetGameState()->MarkBombsiteAsPlanted(m_zoneIndex); + pReceiver->GetGameState()->MarkBombsiteAsPlanted(m_zoneIndex); // if we were heading to the just-cleared bombsite, pick another one to search // if our target bombsite wasn't cleared, will will continue going to it, // because GetNextBombsiteToSearch() will return the same zone (since its not cleared) // if the bomb was planted, we will head to that bombsite - if (receiver->GetTask() == CCSBot::FIND_TICKING_BOMB) + if (pReceiver->GetTask() == CCSBot::FIND_TICKING_BOMB) { - receiver->Idle(); - receiver->GetChatter()->Affirmative(); + pReceiver->Idle(); + pReceiver->GetChatter()->Affirmative(); } } // A teammate reported information about the bomb -void BotBombStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotBombStatusMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { // update our gamestate based on teammate's report switch (m_state) { case CSGameState::MOVING: { - receiver->GetGameState()->UpdateBomber(&m_pos); + pReceiver->GetGameState()->UpdateBomber(&m_pos); // if we are hunting and see no enemies, respond - if (!receiver->IsRogue() && receiver->IsHunting() && receiver->GetNearbyEnemyCount() == 0) - receiver->RespondToHelpRequest(sender, TheNavAreaGrid.GetPlace(&m_pos)); + if (!pReceiver->IsRogue() && pReceiver->IsHunting() && pReceiver->GetNearbyEnemyCount() == 0) + pReceiver->RespondToHelpRequest(pSender, TheNavAreaGrid.GetPlace(&m_pos)); break; } case CSGameState::LOOSE: { - receiver->GetGameState()->UpdateLooseBomb(&m_pos); + pReceiver->GetGameState()->UpdateLooseBomb(&m_pos); - if (receiver->GetTask() == CCSBot::GUARD_BOMB_ZONE) + if (pReceiver->GetTask() == CCSBot::GUARD_BOMB_ZONE) { - receiver->Idle(); - receiver->GetChatter()->Affirmative(); + pReceiver->Idle(); + pReceiver->GetChatter()->Affirmative(); } break; } @@ -153,17 +153,17 @@ void BotBombStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const } // A teammate has asked that we follow him -void BotFollowMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotFollowMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - if (receiver->IsRogue()) + if (pReceiver->IsRogue()) return; // if we're busy, ignore - if (receiver->IsBusy()) + if (pReceiver->IsBusy()) return; - PathCost pathCost(receiver); - float travelDistance = NavAreaTravelDistance(receiver->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&sender->pev->origin), pathCost); + PathCost pathCost(pReceiver); + float travelDistance = NavAreaTravelDistance(pReceiver->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&pSender->pev->origin), pathCost); if (travelDistance < 0.0f) return; @@ -172,80 +172,81 @@ void BotFollowMeme::Interpret(CCSBot *sender, CCSBot *receiver) const return; // begin following - receiver->Follow(sender); + pReceiver->Follow(pSender); // acknowledge - receiver->GetChatter()->Say("CoveringFriend"); + pReceiver->GetChatter()->Say("CoveringFriend"); } // A teammate has asked us to defend a place -void BotDefendHereMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotDefendHereMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - if (receiver->IsRogue()) + if (pReceiver->IsRogue()) return; // if we're busy, ignore - if (receiver->IsBusy()) + if (pReceiver->IsBusy()) return; Place place = TheNavAreaGrid.GetPlace(&m_pos); if (place != UNDEFINED_PLACE) { // pick a random hiding spot in this place - const Vector *spot = FindRandomHidingSpot(receiver, place, receiver->IsSniper()); + const Vector *spot = FindRandomHidingSpot(pReceiver, place, pReceiver->IsSniper()); if (spot) { - receiver->SetTask(CCSBot::HOLD_POSITION); - receiver->Hide(spot); + pReceiver->SetTask(CCSBot::HOLD_POSITION); + pReceiver->Hide(spot); return; } } // hide nearby - receiver->SetTask(CCSBot::HOLD_POSITION); - receiver->Hide(TheNavAreaGrid.GetNearestNavArea(&m_pos)); + pReceiver->SetTask(CCSBot::HOLD_POSITION); + pReceiver->Hide(TheNavAreaGrid.GetNearestNavArea(&m_pos)); // acknowledge - receiver->GetChatter()->Say("Affirmative"); + pReceiver->GetChatter()->Say("Affirmative"); } // A teammate has asked where the bomb is planted -void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotWhereBombMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - int zone = receiver->GetGameState()->GetPlantedBombsite(); - + int zone = pReceiver->GetGameState()->GetPlantedBombsite(); if (zone != CSGameState::UNKNOWN) - receiver->GetChatter()->FoundPlantedBomb(zone); + { + pReceiver->GetChatter()->FoundPlantedBomb(zone); + } } // A teammate has asked us to report in -void BotRequestReportMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotRequestReportMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - receiver->GetChatter()->ReportingIn(); + pReceiver->GetChatter()->ReportingIn(); } // A teammate told us all the hostages are gone -void BotAllHostagesGoneMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotAllHostagesGoneMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - receiver->GetGameState()->AllHostagesGone(); + pReceiver->GetGameState()->AllHostagesGone(); // acknowledge - receiver->GetChatter()->Say("Affirmative"); + pReceiver->GetChatter()->Say("Affirmative"); } // A teammate told us a CT is talking to a hostage -void BotHostageBeingTakenMeme::Interpret(CCSBot *sender, CCSBot *receiver) const +void BotHostageBeingTakenMeme::Interpret(CCSBot *pSender, CCSBot *pReceiver) const { - receiver->GetGameState()->HostageWasTaken(); + pReceiver->GetGameState()->HostageWasTaken(); // if we're busy, ignore - if (receiver->IsBusy()) + if (pReceiver->IsBusy()) return; - receiver->Idle(); + pReceiver->Idle(); // acknowledge - receiver->GetChatter()->Say("Affirmative"); + pReceiver->GetChatter()->Say("Affirmative"); } BotSpeakable::BotSpeakable() @@ -1405,7 +1406,7 @@ void BotChatterInterface::ReportEnemies() } } -void BotChatterInterface::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void BotChatterInterface::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { ; } @@ -1521,32 +1522,32 @@ BotStatement *BotChatterInterface::GetActiveStatement() for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; // ignore dead humans - if (!player->IsBot() && !player->IsAlive()) + if (!pPlayer->IsBot() && !pPlayer->IsAlive()) continue; // ignore enemies, since we can't hear them talk - if (m_me->BotRelationship(player) == CCSBot::BOT_ENEMY) + if (m_me->BotRelationship(pPlayer) == CCSBot::BOT_ENEMY) continue; // if not a bot, fail the test // TODO: Check if human is currently talking - if (!player->IsBot()) + if (!pPlayer->IsBot()) continue; - CCSBot *bot = reinterpret_cast(player); - auto say = bot->GetChatter()->m_statementList; + CCSBot *pBot = static_cast(pPlayer); + auto say = pBot->GetChatter()->m_statementList; while (say) { // if this statement is currently being spoken, return it diff --git a/regamedll/dlls/bot/cs_bot_chatter.h b/regamedll/dlls/bot/cs_bot_chatter.h index 8cdc2c2f..1395c36c 100644 --- a/regamedll/dlls/bot/cs_bot_chatter.h +++ b/regamedll/dlls/bot/cs_bot_chatter.h @@ -44,22 +44,22 @@ typedef unsigned int CountCriteria; class BotMeme { public: - void Transmit(CCSBot *sender) const; // transmit meme to other bots + void Transmit(CCSBot *pSender) const; // transmit meme to other bots virtual ~BotMeme(){} - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const = 0; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const = 0; // cause the given bot to act on this meme }; class BotAllHostagesGoneMeme: public BotMeme { public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotHostageBeingTakenMeme: public BotMeme { public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotHelpMeme: public BotMeme @@ -69,7 +69,7 @@ public: { m_place = place; } - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: Place m_place; @@ -85,7 +85,7 @@ public: m_zoneIndex = zoneIndex; m_status = status; } - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: int m_zoneIndex; // the bombsite @@ -102,7 +102,7 @@ public: } public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: CSGameState::BombState m_state; @@ -112,7 +112,7 @@ private: class BotFollowMeme: public BotMeme { public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotDefendHereMeme: public BotMeme @@ -122,7 +122,7 @@ public: { m_pos = pos; } - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme private: Vector m_pos; @@ -131,13 +131,13 @@ private: class BotWhereBombMeme: public BotMeme { public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; class BotRequestReportMeme: public BotMeme { public: - virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme + virtual void Interpret(CCSBot *pSender, CCSBot *pReceiver) const; // cause the given bot to act on this meme }; enum BotStatementType @@ -296,7 +296,7 @@ private: inline int BotPhraseManager::FindPlaceIndex(Place where) const { - for (int i = 0; i < m_placeCount; ++i) + for (int i = 0; i < m_placeCount; i++) { if (m_placeStatementHistory[i].placeID == where) return i; @@ -449,7 +449,7 @@ public: void Reset(); // reset to initial state void Update(); // process ongoing chatter - void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // invoked when event occurs in the game (some events have NULL entities) + void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // invoked when event occurs in the game (some events have NULL entities) void OnDeath(); // invoked when we die enum VerbosityType diff --git a/regamedll/dlls/bot/cs_bot_event.cpp b/regamedll/dlls/bot/cs_bot_event.cpp index cc591fec..9d6efbeb 100644 --- a/regamedll/dlls/bot/cs_bot_event.cpp +++ b/regamedll/dlls/bot/cs_bot_event.cpp @@ -28,10 +28,10 @@ #include "precompiled.h" -void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CCSBot::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { - GetGameState()->OnEvent(event, entity, other); - GetChatter()->OnEvent(event, entity, other); + GetGameState()->OnEvent(event, pEntity, pOther); + GetChatter()->OnEvent(event, pEntity, pOther); // Morale adjustments happen even for dead players switch (event) @@ -61,7 +61,7 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe if (!IsAlive()) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); // If we just saw a nearby friend die, and we haven't yet acquired an enemy // automatically acquire our dead friend's killer @@ -71,7 +71,7 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe { if (BotRelationship(pPlayer) == BOT_TEAMMATE) { - CBasePlayer *pKiller = static_cast(other); + CBasePlayer *pKiller = static_cast(pOther); // check that attacker is an enemy (for friendly fire, etc) if (pKiller && pKiller->IsPlayer()) @@ -99,174 +99,174 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe switch (event) { - case EVENT_PLAYER_DIED: + case EVENT_PLAYER_DIED: + { + CBasePlayer *pVictim = pPlayer; + CBasePlayer *pKiller = (pOther && pOther->IsPlayer()) ? static_cast(pOther) : nullptr; + + // if the human player died in the single player game, tell the team + if (CSGameRules()->IsCareer() && !pVictim->IsBot() && BotRelationship(pVictim) == BOT_TEAMMATE) { - CBasePlayer *pVictim = pPlayer; - CBasePlayer *pKiller = (other && other->IsPlayer()) ? static_cast(other) : nullptr; + GetChatter()->Say("CommanderDown", 20.0f); + } - // if the human player died in the single player game, tell the team - if (CSGameRules()->IsCareer() && !pVictim->IsBot() && BotRelationship(pVictim) == BOT_TEAMMATE) + // keep track of the last player we killed + if (pKiller == this) + { + m_lastVictimID = pVictim->entindex(); + } + + // react to teammate death + if (BotRelationship(pVictim) == BOT_TEAMMATE) + { + // chastise friendly fire from humans + if (pKiller && !pKiller->IsBot() && BotRelationship(pKiller) == BOT_TEAMMATE && pKiller != this) { - GetChatter()->Say("CommanderDown", 20.0f); + GetChatter()->KilledFriend(); } - // keep track of the last player we killed - if (pKiller == this) + if (IsHunting()) { - m_lastVictimID = pVictim->entindex(); + PrintIfWatched("Rethinking hunt due to teammate death\n"); + Idle(); + return; } - // react to teammate death - if (BotRelationship(pVictim) == BOT_TEAMMATE) + if (IsAttacking()) { - // chastise friendly fire from humans - if (pKiller && !pKiller->IsBot() && BotRelationship(pKiller) == BOT_TEAMMATE && pKiller != this) + if (GetTimeSinceLastSawEnemy() > 0.4f) { - GetChatter()->KilledFriend(); - } + PrintIfWatched("Rethinking my attack due to teammate death\n"); - if (IsHunting()) - { - PrintIfWatched("Rethinking hunt due to teammate death\n"); - Idle(); + // allow us to sneak past windows, doors, etc + IgnoreEnemies(1.0f); + + // move to last known position of enemy - this could cause us to flank if + // the danger has changed due to our teammate's recent death + SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy()); + MoveTo(&GetLastKnownEnemyPosition()); return; } - - if (IsAttacking()) - { - if (GetTimeSinceLastSawEnemy() > 0.4f) - { - PrintIfWatched("Rethinking my attack due to teammate death\n"); - - // allow us to sneak past windows, doors, etc - IgnoreEnemies(1.0f); - - // move to last known position of enemy - this could cause us to flank if - // the danger has changed due to our teammate's recent death - SetTask(MOVE_TO_LAST_KNOWN_ENEMY_POSITION, GetEnemy()); - MoveTo(&GetLastKnownEnemyPosition()); - return; - } - } } - // an enemy was killed - else + } + // an enemy was killed + else + { + if (pKiller && BotRelationship(pKiller) == BOT_TEAMMATE) { - if (pKiller && BotRelationship(pKiller) == BOT_TEAMMATE) + // only chatter about enemy kills if we see them occur, and they were the last one we see + if (GetNearbyEnemyCount() <= 1) { - // only chatter about enemy kills if we see them occur, and they were the last one we see - if (GetNearbyEnemyCount() <= 1) - { - // report if number of enemies left is few and we killed the last one we saw locally - GetChatter()->EnemiesRemaining(); + // report if number of enemies left is few and we killed the last one we saw locally + GetChatter()->EnemiesRemaining(); - if (IsVisible(&pVictim->pev->origin, CHECK_FOV)) + if (IsVisible(&pVictim->pev->origin, CHECK_FOV)) + { + // congratulate teammates on their kills + if (pKiller != this) { - // congratulate teammates on their kills - if (pKiller != this) + float delay = RANDOM_FLOAT(2.0f, 3.0f); + if (pKiller->IsBot()) { - float delay = RANDOM_FLOAT(2.0f, 3.0f); - if (pKiller->IsBot()) - { - if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f) - GetChatter()->Say("NiceShot", 3.0f, delay); - } + if (RANDOM_FLOAT(0.0f, 100.0f) < 40.0f) + GetChatter()->Say("NiceShot", 3.0f, delay); + } + else + { + // humans get the honorific + if (CSGameRules()->IsCareer()) + GetChatter()->Say("NiceShotCommander", 3.0f, delay); else - { - // humans get the honorific - if (CSGameRules()->IsCareer()) - GetChatter()->Say("NiceShotCommander", 3.0f, delay); - else - GetChatter()->Say("NiceShotSir", 3.0f, delay); - } + GetChatter()->Say("NiceShotSir", 3.0f, delay); } } } } } - return; } - case EVENT_TERRORISTS_WIN: - if (m_iTeam == TERRORIST) - GetChatter()->CelebrateWin(); - return; - case EVENT_CTS_WIN: - if (m_iTeam == CT) - GetChatter()->CelebrateWin(); - return; - case EVENT_BOMB_DEFUSED: - if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0) - GetChatter()->Say("BarelyDefused"); - return; - case EVENT_BOMB_PICKED_UP: + return; + } + case EVENT_TERRORISTS_WIN: + if (m_iTeam == TERRORIST) + GetChatter()->CelebrateWin(); + return; + case EVENT_CTS_WIN: + if (m_iTeam == CT) + GetChatter()->CelebrateWin(); + return; + case EVENT_BOMB_DEFUSED: + if (m_iTeam == CT && TheCSBots()->GetBombTimeLeft() < 2.0) + GetChatter()->Say("BarelyDefused"); + return; + case EVENT_BOMB_PICKED_UP: + { + if (m_iTeam == CT && pPlayer) { - if (m_iTeam == CT && pPlayer) + // check if we're close enough to hear it + const float bombPickupHearRangeSq = 1000.0f * 1000.0f; + if ((pev->origin - pPlayer->pev->origin).LengthSquared() < bombPickupHearRangeSq) { - // check if we're close enough to hear it - const float bombPickupHearRangeSq = 1000.0f * 1000.0f; - if ((pev->origin - pPlayer->pev->origin).LengthSquared() < bombPickupHearRangeSq) - { - GetChatter()->TheyPickedUpTheBomb(); - } + GetChatter()->TheyPickedUpTheBomb(); } - return; } - case EVENT_BOMB_BEEP: + return; + } + case EVENT_BOMB_BEEP: + { + // if we don't know where the bomb is, but heard it beep, we've discovered it + if (GetGameState()->IsPlantedBombLocationKnown() == false) { - // if we don't know where the bomb is, but heard it beep, we've discovered it - if (GetGameState()->IsPlantedBombLocationKnown() == false) + // check if we're close enough to hear it + const float bombBeepHearRangeSq = 1000.0f * 1000.0f; + if ((pev->origin - pEntity->pev->origin).LengthSquared() < bombBeepHearRangeSq) { - // check if we're close enough to hear it - const float bombBeepHearRangeSq = 1000.0f * 1000.0f; - if ((pev->origin - entity->pev->origin).LengthSquared() < bombBeepHearRangeSq) + // radio the news to our team + if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN) { - // radio the news to our team - if (m_iTeam == CT && GetGameState()->GetPlantedBombsite() == CSGameState::UNKNOWN) + const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&pEntity->pev->origin); + if (zone) { - const CCSBotManager::Zone *zone = TheCSBots()->GetZone(&entity->pev->origin); - if (zone) - { - GetChatter()->FoundPlantedBomb(zone->m_index); - } + GetChatter()->FoundPlantedBomb(zone->m_index); } - - // remember where the bomb is - GetGameState()->UpdatePlantedBomb(&entity->pev->origin); } - } - return; - } - case EVENT_BOMB_PLANTED: - { - // if we're a CT, forget what we're doing and go after the bomb - if (m_iTeam == CT) - { - Idle(); - } - // if we are following someone, stop following - if (IsFollowing()) - { - StopFollowing(); - Idle(); + // remember where the bomb is + GetGameState()->UpdatePlantedBomb(&pEntity->pev->origin); } - - OnEvent(EVENT_BOMB_BEEP, other); - return; } - case EVENT_BOMB_DEFUSE_ABORTED: - PrintIfWatched("BOMB DEFUSE ABORTED\n"); - return; - case EVENT_WEAPON_FIRED: - case EVENT_WEAPON_FIRED_ON_EMPTY: - case EVENT_WEAPON_RELOADED: + return; + } + case EVENT_BOMB_PLANTED: + { + // if we're a CT, forget what we're doing and go after the bomb + if (m_iTeam == CT) { - if (m_enemy == entity && IsUsingKnife()) - ForceRun(5.0f); - break; + Idle(); } - default: - break; + + // if we are following someone, stop following + if (IsFollowing()) + { + StopFollowing(); + Idle(); + } + + OnEvent(EVENT_BOMB_BEEP, pOther); + return; + } + case EVENT_BOMB_DEFUSE_ABORTED: + PrintIfWatched("BOMB DEFUSE ABORTED\n"); + return; + case EVENT_WEAPON_FIRED: + case EVENT_WEAPON_FIRED_ON_EMPTY: + case EVENT_WEAPON_RELOADED: + { + if (m_enemy == pEntity && IsUsingKnife()) + ForceRun(5.0f); + break; + } + default: + break; } // Process radio events from our team @@ -288,18 +288,18 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe if (!IsRogue() && event == EVENT_HOSTAGE_CALLED_FOR_HELP && m_iTeam == CT && IsHunting()) { - if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f)) + if ((pEntity->pev->origin - pev->origin).IsLengthGreaterThan(1000.0f)) return; - if (IsVisible(&entity->Center())) + if (IsVisible(&pEntity->Center())) { m_task = COLLECT_HOSTAGES; m_taskEntity = nullptr; Run(); - m_goalEntity = entity; + m_goalEntity = pEntity; - MoveTo(&entity->pev->origin, m_hostageEscortCount == 0 ? SAFEST_ROUTE : FASTEST_ROUTE); + MoveTo(&pEntity->pev->origin, m_hostageEscortCount == 0 ? SAFEST_ROUTE : FASTEST_ROUTE); PrintIfWatched("I'm fetching a hostage that called out to me\n"); return; @@ -314,7 +314,7 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe PriorityType priority; bool isHostile; - if (IsGameEventAudible(event, entity, other, &range, &priority, &isHostile) == false) + if (IsGameEventAudible(event, pEntity, pOther, &range, &priority, &isHostile) == false) return; if (event == EVENT_HOSTAGE_USED) @@ -322,7 +322,7 @@ void CCSBot::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *othe if (m_iTeam == CT) return; - if ((entity->pev->origin - pev->origin).IsLengthGreaterThan(range)) + if ((pEntity->pev->origin - pev->origin).IsLengthGreaterThan(range)) return; GetChatter()->HostagesBeingTaken(); diff --git a/regamedll/dlls/bot/cs_bot_learn.cpp b/regamedll/dlls/bot/cs_bot_learn.cpp index 3937d656..715a90cd 100644 --- a/regamedll/dlls/bot/cs_bot_learn.cpp +++ b/regamedll/dlls/bot/cs_bot_learn.cpp @@ -33,20 +33,20 @@ const float updateTimesliceDuration = 0.5f; int _navAreaCount = 0; int _currentIndex = 0; -inline CNavNode *LadderEndSearch(CBaseEntity *entity, const Vector *pos, NavDirType mountDir) +inline CNavNode *LadderEndSearch(CBaseEntity *pEntity, const Vector *pos, NavDirType mountDir) { Vector center = *pos; AddDirectionVector(¢er, mountDir, HalfHumanWidth); // Test the ladder dismount point first, then each cardinal direction one and two steps away - for (int d = (-1); d < 2 * NUM_DIRECTIONS; ++d) + for (int dir = (-1); dir < 2 * NUM_DIRECTIONS; dir++) { Vector tryPos = center; - if (d >= NUM_DIRECTIONS) - AddDirectionVector(&tryPos, (NavDirType)(d - NUM_DIRECTIONS), GenerationStepSize * 2.0f); - else if (d >= 0) - AddDirectionVector(&tryPos, (NavDirType)d, GenerationStepSize); + if (dir >= NUM_DIRECTIONS) + AddDirectionVector(&tryPos, (NavDirType)(dir - NUM_DIRECTIONS), GenerationStepSize * 2.0f); + else if (dir >= 0) + AddDirectionVector(&tryPos, (NavDirType)dir, GenerationStepSize); // step up a rung, to ensure adjacent floors are below us tryPos.z += GenerationStepSize; @@ -60,7 +60,7 @@ inline CNavNode *LadderEndSearch(CBaseEntity *entity, const Vector *pos, NavDirT // make sure this point is not on the other side of a wall const float fudge = 2.0f; TraceResult result; - UTIL_TraceLine(center + Vector(0, 0, fudge), tryPos + Vector(0, 0, fudge), ignore_monsters, dont_ignore_glass, ENT(entity->pev), &result); + UTIL_TraceLine(center + Vector(0, 0, fudge), tryPos + Vector(0, 0, fudge), ignore_monsters, dont_ignore_glass, ENT(pEntity->pev), &result); if (result.flFraction != 1.0f #ifdef REGAMEDLL_FIXES diff --git a/regamedll/dlls/bot/cs_bot_manager.cpp b/regamedll/dlls/bot/cs_bot_manager.cpp index f766c906..a95380f4 100644 --- a/regamedll/dlls/bot/cs_bot_manager.cpp +++ b/regamedll/dlls/bot/cs_bot_manager.cpp @@ -104,6 +104,10 @@ CCSBotManager::CCSBotManager() { TheBotPhrases->Initialize((*pVoiceBanks)[i], i); } + +#ifdef REGAMEDLL_FIXES + AddServerCommands(); +#endif } // Invoked when a new round begins @@ -182,27 +186,27 @@ bool CCSBotManager::IsWeaponUseable(CBasePlayerItem *item) const } // Return true if this player is on "defense" -bool CCSBotManager::IsOnDefense(CBasePlayer *player) const +bool CCSBotManager::IsOnDefense(CBasePlayer *pPlayer) const { switch (GetScenario()) { - case SCENARIO_DEFUSE_BOMB: - return (player->m_iTeam == CT); + case SCENARIO_DEFUSE_BOMB: + return (pPlayer->m_iTeam == CT); - case SCENARIO_RESCUE_HOSTAGES: - return (player->m_iTeam == TERRORIST); + case SCENARIO_RESCUE_HOSTAGES: + return (pPlayer->m_iTeam == TERRORIST); - case SCENARIO_ESCORT_VIP: - return (player->m_iTeam == TERRORIST); + case SCENARIO_ESCORT_VIP: + return (pPlayer->m_iTeam == TERRORIST); } return false; } // Return true if this player is on "offense" -bool CCSBotManager::IsOnOffense(CBasePlayer *player) const +bool CCSBotManager::IsOnOffense(CBasePlayer *pPlayer) const { - return !IsOnDefense(player); + return !IsOnDefense(pPlayer); } // Invoked when a map has just been loaded @@ -221,7 +225,10 @@ void CCSBotManager::ServerActivate() m_isAnalysisRequested = false; m_bServerActive = true; + +#ifndef REGAMEDLL_FIXES AddServerCommands(); +#endif TheBotPhrases->OnMapChange(); } @@ -266,7 +273,6 @@ void CCSBotManager::AddServerCommands() AddServerCommand("bot_nav_crouch"); AddServerCommand("bot_nav_jump"); AddServerCommand("bot_nav_precise"); - AddServerCommand("bot_nav_walk"); AddServerCommand("bot_nav_no_jump"); AddServerCommand("bot_nav_analyze"); AddServerCommand("bot_nav_strip"); @@ -299,8 +305,8 @@ void CCSBotManager::ClientDisconnect(CBasePlayer *pPlayer) auto pevTemp = VARS(pPlayer->edict()); - CCSBot *bot = reinterpret_cast(pPlayer); - bot->Disconnect(); + CCSBot *pBot = static_cast(pPlayer); + pBot->Disconnect(); if (!FStringNull(pPlayer->pev->classname)) { @@ -309,9 +315,9 @@ void CCSBotManager::ClientDisconnect(CBasePlayer *pPlayer) FREE_PRIVATE(pPlayer->edict()); - auto player = GetClassPtr((CBasePlayer *)pevTemp); - AddEntityHashValue(player->pev, STRING(player->pev->classname), CLASSNAME); - player->pev->flags = FL_DORMANT; + pPlayer = GetClassPtr((CBasePlayer *)pevTemp); + AddEntityHashValue(pPlayer->pev, STRING(pPlayer->pev->classname), CLASSNAME); + pPlayer->pev->flags = FL_DORMANT; } void PrintAllEntities() @@ -337,7 +343,14 @@ void CCSBotManager::ServerCommand(const char *pcmd) if (FStrEq(pcmd, "bot_about")) { - Q_sprintf(buffer, "\n--------------------------------------------------------------------------\nThe Official Counter-Strike Bot V%d.%02d\nCreated by Michael S. Booth\nWeb: www.turtlerockstudios.com\\csbot\nE-mail: csbot@turtlerockstudios.com\n--------------------------------------------------------------------------\n\n", BOT_VERSION_MAJOR, BOT_VERSION_MINOR); + Q_snprintf(buffer, sizeof(buffer), + "\n--------------------------------------------------------------------------\n" + "The Official Counter-Strike Bot V%d.%02d\n" + "Created by Michael S. Booth\n" + "Web: www.turtlerockstudios.com\\csbot\n" + "E-mail: csbot@turtlerockstudios.com\n" + "--------------------------------------------------------------------------\n\n", BOT_VERSION_MAJOR, BOT_VERSION_MINOR); + CONSOLE_ECHO(buffer); HintMessageToAllPlayers(buffer); } @@ -522,10 +535,6 @@ void CCSBotManager::ServerCommand(const char *pcmd) { m_editCmd = EDIT_ATTRIB_PRECISE; } - else if (FStrEq(pcmd, "bot_nav_walk")) - { - m_editCmd = EDIT_ATTRIB_WALK; - } else if (FStrEq(pcmd, "bot_nav_no_jump")) { m_editCmd = EDIT_ATTRIB_NO_JUMP; @@ -641,17 +650,17 @@ void CCSBotManager::ServerCommand(const char *pcmd) if (!pEntity->IsPlayer()) continue; - if ((pEntity->pev->flags & FL_DORMANT) == FL_DORMANT) + if (pEntity->IsDormant()) continue; CBasePlayer *playerOrBot = GetClassPtr((CBasePlayer *)pEntity->pev); if (playerOrBot->IsBot()) { - CCSBot *bot = static_cast(playerOrBot); - if (bot) + CCSBot *pBot = static_cast(playerOrBot); + if (pBot) { - bot->MoveTo(&area->m_center, FASTEST_ROUTE); + pBot->MoveTo(&area->m_center, FASTEST_ROUTE); } break; @@ -1271,7 +1280,7 @@ CNavArea *CCSBotManager::GetRandomAreaInZone(const Zone *zone) const return zone->m_area[RANDOM_LONG(0, zone->m_areaCount - 1)]; } -void CCSBotManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CCSBotManager::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { switch (event) { @@ -1281,7 +1290,7 @@ void CCSBotManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntit break; case EVENT_BOMB_DEFUSING: - m_bombDefuser = (CBasePlayer *)entity; + m_bombDefuser = static_cast(pEntity); break; case EVENT_BOMB_DEFUSE_ABORTED: @@ -1308,7 +1317,7 @@ void CCSBotManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntit break; } - CBotManager::OnEvent(event, entity, other); + CBotManager::OnEvent(event, pEntity, pOther); } // Get the time remaining before the planted bomb explodes @@ -1332,13 +1341,13 @@ void CCSBotManager::SetLooseBomb(CBaseEntity *bomb) } // Return true if player is important to scenario (VIP, bomb carrier, etc) -bool CCSBotManager::IsImportantPlayer(CBasePlayer *player) const +bool CCSBotManager::IsImportantPlayer(CBasePlayer *pPlayer) const { switch (GetScenario()) { case SCENARIO_DEFUSE_BOMB: { - if (player->m_iTeam == TERRORIST && player->IsBombGuy()) + if (pPlayer->m_iTeam == TERRORIST && pPlayer->IsBombGuy()) return true; // TODO: TEAM_CT's defusing the bomb are important @@ -1346,7 +1355,7 @@ bool CCSBotManager::IsImportantPlayer(CBasePlayer *player) const } case SCENARIO_ESCORT_VIP: { - if (player->m_iTeam == CT && player->m_bIsVIP) + if (pPlayer->m_iTeam == CT && pPlayer->m_bIsVIP) return true; return false; @@ -1363,50 +1372,50 @@ bool CCSBotManager::IsImportantPlayer(CBasePlayer *player) const } // Return priority of player (0 = max pri) -unsigned int CCSBotManager::GetPlayerPriority(CBasePlayer *player) const +unsigned int CCSBotManager::GetPlayerPriority(CBasePlayer *pPlayer) const { const unsigned int lowestPriority = 0xFFFFFFFF; - if (!player->IsPlayer()) + if (!pPlayer->IsPlayer()) return lowestPriority; // human players have highest priority - if (!player->IsBot()) + if (!pPlayer->IsBot()) return 0; - CCSBot *bot = reinterpret_cast(player); + CCSBot *pBot = static_cast(pPlayer); // bots doing something important for the current scenario have high priority switch (GetScenario()) { - case SCENARIO_DEFUSE_BOMB: - { - // the bomb carrier has high priority - if (bot->m_iTeam == TERRORIST && bot->m_bHasC4) - return 1; + case SCENARIO_DEFUSE_BOMB: + { + // the bomb carrier has high priority + if (pBot->m_iTeam == TERRORIST && pBot->m_bHasC4) + return 1; - break; - } - case SCENARIO_ESCORT_VIP: - { - // the VIP has high priority - if (bot->m_iTeam == CT && bot->m_bIsVIP) - return 1; + break; + } + case SCENARIO_ESCORT_VIP: + { + // the VIP has high priority + if (pBot->m_iTeam == CT && pBot->m_bIsVIP) + return 1; - break; - } - case SCENARIO_RESCUE_HOSTAGES: - { - // TEAM_CT's rescuing hostages have high priority - if (bot->m_iTeam == CT && bot->GetHostageEscortCount()) - return 1; + break; + } + case SCENARIO_RESCUE_HOSTAGES: + { + // TEAM_CT's rescuing hostages have high priority + if (pBot->m_iTeam == CT && pBot->GetHostageEscortCount()) + return 1; - break; - } + break; + } } // everyone else is ranked by their unique ID (which cannot be zero) - return 1 + bot->GetID(); + return 1 + pBot->GetID(); } // Return the last time the given radio message was sent for given team diff --git a/regamedll/dlls/bot/cs_bot_manager.h b/regamedll/dlls/bot/cs_bot_manager.h index 9e0098f0..53246818 100644 --- a/regamedll/dlls/bot/cs_bot_manager.h +++ b/regamedll/dlls/bot/cs_bot_manager.h @@ -51,9 +51,9 @@ public: virtual void RestartRound(); // (EXTEND) invoked when a new round begins virtual void StartFrame(); // (EXTEND) called each frame - virtual void OnEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); - virtual unsigned int GetPlayerPriority(CBasePlayer *player) const; // return priority of player (0 = max pri) - virtual bool IsImportantPlayer(CBasePlayer *player) const; // return true if player is important to scenario (VIP, bomb carrier, etc) + virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); + virtual unsigned int GetPlayerPriority(CBasePlayer *pPlayer) const; // return priority of pPlayer (0 = max pri) + virtual bool IsImportantPlayer(CBasePlayer *pPlayer) const; // return true if pPlayer is important to scenario (VIP, bomb carrier, etc) public: void ValidateMapData(); @@ -117,7 +117,7 @@ public: const Zone *GetZone(int i) const { return &m_zone[i]; } const Zone *GetZone(const Vector *pos) const; // return the zone that contains the given position const Zone *GetClosestZone(const Vector *pos) const; // return the closest zone to the given position - const Zone *GetClosestZone(const CBaseEntity *entity) const { return GetClosestZone(&entity->pev->origin); } // return the closest zone to the given entity + const Zone *GetClosestZone(const CBaseEntity *pEntity) const { return GetClosestZone(&pEntity->pev->origin); } // return the closest zone to the given entity int GetZoneCount() const { return m_zoneCount; } const Vector *GetRandomPositionInZone(const Zone *zone) const; @@ -139,9 +139,9 @@ public: continue; // just use the first overlapping nav area as a reasonable approximation - float_precision dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc); + real_t dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc); - if (/*dist >= 0.0f && */dist < closeDist) + if (dist >= 0.0f && dist < closeDist) { closeZone = &m_zone[i]; closeDist = dist; @@ -180,25 +180,25 @@ public: float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; } - float GetRoundStartTime() const { return m_roundStartTimestamp; } - float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began + float GetRoundStartTime() const { return m_roundStartTimestamp; } + float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began - bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; } - bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; } - bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; } - bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; } - bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; } - bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; } - bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; } - bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; } - bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; } + bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; } + bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; } + bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; } + bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; } + bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; } + bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; } + bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; } + bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; } + bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; } bool AllowFriendlyFireDamage() const { return friendlyfire.value != 0.0f; } bool IsWeaponUseable(CBasePlayerItem *item) const; // return true if the bot can use this weapon bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round - bool IsOnDefense(CBasePlayer *player) const; // return true if this player is on "defense" - bool IsOnOffense(CBasePlayer *player) const; // return true if this player is on "offense" + bool IsOnDefense(CBasePlayer *pPlayer) const; // return true if this player is on "defense" + bool IsOnOffense(CBasePlayer *pPlayer) const; // return true if this player is on "offense" bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended diff --git a/regamedll/dlls/bot/cs_bot_nav.cpp b/regamedll/dlls/bot/cs_bot_nav.cpp index a2b11bfa..77245994 100644 --- a/regamedll/dlls/bot/cs_bot_nav.cpp +++ b/regamedll/dlls/bot/cs_bot_nav.cpp @@ -129,7 +129,7 @@ bool CCSBot::DiscontinuityJump(float ground, bool onlyJumpDown, bool mustJump) if (m_isJumpCrouching) return false; - float_precision dz = ground - GetFeetZ(); + real_t dz = ground - GetFeetZ(); if (dz > StepHeight && !onlyJumpDown) { diff --git a/regamedll/dlls/bot/cs_bot_pathfind.cpp b/regamedll/dlls/bot/cs_bot_pathfind.cpp index 0c4e811e..3b733ea1 100644 --- a/regamedll/dlls/bot/cs_bot_pathfind.cpp +++ b/regamedll/dlls/bot/cs_bot_pathfind.cpp @@ -42,7 +42,7 @@ bool CCSBot::ComputePathPositions() for (int i = 1; i < m_pathLength; i++) { const ConnectInfo *from = &m_path[i - 1]; - ConnectInfo *to = &m_path[i ]; + ConnectInfo *to = &m_path[i]; // walk along the floor to the next area if (to->how <= GO_WEST) @@ -669,11 +669,11 @@ int CCSBot::FindOurPositionOnPath(Vector *close, bool local) const Vector eyes = feet + Vector(0, 0, HalfHumanHeight); // in case we're crouching Vector pos; const Vector *from, *to; - float_precision length; + real_t length; float closeLength; float closeDistSq = 9999999999.9; int closeIndex = -1; - float_precision distSq; + real_t distSq; int start, end; @@ -1085,7 +1085,7 @@ float CCSBot::GetApproximateFallDamage(float height) const const float slope = 0.2178f; const float intercept = 26.0f; - float_precision damage = slope * height - intercept; + real_t damage = slope * height - intercept; if (damage < 0.0f) return 0.0f; @@ -1116,26 +1116,26 @@ bool CCSBot::IsFriendInTheWay(const Vector *goalPos) const // check if any friends are overlapping this linear path for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; // ignore enemies - if (BotRelationship(player) == BOT_ENEMY) + if (BotRelationship(pPlayer) == BOT_ENEMY) continue; - if (player == this) + if (pPlayer == this) continue; // compute vector from us to our friend - Vector toFriend = player->pev->origin - pev->origin; + Vector toFriend = pPlayer->pev->origin - pev->origin; // check if friend is in our "personal space" const float personalSpace = 100.0f; @@ -1158,7 +1158,7 @@ bool CCSBot::IsFriendInTheWay(const Vector *goalPos) const // check if friend overlaps our intended line of movement const float friendRadius = 30.0f; - if ((pos - player->pev->origin).IsLengthLessThan(friendRadius)) + if ((pos - pPlayer->pev->origin).IsLengthLessThan(friendRadius)) { // friend is in our personal space and overlaps our intended line of movement m_isFriendInTheWay = true; @@ -1393,29 +1393,6 @@ CCSBot::PathResult CCSBot::UpdatePathMovement(bool allowSpeedChange) StandUp(); } // end crouching logic - - // Walking - bool didWalk = false; - for (int i = prevIndex; i < m_pathLength; ++i) - { - const CNavArea *to = m_path[i].area; - - Vector close; - to->GetClosestPointOnArea(&pev->origin, &close); - - if ((close - pev->origin).Make2D().IsLengthGreaterThan(crouchRange)) - break; - - if (to->GetAttributes() & NAV_WALK) - { - Walk(); - didWalk = true; - break; - } - } - - if (!didWalk) - Run(); } // compute our forward facing angle diff --git a/regamedll/dlls/bot/cs_bot_radio.cpp b/regamedll/dlls/bot/cs_bot_radio.cpp index 1a9cdc15..7e27a196 100644 --- a/regamedll/dlls/bot/cs_bot_radio.cpp +++ b/regamedll/dlls/bot/cs_bot_radio.cpp @@ -260,7 +260,7 @@ bool CCSBot::RespondToHelpRequest(CBasePlayer *them, Place place, float maxRange { // compute actual travel distance PathCost pc(this); - float_precision travelDistance = NavAreaTravelDistance(m_lastKnownArea, TheNavAreaGrid.GetNearestNavArea(&them->pev->origin), pc); + real_t travelDistance = NavAreaTravelDistance(m_lastKnownArea, TheNavAreaGrid.GetNearestNavArea(&them->pev->origin), pc); if (travelDistance < 0.0f) return false; diff --git a/regamedll/dlls/bot/cs_bot_statemachine.cpp b/regamedll/dlls/bot/cs_bot_statemachine.cpp index 79d498ec..4a7c73fb 100644 --- a/regamedll/dlls/bot/cs_bot_statemachine.cpp +++ b/regamedll/dlls/bot/cs_bot_statemachine.cpp @@ -58,20 +58,20 @@ void CCSBot::EscapeFromBomb() SetState(&m_escapeFromBombState); } -void CCSBot::Follow(CBasePlayer *player) +void CCSBot::Follow(CBasePlayer *pPlayer) { - if (!player) + if (!pPlayer) return; // note when we began following - if (!m_isFollowing || m_leader != player) + if (!m_isFollowing || m_leader != pPlayer) m_followTimestamp = gpGlobals->time; m_isFollowing = true; - m_leader = player; + m_leader = pPlayer; SetTask(FOLLOW); - m_followState.SetLeader(player); + m_followState.SetLeader(pPlayer); SetState(&m_followState); } @@ -98,9 +98,9 @@ void CCSBot::RescueHostages() } // Use the entity -void CCSBot::UseEntity(CBaseEntity *entity) +void CCSBot::UseEntity(CBaseEntity *pEntity) { - m_useEntityState.SetEntity(entity); + m_useEntityState.SetEntity(pEntity); SetState(&m_useEntityState); } @@ -322,9 +322,9 @@ void CCSBot::Attack(CBasePlayer *victim) Vector idealAngle = UTIL_VecToAngles(toEnemy); #ifdef REGAMEDLL_FIXES - float_precision deltaYaw = float_precision(Q_abs(m_lookYaw - idealAngle.y)); + real_t deltaYaw = real_t(Q_abs(m_lookYaw - idealAngle.y)); #else - float_precision deltaYaw = float_precision(Q_abs(int64(m_lookYaw - idealAngle.y))); + real_t deltaYaw = real_t(Q_abs(int64(m_lookYaw - idealAngle.y))); #endif while (deltaYaw > 180.0f) diff --git a/regamedll/dlls/bot/cs_bot_update.cpp b/regamedll/dlls/bot/cs_bot_update.cpp index e9c21e03..2e6aa58a 100644 --- a/regamedll/dlls/bot/cs_bot_update.cpp +++ b/regamedll/dlls/bot/cs_bot_update.cpp @@ -659,17 +659,17 @@ void CCSBot::Update() // chance of following is proportional to teamwork attribute if (GetProfile()->GetTeamwork() > RANDOM_FLOAT(0.0f, 1.0f)) { - CBasePlayer *leader = GetClosestVisibleHumanFriend(); - if (leader && leader->IsAutoFollowAllowed()) + CBasePlayer *pLeader = GetClosestVisibleHumanFriend(); + if (pLeader && pLeader->IsAutoFollowAllowed()) { // count how many bots are already following this player const float maxFollowCount = 2; - if (GetBotFollowCount(leader) < maxFollowCount) + if (GetBotFollowCount(pLeader) < maxFollowCount) { const float autoFollowRange = 300.0f; - if ((leader->pev->origin - pev->origin).IsLengthLessThan(autoFollowRange)) + if ((pLeader->pev->origin - pev->origin).IsLengthLessThan(autoFollowRange)) { - CNavArea *leaderArea = TheNavAreaGrid.GetNavArea(&leader->pev->origin); + CNavArea *leaderArea = TheNavAreaGrid.GetNavArea(&pLeader->pev->origin); if (leaderArea) { PathCost cost(this, FASTEST_ROUTE); @@ -677,8 +677,8 @@ void CCSBot::Update() if (/*travelRange >= 0.0f &&*/ travelRange < autoFollowRange) { // follow this human - Follow(leader); - PrintIfWatched("Auto-Following %s\n", STRING(leader->pev->netname)); + Follow(pLeader); + PrintIfWatched("Auto-Following %s\n", STRING(pLeader->pev->netname)); if (CSGameRules()->IsCareer()) { diff --git a/regamedll/dlls/bot/cs_bot_vision.cpp b/regamedll/dlls/bot/cs_bot_vision.cpp index 460be182..06a8da85 100644 --- a/regamedll/dlls/bot/cs_bot_vision.cpp +++ b/regamedll/dlls/bot/cs_bot_vision.cpp @@ -247,9 +247,9 @@ bool CCSBot::IsVisible(const Vector *pos, bool testFOV) const // Return true if we can see any part of the player // Check parts in order of importance. Return the first part seen in "visParts" if it is non-NULL. -bool CCSBot::IsVisible(CBasePlayer *player, bool testFOV, unsigned char *visParts) const +bool CCSBot::IsVisible(CBasePlayer *pPlayer, bool testFOV, unsigned char *visParts) const { - Vector spot = player->pev->origin; + Vector spot = pPlayer->pev->origin; unsigned char testVisParts = NONE; // finish chest check @@ -266,10 +266,10 @@ bool CCSBot::IsVisible(CBasePlayer *player, bool testFOV, unsigned char *visPart const float standFeet = 34.0f; const float crouchFeet = 14.0f; - if (player->pev->flags & FL_DUCKING) - spot.z = player->pev->origin.z - crouchFeet; + if (pPlayer->pev->flags & FL_DUCKING) + spot.z = pPlayer->pev->origin.z - crouchFeet; else - spot.z = player->pev->origin.z - standFeet; + spot.z = pPlayer->pev->origin.z - standFeet; // check feet if (IsVisible(&spot, testFOV)) @@ -277,17 +277,17 @@ bool CCSBot::IsVisible(CBasePlayer *player, bool testFOV, unsigned char *visPart // check "edges" const float edgeOffset = 13.0f; - Vector2D dir = (player->pev->origin - pev->origin).Make2D(); + Vector2D dir = (pPlayer->pev->origin - pev->origin).Make2D(); dir.NormalizeInPlace(); Vector2D perp(-dir.y, dir.x); - spot = player->pev->origin + Vector(perp.x * edgeOffset, perp.y * edgeOffset, 0); + spot = pPlayer->pev->origin + Vector(perp.x * edgeOffset, perp.y * edgeOffset, 0); if (IsVisible(&spot, testFOV)) testVisParts |= LEFT_SIDE; - spot = player->pev->origin - Vector(perp.x * edgeOffset, perp.y * edgeOffset, 0); + spot = pPlayer->pev->origin - Vector(perp.x * edgeOffset, perp.y * edgeOffset, 0); if (IsVisible(&spot, testFOV)) testVisParts |= RIGHT_SIDE; @@ -497,7 +497,7 @@ void CCSBot::UpdateLookAround(bool updateNow) // TODO: Use skill parameter instead of accuracy // lower skills have exponentially longer delays - float_precision asleep = (1.0f - GetProfile()->GetSkill()); + real_t asleep = (1.0f - GetProfile()->GetSkill()); asleep *= asleep; asleep *= asleep; @@ -505,7 +505,8 @@ void CCSBot::UpdateLookAround(bool updateNow) // figure out how far along the path segment we are Vector delta = m_spotEncounter->path.to - m_spotEncounter->path.from; - float_precision length = delta.Length(); + real_t length = delta.Length(); + #ifdef REGAMEDLL_FIXES float adx = Q_abs(delta.x); float ady = Q_abs(delta.y); @@ -513,7 +514,7 @@ void CCSBot::UpdateLookAround(bool updateNow) float adx = float(Q_abs(int64(delta.x))); float ady = float(Q_abs(int64(delta.y))); #endif - float_precision t; + real_t t; if (adx > ady) t = (pev->origin.x - m_spotEncounter->path.from.x) / delta.x; @@ -693,51 +694,51 @@ CBasePlayer *CCSBot::FindMostDangerousThreat() { for (i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; // is it a player? - if (!player->IsPlayer()) + if (!pPlayer->IsPlayer()) continue; // ignore self - if (player->entindex() == entindex()) + if (pPlayer->entindex() == entindex()) continue; // is it alive? - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; // is it an enemy? - if (BotRelationship(player) == BOT_TEAMMATE) + if (BotRelationship(pPlayer) == BOT_TEAMMATE) { TraceResult result; - UTIL_TraceLine(GetEyePosition(), player->pev->origin, ignore_monsters, ignore_glass, edict(), &result); + UTIL_TraceLine(GetEyePosition(), pPlayer->pev->origin, ignore_monsters, ignore_glass, edict(), &result); if (result.flFraction == 1.0f) { // update watch timestamp - int idx = player->entindex() - 1; + int idx = pPlayer->entindex() - 1; m_watchInfo[idx].timestamp = gpGlobals->time; m_watchInfo[idx].isEnemy = false; // keep track of our closest friend - Vector to = pev->origin - player->pev->origin; + Vector to = pev->origin - pPlayer->pev->origin; float rangeSq = to.LengthSquared(); if (rangeSq < closeFriendRange) { - m_closestVisibleFriend = player; + m_closestVisibleFriend = pPlayer; closeFriendRange = rangeSq; } // keep track of our closest human friend - if (!player->IsBot() && rangeSq < closeHumanFriendRange) + if (!pPlayer->IsBot() && rangeSq < closeHumanFriendRange) { - m_closestVisibleHumanFriend = player; + m_closestVisibleHumanFriend = pPlayer; closeHumanFriendRange = rangeSq; } } @@ -747,14 +748,14 @@ CBasePlayer *CCSBot::FindMostDangerousThreat() // check if this enemy is fully unsigned char visParts; - if (!IsVisible(player, CHECK_FOV, &visParts)) + if (!IsVisible(pPlayer, CHECK_FOV, &visParts)) continue; #ifdef REGAMEDLL_ADD // do we notice this enemy? (always notice current enemy) - if (player != currentThreat) + if (pPlayer != currentThreat) { - if (!IsNoticable(player, visParts)) + if (!IsNoticable(pPlayer, visParts)) { continue; } @@ -762,24 +763,24 @@ CBasePlayer *CCSBot::FindMostDangerousThreat() #endif // update watch timestamp - int idx = player->entindex() - 1; + int idx = pPlayer->entindex() - 1; m_watchInfo[idx].timestamp = gpGlobals->time; m_watchInfo[idx].isEnemy = true; // note if we see the bomber - if (player->IsBombGuy()) + if (pPlayer->IsBombGuy()) { - m_bomber = player; + m_bomber = pPlayer; } // keep track of all visible threats - Vector d = pev->origin - player->pev->origin; + Vector d = pev->origin - pPlayer->pev->origin; float distSq = d.LengthSquared(); // maintain set of visible threats, sorted by increasing distance if (threatCount == 0) { - threat[0].enemy = player; + threat[0].enemy = pPlayer; threat[0].range = distSq; threatCount = 1; } @@ -794,11 +795,11 @@ CBasePlayer *CCSBot::FindMostDangerousThreat() } // shift lower half down a notch - for (int k = threatCount - 1; k >= j; --k) + for (int k = threatCount - 1; k >= j; k--) threat[k + 1] = threat[k]; // insert threat into sorted list - threat[j].enemy = player; + threat[j].enemy = pPlayer; threat[j].range = distSq; if (threatCount < MAX_THREATS) @@ -857,11 +858,11 @@ CBasePlayer *CCSBot::FindMostDangerousThreat() { // find the area the player/bot is standing on CNavArea *area; - CCSBot *bot = reinterpret_cast(threat[i].enemy); + CCSBot *pBot = static_cast(threat[i].enemy); - if (bot->IsBot()) + if (pBot->IsBot()) { - area = bot->GetLastKnownArea(); + area = pBot->GetLastKnownArea(); } else { @@ -1071,7 +1072,7 @@ void CCSBot::Blind(float duration, float holdTime, float fadeTime, int alpha) } #ifdef REGAMEDLL_ADD -bool CCSBot::IsNoticable(const CBasePlayer *player, unsigned char visibleParts) const +bool CCSBot::IsNoticable(const CBasePlayer *pPlayer, unsigned char visibleParts) const { float deltaT = m_attentionInterval.GetElapsedTime(); @@ -1113,7 +1114,7 @@ bool CCSBot::IsNoticable(const CBasePlayer *player, unsigned char visibleParts) } // compute range modifier - farther away players are harder to notice, depeding on what they are doing - float range = (player->pev->origin - pev->origin).Length(); + float range = (pPlayer->pev->origin - pev->origin).Length(); const float closeRange = 300.0f; const float farRange = 1000.0f; @@ -1132,9 +1133,9 @@ bool CCSBot::IsNoticable(const CBasePlayer *player, unsigned char visibleParts) } // harder to notice when crouched - bool isCrouching = (player->pev->flags & FL_DUCKING) == FL_DUCKING; + bool isCrouching = (pPlayer->pev->flags & FL_DUCKING) == FL_DUCKING; // moving players are easier to spot - float playerSpeedSq = player->pev->velocity.LengthSquared(); + float playerSpeedSq = pPlayer->pev->velocity.LengthSquared(); const float runSpeed = 200.0f; const float walkSpeed = 30.0f; float farChance, closeChance; diff --git a/regamedll/dlls/bot/cs_bot_weapon.cpp b/regamedll/dlls/bot/cs_bot_weapon.cpp index 5d70a1c0..325e78a2 100644 --- a/regamedll/dlls/bot/cs_bot_weapon.cpp +++ b/regamedll/dlls/bot/cs_bot_weapon.cpp @@ -61,18 +61,18 @@ void CCSBot::FireWeaponAtEnemy() Vector2D toAimSpot = (m_aimSpot - pev->origin).Make2D(); float rangeToEnemy = toAimSpot.NormalizeInPlace(); - const float_precision halfPI = (M_PI / 180.0f); - float_precision yaw = pev->v_angle[YAW] * halfPI; + const real_t halfPI = (M_PI / 180.0f); + real_t yaw = pev->v_angle[YAW] * halfPI; Vector2D dir(Q_cos(yaw), Q_sin(yaw)); - float_precision onTarget = DotProduct(toAimSpot, dir); + real_t onTarget = DotProduct(toAimSpot, dir); // aim more precisely with a sniper rifle // because rifles' bullets spray, dont have to be very precise - const float_precision halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth; + const real_t halfSize = (IsUsingSniperRifle()) ? HalfHumanWidth : 2.0f * HalfHumanWidth; // aiming tolerance depends on how close the target is - closer targets subtend larger angles - float_precision aimTolerance = Q_cos(Q_atan(halfSize / rangeToEnemy)); + real_t aimTolerance = Q_cos(Q_atan(halfSize / rangeToEnemy)); if (onTarget > aimTolerance) { @@ -205,7 +205,7 @@ void CCSBot::SetAimOffset(float accuracy) PrintIfWatched("Accuracy = %4.3f\n", accuracy); float range = (m_lastEnemyPosition - pev->origin).Length(); - const float_precision maxOffset = range * (float_precision(m_iFOV) / DEFAULT_FOV) * 0.1; + const real_t maxOffset = range * (real_t(m_iFOV) / DEFAULT_FOV) * 0.1; float error = maxOffset * (1 - accuracy); m_aimOffsetGoal[0] = RANDOM_FLOAT(-error, error); @@ -443,10 +443,6 @@ void CCSBot::EquipBestWeapon(bool mustEquip) if ((TheCSBots()->AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN) || (TheCSBots()->AllowMachineGuns() && weaponClass == WEAPONCLASS_MACHINEGUN) || (TheCSBots()->AllowRifles() && weaponClass == WEAPONCLASS_RIFLE) -#ifndef REGAMEDLL_FIXES - // TODO: already is checked shotguns! - || (TheCSBots()->AllowShotguns() && weaponClass == WEAPONCLASS_SHOTGUN) -#endif || (TheCSBots()->AllowSnipers() && weaponClass == WEAPONCLASS_SNIPERRIFLE) || (TheCSBots()->AllowSubMachineGuns() && weaponClass == WEAPONCLASS_SUBMACHINEGUN) || (TheCSBots()->AllowTacticalShield() && pPrimary->m_iId == WEAPON_SHIELDGUN)) diff --git a/regamedll/dlls/bot/cs_gamestate.cpp b/regamedll/dlls/bot/cs_gamestate.cpp index 48e1a3a8..94181716 100644 --- a/regamedll/dlls/bot/cs_gamestate.cpp +++ b/regamedll/dlls/bot/cs_gamestate.cpp @@ -93,7 +93,7 @@ void CSGameState::Reset() } // Update game state based on events we have received -void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CSGameState::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { switch (event) { @@ -103,9 +103,9 @@ void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity SetBombState(PLANTED); // Terrorists always know where the bomb is - if (m_owner->m_iTeam == TERRORIST && other) + if (m_owner->m_iTeam == TERRORIST && pOther) { - UpdatePlantedBomb(&other->pev->origin); + UpdatePlantedBomb(&pOther->pev->origin); } break; } diff --git a/regamedll/dlls/bot/cs_gamestate.h b/regamedll/dlls/bot/cs_gamestate.h index 5dfd40d5..ed0b688b 100644 --- a/regamedll/dlls/bot/cs_gamestate.h +++ b/regamedll/dlls/bot/cs_gamestate.h @@ -38,7 +38,7 @@ public: CSGameState(CCSBot *owner); void Reset(); - void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling + void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // Event handling bool IsRoundOver() const; // true if round has been won or lost (but not yet reset) // bomb defuse scenario @@ -79,7 +79,7 @@ public: const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know // hostage rescue scenario - CHostage *GetNearestFreeHostage(Vector *knowPos = NULL) const; // return the closest free hostage, and where we think it is (knowPos) + CHostage *GetNearestFreeHostage(Vector *knowPos = nullptr) const; // return the closest free hostage, and where we think it is (knowPos) const Vector *GetRandomFreeHostagePosition(); bool AreAllHostagesBeingRescued() const; // return true if there are no free hostages bool AreAllHostagesGone() const; // all hostages have been rescued or are dead diff --git a/regamedll/dlls/bot/states/cs_bot_buy.cpp b/regamedll/dlls/bot/states/cs_bot_buy.cpp index 3c994dd7..b37eb8ad 100644 --- a/regamedll/dlls/bot/states/cs_bot_buy.cpp +++ b/regamedll/dlls/bot/states/cs_bot_buy.cpp @@ -397,11 +397,11 @@ void BuyState::OnUpdate(CCSBot *me) for (int i = 0; i < MAX_BUY_WEAPON_PRIMARY; i++) { - if ((masterPrimary[i].type == SHOTGUN && TheCSBots()->AllowShotguns()) || - (masterPrimary[i].type == SUB_MACHINE_GUN && TheCSBots()->AllowSubMachineGuns()) || - (masterPrimary[i].type == RIFLE && TheCSBots()->AllowRifles()) || - (masterPrimary[i].type == SNIPER_RIFLE && TheCSBots()->AllowSnipers() && wantSniper) || - (masterPrimary[i].type == MACHINE_GUN && TheCSBots()->AllowMachineGuns())) + if ((masterPrimary[i].type == SHOTGUN && TheCSBots()->AllowShotguns()) + || (masterPrimary[i].type == SUB_MACHINE_GUN && TheCSBots()->AllowSubMachineGuns()) + || (masterPrimary[i].type == RIFLE && TheCSBots()->AllowRifles()) + || (masterPrimary[i].type == SNIPER_RIFLE && TheCSBots()->AllowSnipers() && wantSniper) + || (masterPrimary[i].type == MACHINE_GUN && TheCSBots()->AllowMachineGuns())) { stockPrimary[stockPrimaryCount++] = &masterPrimary[i]; } diff --git a/regamedll/dlls/bot/states/cs_bot_follow.cpp b/regamedll/dlls/bot/states/cs_bot_follow.cpp index e95eb270..9f726468 100644 --- a/regamedll/dlls/bot/states/cs_bot_follow.cpp +++ b/regamedll/dlls/bot/states/cs_bot_follow.cpp @@ -262,7 +262,7 @@ void FollowState::OnUpdate(CCSBot *me) area = collector.m_targetArea[a]; area->GetClosestPointOnArea(&me->pev->origin, &close); - float_precision rangeSq = (me->pev->origin - close).LengthSquared(); + real_t rangeSq = (me->pev->origin - close).LengthSquared(); if (rangeSq < closeRangeSq) { target = area; diff --git a/regamedll/dlls/bot/states/cs_bot_hide.cpp b/regamedll/dlls/bot/states/cs_bot_hide.cpp index 049adca6..80cc26ac 100644 --- a/regamedll/dlls/bot/states/cs_bot_hide.cpp +++ b/regamedll/dlls/bot/states/cs_bot_hide.cpp @@ -115,22 +115,22 @@ void HideState::OnUpdate(CCSBot *me) // if we are momentarily hiding while following someone, check to see if he has moved on if (me->IsFollowing()) { - CBasePlayer *leader = me->GetFollowLeader(); + CBasePlayer *pLeader = me->GetFollowLeader(); // BOTPORT: Determine walk/run velocity thresholds float runThreshold = 200.0f; - if (leader->pev->velocity.IsLengthGreaterThan(runThreshold)) + if (pLeader->pev->velocity.IsLengthGreaterThan(runThreshold)) { // leader is running, stay with him - me->Follow(leader); + me->Follow(pLeader); return; } // if leader has moved, stay with him const float followRange = 250.0f; - if ((m_leaderAnchorPos - leader->pev->origin).IsLengthGreaterThan(followRange)) + if ((m_leaderAnchorPos - pLeader->pev->origin).IsLengthGreaterThan(followRange)) { - me->Follow(leader); + me->Follow(pLeader); return; } } diff --git a/regamedll/dlls/bot/states/cs_bot_hunt.cpp b/regamedll/dlls/bot/states/cs_bot_hunt.cpp index 6a721658..372a081f 100644 --- a/regamedll/dlls/bot/states/cs_bot_hunt.cpp +++ b/regamedll/dlls/bot/states/cs_bot_hunt.cpp @@ -180,7 +180,7 @@ void HuntState::OnUpdate(CCSBot *me) continue; // keep track of the least recently cleared area - float_precision age = gpGlobals->time - area->GetClearedTimestamp(me->m_iTeam - 1); + real_t age = gpGlobals->time - area->GetClearedTimestamp(me->m_iTeam - 1); if (age > oldest) { oldest = age; diff --git a/regamedll/dlls/bot/states/cs_bot_idle.cpp b/regamedll/dlls/bot/states/cs_bot_idle.cpp index cfa8fbcd..e2a66436 100644 --- a/regamedll/dlls/bot/states/cs_bot_idle.cpp +++ b/regamedll/dlls/bot/states/cs_bot_idle.cpp @@ -310,7 +310,7 @@ void IdleState::OnUpdate(CCSBot *me) // just use the first overlapping nav area as a reasonable approximation ShortestPathCost pathCost = ShortestPathCost(); - float_precision dist = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&TheCSBots()->GetZone(z)->m_center), pathCost); + real_t dist = NavAreaTravelDistance(me->GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&TheCSBots()->GetZone(z)->m_center), pathCost); #ifdef REGAMEDLL_FIXES if (dist < 0.0f) diff --git a/regamedll/dlls/buttons.cpp b/regamedll/dlls/buttons.cpp index d8079af4..0e19bc41 100644 --- a/regamedll/dlls/buttons.cpp +++ b/regamedll/dlls/buttons.cpp @@ -178,7 +178,7 @@ void CMultiSource::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u useType = USE_ON; } - SUB_UseTargets(NULL, useType, 0); + SUB_UseTargets(nullptr, useType, 0); } } @@ -385,7 +385,7 @@ BOOL CBaseButton::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, fl } // Temporarily disable the touch function, until movement is finished. - SetTouch(NULL); + SetTouch(nullptr); m_hActivator = CBaseEntity::Instance(pevAttacker); if (!m_hActivator) @@ -482,7 +482,7 @@ void CBaseButton::Spawn() m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); + m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(real_t(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(real_t(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(real_t(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); // Is this a non-moving button? if (((m_vecPosition2 - m_vecPosition1).Length() < 1) || (pev->spawnflags & SF_BUTTON_DONTMOVE)) @@ -501,7 +501,7 @@ void CBaseButton::Spawn() } else { - SetTouch(NULL); + SetTouch(nullptr); SetUse(&CBaseButton::ButtonUse); } } @@ -640,7 +640,7 @@ void CBaseButton::ButtonTouch(CBaseEntity *pOther) } // Temporarily disable the touch function, until movement is finished. - SetTouch(NULL); + SetTouch(nullptr); if (code == BUTTON_RETURN) { @@ -703,10 +703,12 @@ void CBaseButton::TriggerAndWait() if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { // ALL buttons are now use only - SetTouch(NULL); + SetTouch(nullptr); } else + { SetTouch(&CBaseButton::ButtonTouch); + } } else { @@ -752,7 +754,7 @@ void CBaseButton::Restart() } else { - SetTouch(NULL); + SetTouch(nullptr); SetUse(&CBaseButton::ButtonUse); } } @@ -799,10 +801,12 @@ void CBaseButton::ButtonBackHome() if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { // All buttons are now use only - SetTouch(NULL); + SetTouch(nullptr); } else + { SetTouch(&CBaseButton::ButtonTouch); + } // reset think for a sparking button if (pev->spawnflags & SF_BUTTON_SPARK_IF_OFF) @@ -884,11 +888,14 @@ void CRotButton::Spawn() // if the button is flagged for USE button activation only, take away it's touch function and add a use function if (!(pev->spawnflags & SF_BUTTON_TOUCH_ONLY)) { - SetTouch(NULL); + SetTouch(nullptr); SetUse(&CRotButton::ButtonUse); } - else // touchable button + // touchable button + else + { SetTouch(&CRotButton::ButtonTouch); + } } #ifdef REGAMEDLL_FIXES @@ -1092,7 +1099,9 @@ void CMomentaryRotButton::Off() m_direction = -1; } else - SetThink(NULL); + { + SetThink(nullptr); + } } void CMomentaryRotButton::Return() @@ -1115,7 +1124,7 @@ void CMomentaryRotButton::UpdateSelfReturn(float value) pev->avelocity = g_vecZero; pev->angles = m_start; pev->nextthink = -1; - SetThink(NULL); + SetThink(nullptr); } else { @@ -1135,8 +1144,8 @@ LINK_ENTITY_TO_CLASS(env_debris, CEnvSpark, CCSEnvSpark) void CEnvSpark::Spawn() { - SetThink(NULL); - SetUse(NULL); + SetThink(nullptr); + SetUse(nullptr); // Use for on/off if (pev->spawnflags & SF_SPARK_TOOGLE) @@ -1212,7 +1221,7 @@ void CEnvSpark::SparkStart(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY void CEnvSpark::SparkStop(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { SetUse(&CEnvSpark::SparkStart); - SetThink(NULL); + SetThink(nullptr); } LINK_ENTITY_TO_CLASS(button_target, CButtonTarget, CCSButtonTarget) @@ -1243,17 +1252,20 @@ void CButtonTarget::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE SUB_UseTargets(pActivator, USE_ON, 0); } else + { SUB_UseTargets(pActivator, USE_OFF, 0); + } } int CButtonTarget::ObjectCaps() { int caps = (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); - if (pev->spawnflags & SF_BTARGET_USE) - return caps | FCAP_IMPULSE_USE; - else - return caps; + { + caps |= FCAP_IMPULSE_USE; + } + + return caps; } BOOL CButtonTarget::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) diff --git a/regamedll/dlls/career_tasks.cpp b/regamedll/dlls/career_tasks.cpp index 2714f80c..ff088479 100644 --- a/regamedll/dlls/career_tasks.cpp +++ b/regamedll/dlls/career_tasks.cpp @@ -129,22 +129,22 @@ void CCareerTask::OnWeaponKill(int weaponId, int weaponClassId, bool headshot, b if (m_rescuer) { - int hostages_ = 0; - CHostage *hostageEntity = nullptr; + int hostagesCount = 0; + CHostage *pHostage = nullptr; - while ((hostageEntity = (CHostage *)UTIL_FindEntityByClassname(hostageEntity, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - if (!hostageEntity->IsAlive()) + if (!pHostage->IsAlive()) continue; - if (!hostageEntity->IsFollowingSomeone()) + if (!pHostage->IsFollowingSomeone()) continue; - if (hostageEntity->m_target == pVictim) - ++hostages_; + if (pHostage->m_target == pVictim) + hostagesCount++; } - if (!hostages_) + if (!hostagesCount) return; } @@ -164,7 +164,7 @@ void CCareerTask::OnWeaponKill(int weaponId, int weaponClassId, bool headshot, b return; } - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } @@ -189,7 +189,7 @@ void CCareerTask::OnWeaponInjury(int weaponId, int weaponClassId, bool attackerH return; } - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } @@ -205,25 +205,23 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer if (m_rescuer) { - int hostages_ = 0; - CHostage *hostageEntity = nullptr; + int hostagesCount = 0; + CHostage *pHostage = nullptr; - while ((hostageEntity = (CHostage *)UTIL_FindEntityByClassname(hostageEntity, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - if (!hostageEntity->IsAlive()) + if (!pHostage->IsAlive()) continue; - if (!hostageEntity->IsFollowingSomeone()) + if (!pHostage->IsFollowingSomeone()) continue; - if (hostageEntity->m_target == pAttacker) - ++hostages_; + if (pHostage->m_target == pAttacker) + hostagesCount++; } - if (!hostages_) - { + if (!hostagesCount) return; - } } if ((m_event != EVENT_KILL || (!m_weaponId && !m_weaponClassId)) @@ -234,35 +232,35 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer { if (!Q_strcmp(m_name, "defendhostages")) { - int hostages_ = 0; - CHostage *hostageEntity = nullptr; + int hostagesCount = 0; + CHostage *pHostage = nullptr; - while ((hostageEntity = (CHostage *)UTIL_FindEntityByClassname(hostageEntity, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - if (hostageEntity->pev->takedamage != DAMAGE_YES && hostageEntity->pev->deadflag != DEAD_DEAD) - ++hostages_; + if (pHostage->pev->takedamage != DAMAGE_YES && pHostage->pev->deadflag != DEAD_DEAD) + hostagesCount++; } - if (!hostages_) + if (!hostagesCount) { - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } } else if (!Q_strcmp(m_name, "hostagessurvive")) { - int hostages_ = 0; - CHostage *hostageEntity = nullptr; + int hostagesCount = 0; + CHostage *pHostage = nullptr; - while ((hostageEntity = (CHostage *)UTIL_FindEntityByClassname(hostageEntity, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - if (hostageEntity && hostageEntity->IsDead()) - ++hostages_; + if (pHostage && pHostage->IsDead()) + hostagesCount++; } - if (!hostages_) + if (!hostagesCount) { - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } } @@ -276,22 +274,22 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer } else if (IsTaskCompletableThisRound()) { - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } } else { - ++m_eventsSeen; + m_eventsSeen++; SendPartialNotification(); } } } + CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (event == m_event && !m_mustLive && m_eventsSeen >= m_eventsNeeded && IsTaskCompletableThisRound()) { - CBasePlayer *player = UTIL_GetLocalPlayer(); - EMIT_SOUND(ENT(player->pev), CHAN_VOICE, "events/task_complete.wav", VOL_NORM, ATTN_NORM); + EMIT_SOUND(ENT(pLocalPlayer->pev), CHAN_VOICE, "events/task_complete.wav", VOL_NORM, ATTN_NORM); m_isComplete = true; MESSAGE_BEGIN(MSG_ALL, gmsgCZCareer); @@ -309,7 +307,7 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer if (m_event == EVENT_ROUND_WIN && !Q_strcmp(m_name, "winfast")) { TheCareerTasks->SetFinishedTaskTime(int(TheCareerTasks->GetRoundElapsedTime())); - UTIL_GetLocalPlayer()->SyncRoundTimer(); + pLocalPlayer->SyncRoundTimer(); } } else if (event >= EVENT_ROUND_DRAW) @@ -327,8 +325,7 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer { if (m_eventsSeen >= m_eventsNeeded && !m_diedThisRound && IsTaskCompletableThisRound()) { - CBasePlayer *player = UTIL_GetLocalPlayer(); - EMIT_SOUND(ENT(player->pev), CHAN_VOICE, "events/task_complete.wav", VOL_NORM, ATTN_NORM); + EMIT_SOUND(ENT(pLocalPlayer->pev), CHAN_VOICE, "events/task_complete.wav", VOL_NORM, ATTN_NORM); m_isComplete = true; MESSAGE_BEGIN(MSG_ALL, gmsgCZCareer); @@ -341,7 +338,7 @@ void CCareerTask::OnEvent(GameEventType event, CBasePlayer *pVictim, CBasePlayer if (m_event == EVENT_ROUND_WIN && !Q_strcmp(m_name, "winfast")) { TheCareerTasks->SetFinishedTaskTime(int(TheCareerTasks->GetRoundElapsedTime())); - UTIL_GetLocalPlayer()->SyncRoundTimer(); + pLocalPlayer->SyncRoundTimer(); } if (TheTutor) @@ -539,11 +536,11 @@ void CCareerTaskManager::HandleDeath(int team, CBasePlayer *pAttacker) if (enemyTeam != team) return; - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (pPlayer && pPlayer->m_iTeam == enemyTeam && pPlayer->IsAlive()) - ++numEnemies; + numEnemies++; } if (!numEnemies) @@ -564,13 +561,13 @@ bool CCareerTaskManager::AreAllTasksComplete() int CCareerTaskManager::GetNumRemainingTasks() { - int nCount = 0; + int nTasksCount = 0; for (auto task : m_tasks) { if (task->IsComplete()) - ++nCount; + nTasksCount++; } - return nCount; + return nTasksCount; } float CCareerTaskManager::GetRoundElapsedTime() diff --git a/regamedll/dlls/career_tasks.h b/regamedll/dlls/career_tasks.h index ca84e79d..1daa2319 100644 --- a/regamedll/dlls/career_tasks.h +++ b/regamedll/dlls/career_tasks.h @@ -114,10 +114,10 @@ public: void Reset(bool deleteTasks = true); void AddTask(const char *taskName, const char *weaponName, int eventCount, bool mustLive, bool crossRounds, bool isComplete); - void HandleEvent(GameEventType event, CBasePlayer *pAttacker = NULL, CBasePlayer *pVictim = NULL); + void HandleEvent(GameEventType event, CBasePlayer *pAttacker = nullptr, CBasePlayer *pVictim = nullptr); void HandleEnemyKill(bool wasBlind, const char *weaponName, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim); void HandleWeaponKill(int weaponId, int weaponClassId, bool headshot, bool killerHasShield, CBasePlayer *pAttacker, CBasePlayer *pVictim); - void HandleDeath(int team, CBasePlayer *pAttacker = NULL); + void HandleDeath(int team, CBasePlayer *pAttacker = nullptr); void HandleWeaponInjury(int weaponId, int weaponClassId, bool attackerHasShield, CBasePlayer *pAttacker); void HandleEnemyInjury(const char *weaponName, bool attackerHasShield, CBasePlayer *pAttacker); diff --git a/regamedll/dlls/cbase.cpp b/regamedll/dlls/cbase.cpp index 9e78132a..e8474954 100644 --- a/regamedll/dlls/cbase.cpp +++ b/regamedll/dlls/cbase.cpp @@ -412,7 +412,7 @@ void DispatchThink(edict_t *pent) if (pEntity) { - if (pEntity->pev->flags & FL_DORMANT) + if (pEntity->IsDormant()) { ALERT(at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname)); } @@ -451,7 +451,7 @@ void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData) // These don't use ltime & nextthink as times really, but we'll fudge around it. if (pEntity->pev->movetype == MOVETYPE_PUSH) { - float_precision delta = pEntity->pev->nextthink - pEntity->pev->ltime; + real_t delta = pEntity->pev->nextthink - pEntity->pev->ltime; pEntity->pev->ltime = gpGlobals->time; pEntity->pev->nextthink = pEntity->pev->ltime + delta; } @@ -677,7 +677,7 @@ BOOL CBaseEntity::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, fl Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); - float_precision flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; + real_t flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if (flForce > 1000.0) flForce = 1000.0; @@ -769,19 +769,19 @@ void SetObjectCollisionBox(entvars_t *pev) if (pev->solid == SOLID_BSP && (pev->angles.x || pev->angles.y || pev->angles.z)) { // expand for rotation - float_precision max, v; + real_t max, v; int i; max = 0; for (i = 0; i < 3; i++) { - v = Q_fabs(float_precision(((float *)pev->mins)[i])); + v = Q_fabs(real_t(((float *)pev->mins)[i])); if (v > max) { max = v; } - v = Q_fabs(float_precision(((float *)pev->maxs)[i])); + v = Q_fabs(real_t(((float *)pev->maxs)[i])); if (v > max) { max = v; @@ -845,11 +845,6 @@ void CBaseEntity::MakeDormant() UTIL_SetOrigin(pev, pev->origin); } -int CBaseEntity::IsDormant() -{ - return (pev->flags & FL_DORMANT) == FL_DORMANT; -} - BOOL CBaseEntity::IsInWorld() { // position diff --git a/regamedll/dlls/cbase.h b/regamedll/dlls/cbase.h index a4c816f5..2b818fea 100644 --- a/regamedll/dlls/cbase.h +++ b/regamedll/dlls/cbase.h @@ -151,7 +151,11 @@ public: bool Intersects(CBaseEntity *pOther); bool Intersects(const Vector &mins, const Vector &maxs); void MakeDormant(); - int IsDormant(); + + // This entity's classname. + const char *GetClassname() const { return pev->classname.str(); } + + bool IsDormant() const { return (pev->flags & FL_DORMANT) == FL_DORMANT; } BOOL IsLockedByMaster() { return FALSE; } public: @@ -266,7 +270,7 @@ public: }; // Inlines -inline BOOL FNullEnt(CBaseEntity *ent) { return (ent == NULL || FNullEnt(ent->edict())); } +inline BOOL FNullEnt(CBaseEntity *pEntity) { return (pEntity == nullptr || FNullEnt(pEntity->edict())); } template inline void CBaseEntity::SetThink(void (T::*pfn)()) diff --git a/regamedll/dlls/client.cpp b/regamedll/dlls/client.cpp index 135dc6a0..5278b327 100644 --- a/regamedll/dlls/client.cpp +++ b/regamedll/dlls/client.cpp @@ -446,7 +446,7 @@ NOXREF int CountTeams() if (pPlayer->m_iTeam == UNASSIGNED) continue; - if (pPlayer->pev->flags & FL_DORMANT) + if (pPlayer->IsDormant()) continue; if (pPlayer->m_iTeam == SPECTATOR) @@ -472,7 +472,7 @@ void ListPlayers(CBasePlayer *current) if (FNullEnt(pEntity->edict())) break; - if (pEntity->pev->flags & FL_DORMANT) + if (pEntity->IsDormant()) continue; CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); @@ -499,7 +499,7 @@ int CountTeamPlayers(int iTeam) if (FNullEnt(pEntity->edict())) break; - if (pEntity->pev->flags & FL_DORMANT) + if (pEntity->IsDormant()) continue; if (GetClassPtr((CBasePlayer *)pEntity->pev)->m_iTeam == iTeam) @@ -655,7 +655,7 @@ void EXT_FUNC ClientPutInServer(edict_t *pEntity) SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1); SET_MODEL(ENT(pPlayer->pev), "models/player.mdl"); - pPlayer->SetThink(NULL); + pPlayer->SetThink(nullptr); CBaseEntity *pTarget = nullptr; pPlayer->m_pIntroCamera = UTIL_FindEntityByClassname(nullptr, "trigger_camera"); @@ -721,7 +721,6 @@ void EXT_FUNC ClientPutInServer(edict_t *pEntity) void Host_Say(edict_t *pEntity, BOOL teamonly) { - CBasePlayer *client; int j; char *p; char text[128]; @@ -919,39 +918,39 @@ void Host_Say(edict_t *pEntity, BOOL teamonly) // This may return the world in single player if the client types something between levels or during spawn // so check it, or it will infinite loop - client = nullptr; - while ((client = (CBasePlayer *)UTIL_FindEntityByClassname(client, "player"))) + CBasePlayer *pReceiver = nullptr; + while ((pReceiver = UTIL_FindEntityByClassname(pReceiver, "player"))) { - if (FNullEnt(client->edict())) + if (FNullEnt(pReceiver->edict())) break; - if (!client->pev) + if (!pReceiver->pev) continue; - if (client->edict() == pEntity) + if (pReceiver->edict() == pEntity) continue; // Not a client ? (should never be true) - if (!client->IsNetClient()) + if (!pReceiver->IsNetClient()) continue; // can the receiver hear the sender? or has he muted him? - if (gpGlobals->deathmatch != 0.0f && CSGameRules()->m_VoiceGameMgr.PlayerHasBlockedPlayer(client, pPlayer)) + if (gpGlobals->deathmatch != 0.0f && CSGameRules()->m_VoiceGameMgr.PlayerHasBlockedPlayer(pReceiver, pPlayer)) continue; - if (teamonly && client->m_iTeam != pPlayer->m_iTeam) + if (teamonly && pReceiver->m_iTeam != pPlayer->m_iTeam) continue; - if ((client->pev->deadflag != DEAD_NO && !bSenderDead) || (client->pev->deadflag == DEAD_NO && bSenderDead)) + if ((pReceiver->pev->deadflag != DEAD_NO && !bSenderDead) || (pReceiver->pev->deadflag == DEAD_NO && bSenderDead)) { if (!(pPlayer->pev->flags & FL_PROXY)) continue; } - if ((client->m_iIgnoreGlobalChat == IGNOREMSG_ENEMY && client->m_iTeam == pPlayer->m_iTeam) - || client->m_iIgnoreGlobalChat == IGNOREMSG_NONE) + if ((pReceiver->m_iIgnoreGlobalChat == IGNOREMSG_ENEMY && pReceiver->m_iTeam == pPlayer->m_iTeam) + || pReceiver->m_iIgnoreGlobalChat == IGNOREMSG_NONE) { - MESSAGE_BEGIN(MSG_ONE, gmsgSayText, nullptr, client->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgSayText, nullptr, pReceiver->pev); WRITE_BYTE(ENTINDEX(pEntity)); WRITE_STRING(pszFormat); WRITE_STRING(""); @@ -966,8 +965,6 @@ void Host_Say(edict_t *pEntity, BOOL teamonly) } } - char *fullText = p; - // print to the sending client MESSAGE_BEGIN(MSG_ONE, gmsgSayText, nullptr, &pEntity->v); WRITE_BYTE(ENTINDEX(pEntity)); @@ -991,7 +988,9 @@ void Host_Say(edict_t *pEntity, BOOL teamonly) SERVER_PRINT(UTIL_VarArgs(pszConsoleFormat, STRING(pPlayer->pev->netname), text)); } else + { SERVER_PRINT(text); + } if (logmessages.value) { @@ -1001,7 +1000,7 @@ void Host_Say(edict_t *pEntity, BOOL teamonly) char *szTeam = GetTeam(pPlayer->m_iTeam); UTIL_LogPrintf("\"%s<%i><%s><%s>\" %s \"%s\"%s\n", STRING(pPlayer->pev->netname), GETPLAYERUSERID(pPlayer->edict()), GETPLAYERAUTHID(pPlayer->edict()), - szTeam, temp, fullText, deadText); + szTeam, temp, p, deadText); } } @@ -3363,7 +3362,7 @@ void EXT_FUNC InternalCommand(edict_t *pEntity, const char *pcmd, const char *pa { pPlayer->ClearAutoBuyData(); - for (int i = 1; i < CMD_ARGC_(); ++i) + for (int i = 1; i < CMD_ARGC_(); i++) { pPlayer->AddAutoBuyData(CMD_ARGV_(i)); } @@ -3534,7 +3533,7 @@ void EXT_FUNC ServerActivate(edict_t *pEdictList, int edictCount, int clientMax) EmptyEntityHashTable(); // Clients have not been initialized yet - for (i = 0; i < edictCount; ++i) + for (i = 0; i < edictCount; i++) { edict_t *pEdict = &pEdictList[i]; @@ -3548,13 +3547,15 @@ void EXT_FUNC ServerActivate(edict_t *pEdictList, int edictCount, int clientMax) pClass = CBaseEntity::Instance(pEdict); // Activate this entity if it's got a class & isn't dormant - if (pClass && !(pClass->pev->flags & FL_DORMANT)) + if (pClass && !pClass->IsDormant()) { AddEntityHashValue(&pEdict->v, STRING(pEdict->v.classname), CLASSNAME); pClass->Activate(); } else + { ALERT(at_console, "Can't instance %s\n", STRING(pEdict->v.classname)); + } } // Link user messages here to make sure first client can get them... @@ -3771,12 +3772,12 @@ void ClientPrecache() else numPlayerModels = ARRAYSIZE(sPlayerModelFiles) - 2; - for (i = 0; i < numPlayerModels; ++i) + for (i = 0; i < numPlayerModels; i++) PRECACHE_MODEL(sPlayerModelFiles[i]); if (AreRunningCZero()) { - for (i = FirstCustomSkin; i <= LastCustomSkin; ++i) + for (i = FirstCustomSkin; i <= LastCustomSkin; i++) { const char *fname = TheBotProfiles->GetCustomSkinFname(i); @@ -3836,12 +3837,12 @@ void ClientPrecache() Vector vMin(-38, -24, -41); Vector vMax(38, 24, 41); - for (i = 0; i < numPlayerModels; ++i) + for (i = 0; i < numPlayerModels; i++) ENGINE_FORCE_UNMODIFIED(force_model_specifybounds, (float *)&vMin, (float *)&vMax, sPlayerModelFiles[i]); if (AreRunningCZero()) { - for (i = FirstCustomSkin; i <= LastCustomSkin; ++i) + for (i = FirstCustomSkin; i <= LastCustomSkin; i++) { const char *fname = TheBotProfiles->GetCustomSkinFname(i); if (!fname) @@ -4198,11 +4199,12 @@ bool CheckPlayerPVSLeafChanged(edict_t *client, int clientnum) if (pvs->headnode != client->headnode || pvs->num_leafs != client->num_leafs) return true; - for (int i = 0; i < pvs->num_leafs; ++i) + for (int i = 0; i < pvs->num_leafs; i++) { if (client->leafnums[i] != pvs->leafnums[i]) return true; } + return false; } @@ -4325,10 +4327,10 @@ BOOL EXT_FUNC AddToFullPack(struct entity_state_s *state, int e, edict_t *ent, e state->framerate = ent->v.framerate; state->body = ent->v.body; - for (i = 0; i < 4; ++i) + for (i = 0; i < 4; i++) state->controller[i] = ent->v.controller[i]; - for (i = 0; i < 2; ++i) + for (i = 0; i < 2; i++) state->blending[i] = ent->v.blending[i]; state->rendermode = ent->v.rendermode; diff --git a/regamedll/dlls/cmdhandler.cpp b/regamedll/dlls/cmdhandler.cpp index e11ec7d0..d715de64 100644 --- a/regamedll/dlls/cmdhandler.cpp +++ b/regamedll/dlls/cmdhandler.cpp @@ -94,14 +94,14 @@ void SV_Career_EndRound_f() for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player || FNullEnt(player->pev)) + if (!pPlayer || FNullEnt(pPlayer->pev)) continue; - if (player->IsBot() && player->m_iTeam == pLocalPlayer->m_iTeam) + if (pPlayer->IsBot() && pPlayer->m_iTeam == pLocalPlayer->m_iTeam) { - SERVER_COMMAND(UTIL_VarArgs("bot_kill \"%s\"\n", STRING(player->pev->netname))); + SERVER_COMMAND(UTIL_VarArgs("bot_kill \"%s\"\n", STRING(pPlayer->pev->netname))); } } } diff --git a/regamedll/dlls/combat.cpp b/regamedll/dlls/combat.cpp index 1e8e5769..ee8dd993 100644 --- a/regamedll/dlls/combat.cpp +++ b/regamedll/dlls/combat.cpp @@ -6,7 +6,7 @@ void PlayerBlind(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAt if (!fadetoblack.value) { - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pObserver = UTIL_PlayerByIndex(i); if (pObserver && pObserver->IsObservingPlayer(pPlayer)) @@ -132,7 +132,7 @@ void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, } } -float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity) +float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *pEntity) { float retval = 0.0f; TraceResult tr; @@ -148,10 +148,10 @@ float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity) const float damagePercentageRightSide = 0.10f; const float damagePercentageLeftSide = 0.10f; - if (!entity->IsPlayer()) + if (!pEntity->IsPlayer()) { // the entity is not a player, so the damage is all or nothing. - UTIL_TraceLine(vecSrc, entity->pev->origin, ignore_monsters, nullptr, &tr); + UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval = 1.0f; @@ -160,34 +160,34 @@ float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity) } // check chest - Vector vecChest = entity->pev->origin; + Vector vecChest = pEntity->pev->origin; UTIL_TraceLine(vecSrc, vecChest, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageChest; // check top of head - Vector vecHead = entity->pev->origin + Vector(0, 0, topOfHead); + Vector vecHead = pEntity->pev->origin + Vector(0, 0, topOfHead); UTIL_TraceLine(vecSrc, vecHead, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageHead; // check feet - Vector vecFeet = entity->pev->origin; - vecFeet.z -= (entity->pev->flags & FL_DUCKING) ? crouchFeet : standFeet; + Vector vecFeet = pEntity->pev->origin; + vecFeet.z -= (pEntity->pev->flags & FL_DUCKING) ? crouchFeet : standFeet; UTIL_TraceLine(vecSrc, vecFeet, ignore_monsters, nullptr, &tr); if (tr.flFraction == 1.0f) retval += damagePercentageFeet; - Vector2D dir = (entity->pev->origin - vecSrc).Make2D(); + Vector2D dir = (pEntity->pev->origin - vecSrc).Make2D(); dir.NormalizeInPlace(); Vector2D perp(-dir.y * edgeOffset, dir.x * edgeOffset); - Vector vecRightSide = entity->pev->origin + Vector(perp.x, perp.y, 0); - Vector vecLeftSide = entity->pev->origin - Vector(perp.x, perp.y, 0); + Vector vecRightSide = pEntity->pev->origin + Vector(perp.x, perp.y, 0); + Vector vecLeftSide = pEntity->pev->origin - Vector(perp.x, perp.y, 0); // check right "edge" UTIL_TraceLine(vecSrc, vecRightSide, ignore_monsters, nullptr, &tr); diff --git a/regamedll/dlls/doors.cpp b/regamedll/dlls/doors.cpp index 6a6d523e..6fff226d 100644 --- a/regamedll/dlls/doors.cpp +++ b/regamedll/dlls/doors.cpp @@ -213,7 +213,7 @@ void CBaseDoor::Spawn() m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); + m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(real_t(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(real_t(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(real_t(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); assert(("door start/end positions are equal", m_vecPosition1 != m_vecPosition2)); @@ -230,7 +230,7 @@ void CBaseDoor::Spawn() // if the door is flagged for USE button activation only, use NULL touch function if (pev->spawnflags & SF_DOOR_USE_ONLY) { - SetTouch(NULL); + SetTouch(nullptr); } else { @@ -248,7 +248,7 @@ void CBaseDoor::Restart() DoorGoDown(); if (pev->spawnflags & SF_DOOR_USE_ONLY) - SetTouch(NULL); + SetTouch(nullptr); else SetTouch(&CBaseDoor::DoorTouch); } @@ -442,7 +442,7 @@ void CBaseDoor::DoorTouch(CBaseEntity *pOther) if (DoorActivate()) { // Temporarily disable the touch function, until movement is finished. - SetTouch(NULL); + SetTouch(nullptr); } } @@ -717,7 +717,7 @@ void CBaseDoor::DoorHitBottom() if (pev->spawnflags & SF_DOOR_USE_ONLY) { // use only door - SetTouch(NULL); + SetTouch(nullptr); } else { @@ -942,7 +942,7 @@ void CRotDoor::Spawn() if (pev->spawnflags & SF_DOOR_USE_ONLY) { - SetTouch(NULL); + SetTouch(nullptr); } else { @@ -988,7 +988,7 @@ void CMomentaryDoor::Spawn() m_vecPosition1 = pev->origin; // Subtract 2 from size because the engine expands bboxes by 1 in all directions making the size too big - m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(float_precision(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(float_precision(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(float_precision(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); + m_vecPosition2 = m_vecPosition1 + (pev->movedir * (Q_fabs(real_t(pev->movedir.x * (pev->size.x - 2))) + Q_fabs(real_t(pev->movedir.y * (pev->size.y - 2))) + Q_fabs(real_t(pev->movedir.z * (pev->size.z - 2))) - m_flLip)); assert(("door start/end positions are equal", m_vecPosition1 != m_vecPosition2)); if (pev->spawnflags & SF_DOOR_START_OPEN) @@ -1000,7 +1000,7 @@ void CMomentaryDoor::Spawn() m_vecPosition1 = pev->origin; } - SetTouch(NULL); + SetTouch(nullptr); Precache(); } diff --git a/regamedll/dlls/effects.cpp b/regamedll/dlls/effects.cpp index 0f56a80b..b5db0755 100644 --- a/regamedll/dlls/effects.cpp +++ b/regamedll/dlls/effects.cpp @@ -58,7 +58,7 @@ void CBubbling::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useT } else { - SetThink(NULL); + SetThink(nullptr); pev->nextthink = 0; } } @@ -334,7 +334,7 @@ void CLightning::Spawn() if (ServerSide()) { - SetThink(NULL); + SetThink(nullptr); if (pev->dmg > 0) { SetThink(&CLightning::DamageThink); @@ -477,7 +477,7 @@ void CLightning::StrikeUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY if (m_active) { m_active = 0; - SetThink(NULL); + SetThink(nullptr); } else { @@ -486,7 +486,7 @@ void CLightning::StrikeUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TY } if (!(pev->spawnflags & SF_BEAM_TOGGLE)) - SetUse(NULL); + SetUse(nullptr); } int IsPointEntity(CBaseEntity *pEnt) @@ -1021,7 +1021,7 @@ void CGlow::Animate(float frames) { if (m_maxFrame > 0) { - pev->frame = Q_fmod(float_precision(pev->frame + frames), float_precision(m_maxFrame)); + pev->frame = Q_fmod(real_t(pev->frame + frames), real_t(m_maxFrame)); } } @@ -1222,7 +1222,7 @@ void CSprite::Animate(float frames) TurnOff(); else if (m_maxFrame > 0) - pev->frame = Q_fmod(float_precision(pev->frame), float_precision(m_maxFrame)); + pev->frame = Q_fmod(real_t(pev->frame), real_t(m_maxFrame)); } } @@ -1414,7 +1414,7 @@ void CGibShooter::ShootThink() if (pev->spawnflags & SF_GIBSHOOTER_REPEATABLE) { m_iGibs = m_iGibCapacity; - SetThink(NULL); + SetThink(nullptr); pev->nextthink = gpGlobals->time; } else @@ -1544,7 +1544,7 @@ void CTestEffect::TestThink() if (t < 3.0) { - for (i = 0; i < m_iBeam; ++i) + for (i = 0; i < m_iBeam; i++) { t = (gpGlobals->time - m_flBeamTime[i]) / (3.0f + m_flStartTime - m_flBeamTime[i]); m_pBeam[i]->SetBrightness(int(255.0f * t)); @@ -1554,14 +1554,14 @@ void CTestEffect::TestThink() } else { - for (i = 0; i < m_iBeam; ++i) + for (i = 0; i < m_iBeam; i++) { UTIL_Remove(m_pBeam[i]); } m_flStartTime = gpGlobals->time; m_iBeam = 0; - SetThink(NULL); + SetThink(nullptr); } } @@ -1965,7 +1965,7 @@ void CItemSoda::CanThink() pev->solid = SOLID_TRIGGER; UTIL_SetSize(pev, Vector(-8, -8, 0), Vector(8, 8, 8)); - SetThink(NULL); + SetThink(nullptr); SetTouch(&CItemSoda::CanTouch); } @@ -2002,7 +2002,7 @@ void CItemSoda::CanTouch(CBaseEntity *pOther) pev->movetype = MOVETYPE_NONE; pev->effects = EF_NODRAW; - SetTouch(NULL); + SetTouch(nullptr); SetThink(&CItemSoda::SUB_Remove); pev->nextthink = gpGlobals->time; } diff --git a/regamedll/dlls/effects.h b/regamedll/dlls/effects.h index d681705d..c63d46f4 100644 --- a/regamedll/dlls/effects.h +++ b/regamedll/dlls/effects.h @@ -88,7 +88,7 @@ public: void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; } void SetBrightness(int brightness) { pev->renderamt = brightness; } - void AnimateAndDie(float_precision framerate) + void AnimateAndDie(real_t framerate) { SetThink(&CSprite::AnimateUntilDead); pev->framerate = framerate; diff --git a/regamedll/dlls/explode.cpp b/regamedll/dlls/explode.cpp index 0c484c84..32aa71e2 100644 --- a/regamedll/dlls/explode.cpp +++ b/regamedll/dlls/explode.cpp @@ -165,8 +165,7 @@ void CEnvExplosion::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE if (!(pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS)) { int sparkCount = RANDOM_LONG(0, 3); - - for (int i = 0; i < sparkCount; ++i) + for (int i = 0; i < sparkCount; i++) { Create("spark_shower", pev->origin, tr.vecPlaneNormal, nullptr); } @@ -194,7 +193,7 @@ void CEnvExplosion::Smoke() } } -// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup +// HACKHACK: create one of these and fake a keyvalue to get the right explosion setup void ExplosionCreate(const Vector ¢er, Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage) { KeyValueData kvd; diff --git a/regamedll/dlls/func_break.cpp b/regamedll/dlls/func_break.cpp index 5fad6711..84c30a7b 100644 --- a/regamedll/dlls/func_break.cpp +++ b/regamedll/dlls/func_break.cpp @@ -104,14 +104,14 @@ void CBreakable::Spawn() m_angle = pev->angles.y; pev->angles.y = 0; - // HACK: matGlass can receive decals, we need the client to know about this - // so use class to store the material flag + // HACK: matGlass can receive decals, we need the client to know about this + // so use class to store the material flag if (m_Material == matGlass) { pev->playerclass = 1; } - //set size and link into world. + // set size and link into world. SET_MODEL(ENT(pev), STRING(pev->model)); SetTouch(&CBreakable::BreakTouch); @@ -119,7 +119,7 @@ void CBreakable::Spawn() // Only break on trigger if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY) { - SetTouch(NULL); + SetTouch(nullptr); } // Flag unbreakable glass as "worldbrush" so it will block ALL tracelines @@ -150,7 +150,7 @@ void CBreakable::Restart() if (pev->spawnflags & SF_BREAK_TRIGGER_ONLY) { - SetTouch(NULL); + SetTouch(nullptr); } if (!IsBreakable() && pev->rendermode != kRenderNormal) @@ -282,7 +282,7 @@ void CBreakable::MaterialSoundPrecache(Materials precacheMaterial) pSoundList = MaterialSoundList(precacheMaterial, soundCount); - for (i = 0; i < soundCount; ++i) + for (i = 0; i < soundCount; i++) { PRECACHE_SOUND((char *)pSoundList[i]); } @@ -487,7 +487,7 @@ void CBreakable::BreakTouch(CBaseEntity *pOther) if (flDamage >= pev->health) { - SetTouch(NULL); + SetTouch(nullptr); TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH); // do a little damage to player if we broke glass or computer @@ -502,7 +502,7 @@ void CBreakable::BreakTouch(CBaseEntity *pOther) DamageSound(); SetThink(&CBreakable::Die); - SetTouch(NULL); + SetTouch(nullptr); // BUGBUG: why doesn't zero delay work? if (m_flDelay == 0.0f) @@ -803,15 +803,15 @@ void CBreakable::Die() CBaseEntity *pList[256]; int count = UTIL_EntitiesInBox(pList, ARRAYSIZE(pList), mins, maxs, FL_ONGROUND); - for (int i = 0; i < count; ++i) + for (int i = 0; i < count; i++) { pList[i]->pev->flags &= ~FL_ONGROUND; pList[i]->pev->groundentity = nullptr; } pev->solid = SOLID_NOT; - SUB_UseTargets(NULL, USE_TOGGLE, 0); - SetThink(NULL); + SUB_UseTargets(nullptr, USE_TOGGLE, 0); + SetThink(nullptr); pev->nextthink = pev->ltime + 0.1f; @@ -1023,7 +1023,7 @@ void CPushable::Move(CBaseEntity *pOther, int push) bPlayerTouch = true; } - float_precision factor; + real_t factor; if (bPlayerTouch) { @@ -1039,12 +1039,14 @@ void CPushable::Move(CBaseEntity *pOther, int push) factor = 1.0f; } else + { factor = 0.25f; + } pev->velocity.x += pevToucher->velocity.x * factor; pev->velocity.y += pevToucher->velocity.y * factor; - float_precision length = Q_sqrt(pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y); + real_t length = Q_sqrt(pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y); if (push && (length > MaxSpeed())) { diff --git a/regamedll/dlls/func_tank.cpp b/regamedll/dlls/func_tank.cpp index 6f0ac8a3..d3982693 100644 --- a/regamedll/dlls/func_tank.cpp +++ b/regamedll/dlls/func_tank.cpp @@ -361,7 +361,7 @@ void CFuncTank::Think() pev->avelocity = g_vecZero; TrackTarget(); - if (fabs(float_precision(pev->avelocity.x)) > 1 || fabs(float_precision(pev->avelocity.y)) > 1) + if (Q_fabs(real_t(pev->avelocity.x)) > 1 || Q_fabs(real_t(pev->avelocity.y)) > 1) StartRotSound(); else StopRotSound(); @@ -468,7 +468,7 @@ void CFuncTank::TrackTarget() } // Move toward target at rate or less - float_precision distY = UTIL_AngleDistance(angles.y, pev->angles.y); + real_t distY = UTIL_AngleDistance(angles.y, pev->angles.y); pev->avelocity.y = distY * 10.0f; if (pev->avelocity.y > m_yawRate) @@ -491,7 +491,7 @@ void CFuncTank::TrackTarget() } // Move toward target at rate or less - float_precision distX = UTIL_AngleDistance(angles.x, pev->angles.x); + real_t distX = UTIL_AngleDistance(angles.x, pev->angles.x); pev->avelocity.x = distX * 10.0f; if (pev->avelocity.x > m_pitchRate) @@ -508,7 +508,7 @@ void CFuncTank::TrackTarget() return; } - if (CanFire() && ((fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT))) + if (CanFire() && ((Q_fabs(distX) < m_pitchTolerance && Q_fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT))) { bool fire = false; Vector forward; @@ -541,7 +541,7 @@ void CFuncTank::TrackTarget() // If barrel is offset, add in additional rotation void CFuncTank::AdjustAnglesForBarrel(Vector &angles, float distance) { - float_precision r2, d2; + real_t r2, d2; if (m_barrelPos.y != 0.0f || m_barrelPos.z != 0.0f) { @@ -599,7 +599,7 @@ void CFuncTank::TankTrace(const Vector &vecStart, const Vector &vecForward, cons { // get circular gaussian spread float x, z; - float_precision y; + real_t y; do { diff --git a/regamedll/dlls/gamerules.h b/regamedll/dlls/gamerules.h index e86291fe..cb4b8922 100644 --- a/regamedll/dlls/gamerules.h +++ b/regamedll/dlls/gamerules.h @@ -651,9 +651,9 @@ public: VFUNC void SetAccountRules(RewardRules rules, int amount) { m_rgRewardAccountRules[rules] = static_cast(amount); } VFUNC RewardAccount GetAccountRules(RewardRules rules) const { return m_rgRewardAccountRules[rules]; } - void DisplayMaps(CBasePlayer *player, int iVote); + void DisplayMaps(CBasePlayer *pPlayer, int iVote); void ResetAllMapVotes(); - void ProcessMapVote(CBasePlayer *player, int iVote); + void ProcessMapVote(CBasePlayer *pPlayer, int iVote); // BOMB MAP FUNCTIONS VFUNC BOOL IsThereABomber(); diff --git a/regamedll/dlls/ggrenade.cpp b/regamedll/dlls/ggrenade.cpp index f45d29fd..91802da4 100644 --- a/regamedll/dlls/ggrenade.cpp +++ b/regamedll/dlls/ggrenade.cpp @@ -79,6 +79,7 @@ void CGrenade::Explode(TraceResult *pTrace, int bitsDamageType) pev->velocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.3f; + // draw sparks if (iContents != CONTENTS_WATER) { int sparkCount = RANDOM_LONG(0, 3); @@ -469,7 +470,7 @@ void CGrenade::SG_Smoke() else { Vector origin, angle; - float_precision x_old, y_old, R_angle; + real_t x_old, y_old, R_angle; UTIL_MakeVectors(pev->angles); @@ -479,8 +480,8 @@ void CGrenade::SG_Smoke() R_angle = m_angle / (180.00433335 / M_PI); - x_old = Q_cos(float_precision(R_angle)); - y_old = Q_sin(float_precision(R_angle)); + x_old = Q_cos(real_t(R_angle)); + y_old = Q_sin(real_t(R_angle)); angle.x = origin.x * x_old - origin.y * y_old; angle.y = origin.x * y_old + origin.y * x_old; @@ -949,18 +950,18 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy return; // TODO: We must be sure that the activator is a player. - CBasePlayer *player = GetClassPtr((CBasePlayer *)pActivator->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pActivator->pev); // For CTs to defuse the c4 - if (player->m_iTeam != CT) + if (pPlayer->m_iTeam != CT) { return; } #ifdef REGAMEDLL_FIXES - if((player->pev->flags & FL_ONGROUND) != FL_ONGROUND) // Defuse should start only on ground + if((pPlayer->pev->flags & FL_ONGROUND) != FL_ONGROUND) // Defuse should start only on ground { - ClientPrint(player->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground"); + ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#C4_Defuse_Must_Be_On_Ground"); return; } #endif @@ -972,7 +973,7 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy } // freeze the player in place while defusing - SET_CLIENT_MAXSPEED(player->edict(), 1); + SET_CLIENT_MAXSPEED(pPlayer->edict(), 1); if (TheBots) { @@ -984,38 +985,38 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy TheCareerTasks->HandleEvent(EVENT_BOMB_DEFUSING); } - if (player->m_bHasDefuser) + if (pPlayer->m_bHasDefuser) { UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Begin_Bomb_Defuse_With_Kit\"\n", - STRING(player->pev->netname), - GETPLAYERUSERID(player->edict()), - GETPLAYERAUTHID(player->edict())); + STRING(pPlayer->pev->netname), + GETPLAYERUSERID(pPlayer->edict()), + GETPLAYERAUTHID(pPlayer->edict())); // TODO show messages on clients on event - ClientPrint(player->pev, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit"); + ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Defusing_Bomb_With_Defuse_Kit"); m_flDefuseCountDown = gpGlobals->time + 5.0f; // start the progress bar - player->SetProgressBarTime(5); + pPlayer->SetProgressBarTime(5); } else { UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Begin_Bomb_Defuse_Without_Kit\"\n", - STRING(player->pev->netname), - GETPLAYERUSERID(player->edict()), - GETPLAYERAUTHID(player->edict())); + STRING(pPlayer->pev->netname), + GETPLAYERUSERID(pPlayer->edict()), + GETPLAYERAUTHID(pPlayer->edict())); // TODO: show messages on clients on event - ClientPrint(player->pev, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit"); + ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Defusing_Bomb_Without_Defuse_Kit"); m_flDefuseCountDown = gpGlobals->time + 10.0f; // start the progress bar - player->SetProgressBarTime(10); + pPlayer->SetProgressBarTime(10); } - player->m_bIsDefusing = true; + pPlayer->m_bIsDefusing = true; m_pBombDefuser = static_cast(pActivator); m_bStartDefuse = true; m_fNextDefuse = gpGlobals->time + NEXT_DEFUSE_TIME; @@ -1023,7 +1024,7 @@ void CGrenade::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useTy #ifdef REGAMEDLL_FIXES EMIT_SOUND(edict(), CHAN_ITEM, "weapons/c4_disarm.wav", VOL_NORM, ATTN_NORM); // Emit sound using bomb. #else - EMIT_SOUND(ENT(player->pev), CHAN_ITEM, "weapons/c4_disarm.wav", VOL_NORM, ATTN_NORM); + EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "weapons/c4_disarm.wav", VOL_NORM, ATTN_NORM); #endif } diff --git a/regamedll/dlls/gib.cpp b/regamedll/dlls/gib.cpp index 28499c79..448923e0 100644 --- a/regamedll/dlls/gib.cpp +++ b/regamedll/dlls/gib.cpp @@ -21,7 +21,7 @@ NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cG return; } - for (int i = 0; i < cGibs; ++i) + for (int i = 0; i < cGibs; i++) { CGib *pGib = GetClassPtr((CGib *)nullptr); @@ -67,7 +67,7 @@ NOXREF void CGib::SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cG pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0,0), Vector(0, 0, 0)); pGib->SetTouch(&CGib::StickyGibTouch); - pGib->SetThink(NULL); + pGib->SetThink(nullptr); } pGib->LimitVelocity(); @@ -136,8 +136,7 @@ void CGib::SpawnHeadGib(entvars_t *pevVictim) void CGib::SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human) { - int cSplat; - for (cSplat = 0; cSplat < cGibs; ++cSplat) + for (int cSplat = 0; cSplat < cGibs; cSplat++) { CGib *pGib = GetClassPtr((CGib *)nullptr); diff --git a/regamedll/dlls/h_cycler.cpp b/regamedll/dlls/h_cycler.cpp index 12052e6b..26917239 100644 --- a/regamedll/dlls/h_cycler.cpp +++ b/regamedll/dlls/h_cycler.cpp @@ -226,7 +226,7 @@ void CCyclerSprite::Animate(float frames) if (m_maxFrame > 0) { - pev->frame = Q_fmod(float_precision(pev->frame), float_precision(m_maxFrame)); + pev->frame = Q_fmod(real_t(pev->frame), real_t(m_maxFrame)); } } diff --git a/regamedll/dlls/hostage/hostage.cpp b/regamedll/dlls/hostage/hostage.cpp index f75b02c2..847f2b95 100644 --- a/regamedll/dlls/hostage/hostage.cpp +++ b/regamedll/dlls/hostage/hostage.cpp @@ -398,7 +398,9 @@ void CHostage::IdleThink() pPlayer = m_improv->GetFollowLeader(); } else + { pPlayer = GetClassPtr((CBasePlayer *)m_hTargetEnt->pev); + } if (!pPlayer || pPlayer->m_iTeam == CT) { @@ -1002,7 +1004,7 @@ void CHostage::Touch(CBaseEntity *pOther) pev->velocity.y += vPush.y; #else // TODO: fix test demo - pev->velocity = pev->velocity + NormalizeMulScalar(vPush, pushForce); + pev->velocity = pev->velocity + NormalizeMulScalar(vPush, pushForce); #endif } @@ -1114,7 +1116,7 @@ void CHostage::MoveToward(const Vector &vecLoc) Vector vecbigDest; Vector vecMove; CBaseEntity *pFollowing; - float_precision flDist; + real_t flDist; pFollowing = GetClassPtr((CBaseEntity *)m_hTargetEnt->pev); vecMove = vecLoc - pev->origin; @@ -1132,7 +1134,7 @@ void CHostage::MoveToward(const Vector &vecLoc) auto nFwdMove = m_LocalNav->PathTraversable(pev->origin, vecbigDest, FALSE); if (nFwdMove != PTRAVELS_EMPTY) { - float_precision flSpeed = 250; + real_t flSpeed = 250; vecbigDest = pFollowing->pev->origin; vecbigDest.z += pFollowing->pev->mins.z; @@ -1480,15 +1482,15 @@ bool CHostageManager::IsNearbyHostageTalking(CHostageImprov *improv) for (int i = 0; i < m_hostageCount; i++) { const float closeRange = 500.0f; - const CHostageImprov *other = m_hostage[i]->m_improv; + const CHostageImprov *pHostage = m_hostage[i]->m_improv; - if (!other) + if (!pHostage) continue; - if (!other->IsAlive() || other == improv) + if (!pHostage->IsAlive() || pHostage == improv) continue; - if (!(improv->GetCentroid() - other->GetCentroid()).IsLengthGreaterThan(closeRange) && !other->IsTalking()) + if (!(improv->GetCentroid() - pHostage->GetCentroid()).IsLengthGreaterThan(closeRange) && !pHostage->IsTalking()) { return true; } @@ -1501,16 +1503,16 @@ bool CHostageManager::IsNearbyHostageJumping(CHostageImprov *improv) { for (int i = 0; i < m_hostageCount; i++) { - const CHostageImprov *other = m_hostage[i]->m_improv; + const CHostageImprov *pHostage = m_hostage[i]->m_improv; - if (!other) + if (!pHostage) continue; - if (!other->IsAlive() || other == improv) + if (!pHostage->IsAlive() || pHostage == improv) continue; const float closeRange = 500.0f; - if (!(improv->GetCentroid() - other->GetCentroid()).IsLengthGreaterThan(closeRange) && other->IsJumping()) + if (!(improv->GetCentroid() - pHostage->GetCentroid()).IsLengthGreaterThan(closeRange) && pHostage->IsJumping()) { return true; } @@ -1519,14 +1521,14 @@ bool CHostageManager::IsNearbyHostageJumping(CHostageImprov *improv) return false; } -void CHostageManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CHostageManager::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { for (int i = 0; i < m_hostageCount; i++) { CHostageImprov *improv = m_hostage[i]->m_improv; if (improv) { - improv->OnGameEvent(event, entity, other); + improv->OnGameEvent(event, pEntity, pOther); } } } @@ -1611,23 +1613,21 @@ char *SimpleChatter::GetSound(HostageChatterType type, float *duration) return sound; } -float SimpleChatter::PlaySound(CBaseEntity *entity, HostageChatterType type) +float SimpleChatter::PlaySound(CBaseEntity *pEntity, HostageChatterType type) { - CHostage *hostage; float duration; - char *sound; - int pitch; - int attenuation = 1; + char *pszSoundName = GetSound(type, &duration); + CHostage *pHostage = static_cast(pEntity); - sound = GetSound(type, &duration); - hostage = static_cast(entity); - - if (!sound) + if (!pszSoundName) { return 0; } - switch (hostage->m_whichModel) + int pitch; + int attenuation = 1; + + switch (pHostage->m_whichModel) { case CHostage::REGULAR_GUY: pitch = 92; @@ -1644,13 +1644,13 @@ float SimpleChatter::PlaySound(CBaseEntity *entity, HostageChatterType type) break; } - EMIT_SOUND_DYN(ENT(hostage->pev), CHAN_VOICE, sound, VOL_NORM, attenuation, 0, pitch); + EMIT_SOUND_DYN(ENT(pHostage->pev), CHAN_VOICE, pszSoundName, VOL_NORM, attenuation, 0, pitch); if (type == HOSTAGE_CHATTER_CALL_TO_RESCUER) { if (TheBots) { - TheBots->OnEvent(EVENT_HOSTAGE_CALLED_FOR_HELP, hostage); + TheBots->OnEvent(EVENT_HOSTAGE_CALLED_FOR_HELP, pHostage); } } diff --git a/regamedll/dlls/hostage/hostage.h b/regamedll/dlls/hostage/hostage.h index 29c8ac01..25f793cd 100644 --- a/regamedll/dlls/hostage/hostage.h +++ b/regamedll/dlls/hostage/hostage.h @@ -134,13 +134,13 @@ public: return m_hTargetEnt; } - bool IsFollowing(const CBaseEntity *entity = nullptr) + bool IsFollowing(const CBaseEntity *pEntity = nullptr) { if (m_improv) { - return m_improv->IsFollowing(); + return m_improv->IsFollowing(pEntity); } - if ((!entity && !m_hTargetEnt) || (entity && m_hTargetEnt != entity)) + if ((!pEntity && !m_hTargetEnt) || (pEntity && m_hTargetEnt != pEntity)) return false; if (m_State != FOLLOW) @@ -211,7 +211,7 @@ public: }; void AddSound(HostageChatterType type, char *filename); - float PlaySound(CBaseEntity *entity, HostageChatterType type); + float PlaySound(CBaseEntity *pEntity, HostageChatterType type); char *GetSound(HostageChatterType type, float *duration); void Shuffle(ChatterSet *chatter); @@ -235,7 +235,7 @@ public: } bool IsNearbyHostageTalking(CHostageImprov *improv); bool IsNearbyHostageJumping(CHostageImprov *improv); - void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + void OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); // Iterate over all active hostages in the game, invoking functor on each. // If functor returns false, stop iteration and return false. diff --git a/regamedll/dlls/hostage/hostage_improv.cpp b/regamedll/dlls/hostage/hostage_improv.cpp index b45dbe32..22234115 100644 --- a/regamedll/dlls/hostage/hostage_improv.cpp +++ b/regamedll/dlls/hostage/hostage_improv.cpp @@ -40,10 +40,10 @@ inline void DrawAxes(const Vector &origin, int red, int green, int blue) UTIL_DrawBeamPoints(origin + Vector(0, 0, size), origin - Vector(0, 0, size), 2, red, green, blue); } -CHostageImprov::CHostageImprov(CBaseEntity *entity) +CHostageImprov::CHostageImprov(CBaseEntity *pEntity) { m_animateState.Reset(); - m_hostage = static_cast(entity); + m_hostage = static_cast(pEntity); OnReset(); } @@ -127,7 +127,7 @@ void CHostageImprov::ClearFaceTo() void CHostageImprov::MoveTowards(const Vector &pos, float deltaT) { Vector move; - float_precision accelRate; + real_t accelRate; const float crouchWalkRate = 250.0f; // Jump up on ledges @@ -230,9 +230,9 @@ bool CHostageImprov::FaceTowards(const Vector &target, float deltaT) to.NormalizeInPlace(); #else // TODO: fix test demo - float_precision float_x = target.x - GetFeet().x; - float_precision float_y = target.y - GetFeet().y; - float_precision flLen = to.Length(); + real_t float_x = target.x - GetFeet().x; + real_t float_y = target.y - GetFeet().y; + real_t flLen = to.Length(); if (flLen <= 0) { @@ -251,7 +251,7 @@ bool CHostageImprov::FaceTowards(const Vector &target, float deltaT) Vector2D lat(BotCOS(moveAngle), BotSIN(moveAngle)); Vector2D dir(-lat.y, lat.x); - float_precision dot = DotProduct(to, dir); + real_t dot = DotProduct(to, dir); if (DotProduct(to, lat) < 0.0f) { @@ -291,21 +291,21 @@ void CHostageImprov::FaceOutwards() static Vector corner[] = { - Vector(-1000, 1000, 0), - Vector(1000, 1000, 0), + Vector(-1000, 1000, 0), + Vector( 1000, 1000, 0), Vector(-1000, -1000, 0), - Vector(1000, -1000, 0) + Vector( 1000, -1000, 0) }; const int cornerCount = ARRAYSIZE(corner); - for (int i = 0; i < cornerCount; ++i) + for (int i = 0; i < cornerCount; i++) { to = GetCentroid() + corner[i]; UTIL_TraceLine(GetCentroid(), to, ignore_monsters, ignore_glass, m_hostage->edict(), &result); - float_precision range = (result.vecEndPos - GetCentroid()).LengthSquared(); + real_t range = (result.vecEndPos - GetCentroid()).LengthSquared(); if (range > farthestRange) { @@ -353,20 +353,20 @@ bool CHostageImprov::IsFriendInTheWay(const Vector &goalPos) const } // check if any CT are overlapping this linear path - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (!player->IsAlive() || player->m_iTeam == TERRORIST) + if (!pPlayer->IsAlive() || pPlayer->m_iTeam == TERRORIST) continue; - if (IsFriendInTheWay(player, goalPos)) + if (IsFriendInTheWay(pPlayer, goalPos)) { m_isFriendInTheWay = true; break; @@ -529,19 +529,19 @@ bool CHostageImprov::IsVisible(const Vector &pos, bool testFOV) const return result.flFraction == 1.0f; } -bool CHostageImprov::IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance) const +bool CHostageImprov::IsPlayerLookingAtMe(CBasePlayer *pOther, float cosTolerance) const { - Vector2D toOther = (other->pev->origin - GetCentroid()).Make2D(); + Vector2D toOther = (pOther->pev->origin - GetCentroid()).Make2D(); toOther.NormalizeInPlace(); - UTIL_MakeVectors(other->pev->punchangle + other->pev->v_angle); + UTIL_MakeVectors(pOther->pev->punchangle + pOther->pev->v_angle); Vector2D otherDir = gpGlobals->v_forward.Make2D(); otherDir.NormalizeInPlace(); if (-cosTolerance > DotProduct(toOther, otherDir)) { - if (IsVisible(other->EyePosition())) + if (IsVisible(pOther->EyePosition())) { return true; } @@ -552,18 +552,18 @@ bool CHostageImprov::IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance) CBasePlayer *CHostageImprov::IsAnyPlayerLookingAtMe(int team, float cosTolerance) const { - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!IsEntityValid(player)) + if (!IsEntityValid(pPlayer)) continue; - if (player->IsAlive() && (team == UNASSIGNED || player->m_iTeam == team)) + if (pPlayer->IsAlive() && (team == UNASSIGNED || pPlayer->m_iTeam == team)) { - if (IsPlayerLookingAtMe(player, cosTolerance)) + if (IsPlayerLookingAtMe(pPlayer, cosTolerance)) { - return player; + return pPlayer; } } } @@ -579,24 +579,24 @@ CBasePlayer *CHostageImprov::GetClosestPlayerByTravelDistance(int team, float *r if (!GetLastKnownArea()) return nullptr; - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!IsEntityValid(player)) + if (!IsEntityValid(pPlayer)) continue; - if (player->IsAlive() && (team == UNASSIGNED || player->m_iTeam == team)) + if (pPlayer->IsAlive() && (team == UNASSIGNED || pPlayer->m_iTeam == team)) { ShortestPathCost cost; - Vector vecCenter = player->Center(); + Vector vecCenter = pPlayer->Center(); - float_precision range = NavAreaTravelDistance(GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&vecCenter), cost); + real_t range = NavAreaTravelDistance(GetLastKnownArea(), TheNavAreaGrid.GetNearestNavArea(&vecCenter), cost); if (range > 0 && range < closeRange) { closeRange = range; - close = player; + close = pPlayer; } } } @@ -670,24 +670,24 @@ void CHostageImprov::UpdateVision() m_visiblePlayerCount = 0; - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; - if (player->IsAlive() && IsVisible(player->pev->origin, true)) + if (pPlayer->IsAlive() && IsVisible(pPlayer->pev->origin, true)) { - m_visiblePlayer[m_visiblePlayerCount] = player; + m_visiblePlayer[m_visiblePlayerCount] = pPlayer; - if (player->m_iTeam == TERRORIST) + if (pPlayer->m_iTeam == TERRORIST) m_lastSawT.Start(); else m_lastSawCT.Start(); @@ -904,7 +904,7 @@ void CHostageImprov::UpdatePosition(float deltaT) m_hostage->pev->velocity.x = dir.x * pushSpeed; m_hostage->pev->velocity.y = dir.y * pushSpeed; #else - Vector vecRet = NormalizeMulScalar(dir, pushSpeed); + Vector vecRet = NormalizeMulScalar(dir, pushSpeed); m_hostage->pev->velocity.x = vecRet.x; m_hostage->pev->velocity.y = vecRet.y; #endif @@ -919,8 +919,8 @@ void CHostageImprov::UpdatePosition(float deltaT) if (m_isLookingAt) { Vector angles = UTIL_VecToAngles(m_viewGoal - GetEyes()); - float_precision pitch = angles.x - m_hostage->pev->angles.x; - float_precision yaw = angles.y - m_hostage->pev->angles.y; + real_t pitch = angles.x - m_hostage->pev->angles.x; + real_t yaw = angles.y - m_hostage->pev->angles.y; while (yaw > 180.0f) yaw -= 360.0f; @@ -987,7 +987,7 @@ void CHostageImprov::UpdatePosition(float deltaT) m_vel.x += m_vel.x * -friction * deltaT; m_vel.y += m_vel.y * -friction * deltaT; - float_precision speed = m_vel.NormalizeInPlace(); + real_t speed = m_vel.NormalizeInPlace(); const float maxSpeed = 285.0f; if (speed > maxSpeed) @@ -1120,7 +1120,7 @@ void CHostageImprov::OnUpdate(float deltaT) if (m_blinkCounter) { m_hostage->pev->body = 1; - --m_blinkCounter; + m_blinkCounter--; } else { @@ -1253,13 +1253,13 @@ void CHostageImprov::OnUpdate(float deltaT) m_animateState.OnUpdate(this); } -void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { switch (event) { case EVENT_BULLET_IMPACT: { - Vector *impactPos = (Vector *)other; + Vector *impactPos = (Vector *)pOther; const float nearRange = 100.0f; if ((GetCentroid() - *impactPos).IsLengthLessThan(nearRange)) @@ -1270,24 +1270,24 @@ void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *entity, CBase } case EVENT_PLAYER_DIED: case EVENT_HOSTAGE_KILLED: - if (IsVisible(entity->pev->origin, true)) + if (IsVisible(pEntity->pev->origin, true)) { Frighten(TERRIFIED); - if (!entity->IsPlayer() || (entity->IsPlayer() && ((CBasePlayer *)entity)->m_iTeam != TERRORIST)) + if (!pEntity->IsPlayer() || (pEntity->IsPlayer() && ((CBasePlayer *)pEntity)->m_iTeam != TERRORIST)) { DelayedChatter(RANDOM_FLOAT(0.5f, 0.7f), HOSTAGE_CHATTER_SCARED_OF_MURDER, true); } - if (!entity->IsPlayer()) + if (!pEntity->IsPlayer()) { m_idleState.OnInjury(); } } break; case EVENT_HOSTAGE_RESCUED: - if (m_hostage == other) + if (m_hostage == pOther) { - if (!entity) + if (!pEntity) return; Chatter(HOSTAGE_CHATTER_RESCUED, false); @@ -1309,11 +1309,11 @@ void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *entity, CBase PriorityType priority; bool isHostile; - if (entity && IsGameEventAudible(event, entity, other, &range, &priority, &isHostile)) + if (pEntity && IsGameEventAudible(event, pEntity, pOther, &range, &priority, &isHostile)) { const float fudge = 0.4f; - if ((m_hostage->pev->origin - entity->pev->origin).IsLengthLessThan(range * fudge)) + if ((m_hostage->pev->origin - pEntity->pev->origin).IsLengthLessThan(range * fudge)) { m_lastNoiseTimer.Start(); @@ -1347,7 +1347,7 @@ void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *entity, CBase if (event == EVENT_FLASHBANG_GRENADE_EXPLODED) { - Vector *impactPos = (Vector *)other; + Vector *impactPos = (Vector *)pOther; const float flashRange = 1000.0f; if ((GetEyes() - *impactPos).IsLengthLessThan(flashRange) && IsVisible(*impactPos)) @@ -1358,22 +1358,19 @@ void CHostageImprov::OnGameEvent(GameEventType event, CBaseEntity *entity, CBase } } -void CHostageImprov::OnTouch(CBaseEntity *other) +void CHostageImprov::OnTouch(CBaseEntity *pOther) { - const char *classname; Vector2D to; const float pushForce = 20.0f; - classname = STRING(other->pev->classname); - if (cv_hostage_debug.value != 0.0) { - CONSOLE_ECHO("%5.1f: Hostage hit '%s'\n", gpGlobals->time, classname); + CONSOLE_ECHO("%5.1f: Hostage hit '%s'\n", gpGlobals->time, pOther->GetClassname()); } m_collisionTimer.Start(); - if (FStrEq(classname, "worldspawn")) + if (FStrEq(pOther->pev->classname, "worldspawn")) { const float lookAheadRange = 30.0f; float ground; @@ -1396,7 +1393,7 @@ void CHostageImprov::OnTouch(CBaseEntity *other) Vector pos = alongFloor * lookAheadRange; - for (float_precision offset = 1.0f; offset <= 18.0f; offset += 3.0f) + for (real_t offset = 1.0f; offset <= 18.0f; offset += 3.0f) { Vector vecStart = GetFeet(); vecStart.z += offset; @@ -1468,13 +1465,13 @@ void CHostageImprov::OnTouch(CBaseEntity *other) } } } - else if (FStrEq(classname, "func_breakable")) + else if (FStrEq(pOther->pev->classname, "func_breakable")) { - other->TakeDamage(m_hostage->pev, m_hostage->pev, 9999.9, DMG_BULLET); + pOther->TakeDamage(m_hostage->pev, m_hostage->pev, 9999.9, DMG_BULLET); } - else if (other->IsPlayer() || FClassnameIs(other->pev, "hostage_entity")) + else if (pOther->IsPlayer() || FClassnameIs(pOther->pev, "hostage_entity")) { - to = (m_hostage->pev->origin - other->pev->origin).Make2D(); + to = (m_hostage->pev->origin - pOther->pev->origin).Make2D(); to.NormalizeInPlace(); m_vel.x += to.x * pushForce; @@ -1511,14 +1508,14 @@ CBasePlayer *CHostageImprov::GetClosestVisiblePlayer(int team) CBasePlayer *close = nullptr; float closeRangeSq = 1e8f; - for (int i = 0; i < m_visiblePlayerCount; ++i) + for (int i = 0; i < m_visiblePlayerCount; i++) { CBasePlayer *pPlayer = m_visiblePlayer[i]; if (!pPlayer || (team > 0 && pPlayer->m_iTeam != team)) continue; - float_precision rangeSq = (GetCentroid() - pPlayer->pev->origin).LengthSquared(); + real_t rangeSq = (GetCentroid() - pPlayer->pev->origin).LengthSquared(); if (rangeSq < closeRangeSq) { @@ -1822,18 +1819,18 @@ void CHostageImprov::ClearPath() if (result.pHit) { - entvars_t *entity = VARS(result.pHit); - if (FClassnameIs(entity, "func_door") || FClassnameIs(entity, "func_door_rotating")) + edict_t *pEntity = result.pHit; + if (FClassnameIs(pEntity, "func_door") || FClassnameIs(pEntity, "func_door_rotating")) { - CBaseEntity *pObject = CBaseEntity::Instance(entity); + CBaseEntity *pObject = CBaseEntity::Instance(pEntity); if (pObject) { pObject->Touch(m_hostage); } } - else if (FClassnameIs(entity, "func_breakable") && entity->takedamage == DAMAGE_YES) + else if (FClassnameIs(pEntity, "func_breakable") && pEntity->v.takedamage == DAMAGE_YES) { - CBaseEntity *pObject = CBaseEntity::Instance(entity); + CBaseEntity *pObject = CBaseEntity::Instance(pEntity); if (pObject) { pObject->TakeDamage(m_hostage->pev, m_hostage->pev, 9999.9, DMG_BULLET); diff --git a/regamedll/dlls/hostage/hostage_improv.h b/regamedll/dlls/hostage/hostage_improv.h index 93bd27c1..7d81d327 100644 --- a/regamedll/dlls/hostage/hostage_improv.h +++ b/regamedll/dlls/hostage/hostage_improv.h @@ -38,7 +38,7 @@ enum HostageChatterType; class CHostageImprov: public CImprov { public: - CHostageImprov(CBaseEntity *entity = nullptr); + CHostageImprov(CBaseEntity *pEntity = nullptr); ~CHostageImprov() {}; // invoked when an improv reaches its MoveTo goal @@ -98,18 +98,18 @@ public: virtual bool CanCrouch() const { return true; } virtual bool CanJump() const { return true; } virtual bool IsVisible(const Vector &pos, bool testFOV = false) const; // return true if hostage can see position - virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const; + virtual bool IsPlayerLookingAtMe(CBasePlayer *pOther, float cosTolerance = 0.95f) const; virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const; virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = nullptr) const; virtual CNavArea *GetLastKnownArea() const { return m_lastKnownArea; } virtual void OnUpdate(float deltaT); virtual void OnUpkeep(float deltaT); virtual void OnReset(); - virtual void OnGameEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); - virtual void OnTouch(CBaseEntity *other); // in contact with "other" + virtual void OnGameEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); + virtual void OnTouch(CBaseEntity *pOther); // in contact with "other" #ifdef PLAY_GAMEDLL - void ApplyForce2(float_precision x, float_precision y); + void ApplyForce2(real_t x, real_t y); #endif public: @@ -353,19 +353,19 @@ public: m_velDir = improv->GetActualVelocity(); m_speed = m_velDir.NormalizeInPlace(); } - bool operator()(CBaseEntity *entity) + bool operator()(CBaseEntity *pEntity) { const float space = 1.0f; Vector to; float range; - if (entity == reinterpret_cast(m_improv->GetEntity())) + if (pEntity == reinterpret_cast(m_improv->GetEntity())) return true; - if (entity->IsPlayer() && !entity->IsAlive()) + if (pEntity->IsPlayer() && !pEntity->IsAlive()) return true; - to = entity->pev->origin - m_improv->GetCentroid(); + to = pEntity->pev->origin - m_improv->GetCentroid(); #ifdef PLAY_GAMEDLL // TODO: fix test demo @@ -374,7 +374,7 @@ public: range = to.NormalizeInPlace(); #endif - CBasePlayer *player = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); const float spring = 50.0f; const float damper = 1.0f; @@ -383,11 +383,11 @@ public: return true; const float cosTolerance = 0.8f; - if (entity->IsPlayer() && player->m_iTeam == CT && !m_improv->IsFollowing() && m_improv->IsPlayerLookingAtMe(player, cosTolerance)) + if (pEntity->IsPlayer() && pPlayer->m_iTeam == CT && !m_improv->IsFollowing() && m_improv->IsPlayerLookingAtMe(pPlayer, cosTolerance)) return true; const float minSpace = (spring - range); - float_precision ds = -minSpace; + real_t ds = -minSpace; #ifndef PLAY_GAMEDLL m_improv->ApplyForce(to * ds); @@ -417,16 +417,16 @@ public: m_dir = Vector(BotCOS(me->GetMoveAngle()), BotSIN(me->GetMoveAngle()), 0.0f); m_isBlocked = false; } - bool operator()(CBaseEntity *entity) + bool operator()(CBaseEntity *pEntity) { Vector to; - float_precision range; + real_t range; const float closeRange = 60.0f; const float aheadTolerance = 0.95f; - if (entity != reinterpret_cast(m_me->GetEntity())) + if (pEntity != reinterpret_cast(m_me->GetEntity())) { - to = (entity->Center() - m_me->GetCentroid()); + to = (pEntity->Center() - m_me->GetCentroid()); range = to.NormalizeInPlace(); if (range <= closeRange && DotProduct(to, m_dir) >= aheadTolerance) @@ -444,7 +444,7 @@ private: }; #ifdef PLAY_GAMEDLL -inline void CHostageImprov::ApplyForce2(float_precision x, float_precision y) +inline void CHostageImprov::ApplyForce2(real_t x, real_t y) { m_vel.x += x; m_vel.y += y; diff --git a/regamedll/dlls/hostage/hostage_localnav.cpp b/regamedll/dlls/hostage/hostage_localnav.cpp index de024869..a4fdc1be 100644 --- a/regamedll/dlls/hostage/hostage_localnav.cpp +++ b/regamedll/dlls/hostage/hostage_localnav.cpp @@ -129,7 +129,7 @@ void CLocalNav::AddPathNode(node_index_t nindexSource, int offsetX, int offsetY, offsetYAbs = offsetY; vecSource = m_vecStartingLoc; - vecDest = vecSource + Vector(float_precision(offsetX) * HOSTAGE_STEPSIZE, float_precision(offsetY) * HOSTAGE_STEPSIZE, 0); + vecDest = vecSource + Vector(real_t(offsetX) * HOSTAGE_STEPSIZE, real_t(offsetY) * HOSTAGE_STEPSIZE, 0); } else { @@ -149,7 +149,7 @@ void CLocalNav::AddPathNode(node_index_t nindexSource, int offsetX, int offsetY, } vecSource = nodeCurrent->vecLoc; - vecDest = vecSource + Vector((float_precision(offsetX) * HOSTAGE_STEPSIZE), (float_precision(offsetY) * HOSTAGE_STEPSIZE), 0); + vecDest = vecSource + Vector((real_t(offsetX) * HOSTAGE_STEPSIZE), (real_t(offsetY) * HOSTAGE_STEPSIZE), 0); if (m_nindexAvailableNode) { @@ -230,15 +230,13 @@ node_index_t CLocalNav::GetBestNode(Vector &vecOrigin, Vector &vecDest) if (!nodeCurrent->fSearched) { - float_precision flCurrentVal; - float_precision flDistFromStart; + real_t flCurrentVal; + real_t flDistFromStart; float flDistToDest; - float_precision flZDiff = -1.0; + real_t flZDiff = -1.0; - flDistFromStart = LengthSubtract - (vecDest, nodeCurrent->vecLoc); + flDistFromStart = LengthSubtract(vecDest, nodeCurrent->vecLoc); flDistToDest = nodeCurrent->vecLoc.z - vecDest.z; if (flDistToDest >= 0.0) @@ -251,7 +249,7 @@ node_index_t CLocalNav::GetBestNode(Vector &vecOrigin, Vector &vecDest) else flZDiff = 1.25; - flCurrentVal = flZDiff * (float_precision(nodeCurrent->bDepth) * HOSTAGE_STEPSIZE + flDistFromStart); + flCurrentVal = flZDiff * (real_t(nodeCurrent->bDepth) * HOSTAGE_STEPSIZE + flDistFromStart); if (flCurrentVal < flBestVal) { flBestVal = flCurrentVal; @@ -307,7 +305,7 @@ node_index_t CLocalNav::FindPath(Vector &vecStart, Vector &vecDest, float flTarg localnode_t *node; Vector vecNodeLoc; - float_precision flDistToDest; + real_t flDistToDest; m_vecStartingLoc = vecStart; m_nindexAvailableNode = 0; @@ -400,7 +398,7 @@ node_index_t CLocalNav::FindDirectPath(Vector &vecStart, Vector &vecDest, float Vector vecNodeLoc; node_index_t nIndexLast; - vecPathDir = NormalizeSubtract(vecStart, vecDest); + vecPathDir = NormalizeSubtract(vecStart, vecDest); vecActualDest = vecDest - (vecPathDir * flTargetRadius); if (PathTraversable(vecStart, vecActualDest, fNoMonsters) == PTRAVELS_EMPTY) @@ -457,7 +455,7 @@ PathTraversAble CLocalNav::PathTraversable(Vector &vecSource, Vector &vecDest, B Vector vecSrcTmp; Vector vecDestTmp; Vector vecDir; - float_precision flTotal; + real_t flTotal; auto retval = PTRAVELS_EMPTY; vecSrcTmp = vecSource; @@ -585,7 +583,7 @@ BOOL CLocalNav::SlopeTraversable(Vector &vecSource, Vector &vecDest, BOOL fNoMon vecDown = vecDest - vecSource; vecAngles = UTIL_VecToAngles(tr.vecPlaneNormal); - vecSlopeEnd.z = vecDown.Length2D() * Q_tan(float_precision((90.0 - vecAngles.x) * (M_PI / 180))) + vecSource.z; + vecSlopeEnd.z = vecDown.Length2D() * Q_tan(real_t((90.0 - vecAngles.x) * (M_PI / 180))) + vecSource.z; if (!PathClear(vecSource, vecSlopeEnd, fNoMonsters, tr)) { @@ -773,15 +771,11 @@ BOOL CLocalNav::LadderHit(Vector &vecSource, Vector &vecDest, TraceResult &tr) void CLocalNav::Think() { - static cvar_t *sv_stepsize = NULL; if (gpGlobals->time >= m_flNextCvarCheck) { - if (sv_stepsize != NULL) - m_flStepSize = sv_stepsize->value; - else + if (g_psv_stepsize) { - sv_stepsize = CVAR_GET_POINTER("sv_stepsize"); - m_flStepSize = sv_stepsize ? sv_stepsize->value : 18; + m_flStepSize = g_psv_stepsize->value; } m_flNextCvarCheck = gpGlobals->time + 1.0f; diff --git a/regamedll/dlls/hostage/hostage_states.h b/regamedll/dlls/hostage/hostage_states.h index 9e4017ae..b221853c 100644 --- a/regamedll/dlls/hostage/hostage_states.h +++ b/regamedll/dlls/hostage/hostage_states.h @@ -181,7 +181,7 @@ public: virtual void UpdateStationaryAnimation(CHostageImprov *improv); public: - void SetLeader(CBasePlayer *leader) { m_leader = leader; } + void SetLeader(CBasePlayer *pLeader) { m_leader = pLeader; } CBasePlayer *GetLeader() const { return m_leader; } private: diff --git a/regamedll/dlls/hostage/states/hostage_escape.cpp b/regamedll/dlls/hostage/states/hostage_escape.cpp index 8aefdccb..b94529ed 100644 --- a/regamedll/dlls/hostage/states/hostage_escape.cpp +++ b/regamedll/dlls/hostage/states/hostage_escape.cpp @@ -159,10 +159,10 @@ void HostageEscapeState::OnUpdate(CHostageImprov *improv) else improv->Run(); - CBasePlayer *player = improv->GetClosestVisiblePlayer(UNASSIGNED); - if (player) + CBasePlayer *pPlayer = improv->GetClosestVisiblePlayer(UNASSIGNED); + if (pPlayer) { - if (player->m_iTeam != TERRORIST) + if (pPlayer->m_iTeam != TERRORIST) { improv->Stop(); improv->Idle(); @@ -170,7 +170,7 @@ void HostageEscapeState::OnUpdate(CHostageImprov *improv) } const float farRange = 750.0f; - if ((player->pev->origin - improv->GetCentroid()).IsLengthGreaterThan(farRange)) + if ((pPlayer->pev->origin - improv->GetCentroid()).IsLengthGreaterThan(farRange)) { improv->Frighten(CHostageImprov::NERVOUS); diff --git a/regamedll/dlls/hostage/states/hostage_follow.cpp b/regamedll/dlls/hostage/states/hostage_follow.cpp index 8d8dbde6..cfdea43c 100644 --- a/regamedll/dlls/hostage/states/hostage_follow.cpp +++ b/regamedll/dlls/hostage/states/hostage_follow.cpp @@ -65,7 +65,7 @@ void HostageFollowState::OnUpdate(CHostageImprov *improv) return; } - float_precision range = (m_leader->pev->origin - improv->GetCentroid()).Length(); + real_t range = (m_leader->pev->origin - improv->GetCentroid()).Length(); const float maxPathLength = 3000.0f; const float giveUpRange = 1000.0f; diff --git a/regamedll/dlls/items.cpp b/regamedll/dlls/items.cpp index 22335ea1..82e21837 100644 --- a/regamedll/dlls/items.cpp +++ b/regamedll/dlls/items.cpp @@ -122,7 +122,7 @@ void CItem::ItemTouch(CBaseEntity *pOther) if (MyTouch(pPlayer)) { SUB_UseTargets(pOther, USE_TOGGLE, 0); - SetTouch(NULL); + SetTouch(nullptr); g_pGameRules->PlayerGotItem(pPlayer, this); if (g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_YES) @@ -138,7 +138,7 @@ void CItem::ItemTouch(CBaseEntity *pOther) CBaseEntity *CItem::Respawn() { - SetTouch(NULL); + SetTouch(nullptr); pev->effects |= EF_NODRAW; diff --git a/regamedll/dlls/lights.cpp b/regamedll/dlls/lights.cpp index 3fb29ba6..41a2ac54 100644 --- a/regamedll/dlls/lights.cpp +++ b/regamedll/dlls/lights.cpp @@ -144,26 +144,16 @@ void CEnvLight::KeyValue(KeyValueData *pkvd) void CEnvLight::Spawn() { -#ifdef HOOK_GAMEDLL -// NOTE: fix negative the values for function sprintf from STD C++: -// expected - sv_skyvec_y "0.000000" -// with using sprintf from STD C++, got - sv_skyvec_y "-0.000000" -// If we not doing it then the test will be failed! -#define SPRINTF_OLD_STD_FIX + 0 -#else -#define SPRINTF_OLD_STD_FIX -#endif - char szVector[64]; UTIL_MakeAimVectors(pev->angles); - Q_sprintf(szVector, "%f", gpGlobals->v_forward.x SPRINTF_OLD_STD_FIX); + Q_sprintf(szVector, "%f", gpGlobals->v_forward.x); CVAR_SET_STRING("sv_skyvec_x", szVector); - Q_sprintf(szVector, "%f", gpGlobals->v_forward.y SPRINTF_OLD_STD_FIX); + Q_sprintf(szVector, "%f", gpGlobals->v_forward.y); CVAR_SET_STRING("sv_skyvec_y", szVector); - Q_sprintf(szVector, "%f", gpGlobals->v_forward.z SPRINTF_OLD_STD_FIX); + Q_sprintf(szVector, "%f", gpGlobals->v_forward.z); CVAR_SET_STRING("sv_skyvec_z", szVector); CLight::Spawn(); diff --git a/regamedll/dlls/multiplay_gamerules.cpp b/regamedll/dlls/multiplay_gamerules.cpp index 22dc3c63..67b29d6b 100644 --- a/regamedll/dlls/multiplay_gamerules.cpp +++ b/regamedll/dlls/multiplay_gamerules.cpp @@ -470,7 +470,11 @@ CHalfLifeMultiplay::CHalfLifeMultiplay() m_iCareerMatchWins = 0; m_iRoundWinDifference = int(CVAR_GET_FLOAT("mp_windifference")); - CCareerTaskManager::Create(); + + if (IsCareer()) + { + CCareerTaskManager::Create(); + } if (m_iRoundWinDifference < 1) { @@ -620,15 +624,15 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GiveC4)() { for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player || FNullEnt(player->edict())) + if (!pPlayer || FNullEnt(pPlayer->edict())) continue; - if (player->pev->deadflag != DEAD_NO || player->m_iTeam != TERRORIST) + if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST) continue; - if (!player->IsBot()) + if (!pPlayer->IsBot()) humansPresent++; } @@ -645,25 +649,25 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GiveC4)() } // Give the C4 to the specified T player.. - CBaseEntity *pPlayer = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + CBaseEntity *pEntity = nullptr; + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - if (!pPlayer->IsPlayer()) + if (!pEntity->IsPlayer()) continue; - if (pPlayer->pev->flags == FL_DORMANT) + if (pEntity->IsDormant()) continue; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); - if (player->pev->deadflag != DEAD_NO || player->m_iTeam != TERRORIST || (giveToHumans && player->IsBot())) + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST || (giveToHumans && pPlayer->IsBot())) continue; if (++iTemp == m_iC4Guy) { - if (player->MakeBomber()) + if (pPlayer->MakeBomber()) { #ifdef REGAMEDLL_FIXES // we already have bomber @@ -677,25 +681,25 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(GiveC4)() if (!IsThereABomber()) { m_iC4Guy = 0; - pPlayer = nullptr; + pEntity = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - if (!pPlayer->IsPlayer()) + if (!pEntity->IsPlayer()) continue; - if (pPlayer->pev->flags == FL_DORMANT) + if (pEntity->IsDormant()) continue; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (player->pev->deadflag != DEAD_NO || player->m_iTeam != TERRORIST) + if (pPlayer->pev->deadflag != DEAD_NO || pPlayer->m_iTeam != TERRORIST) continue; - player->MakeBomber(); + pPlayer->MakeBomber(); return; } } @@ -862,44 +866,28 @@ void CHalfLifeMultiplay::InitializePlayerCounts(int &NumAliveTerrorist, int &Num // initialize count dead/alive players // Count how many dead players there are on each team. - CBaseEntity *pPlayer = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + CBaseEntity *pEntity = nullptr; + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) - { + if (FNullEnt(pEntity->edict())) break; - } - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); - - if (pPlayer->pev->flags == FL_DORMANT) - { + if (pEntity->IsDormant()) continue; - } - // TODO: check it out, for what here used player->IsBot() ? - // maybe body this conditions is located under the wrapper #ifdef 0 - // if (player->IsBot()) - // { - // #ifdef 0 - // .... - // #endif - // } - - switch (player->m_iTeam) + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + switch (pPlayer->m_iTeam) { case CT: { m_iNumCT++; - if (player->m_iMenu != Menu_ChooseAppearance) + if (pPlayer->m_iMenu != Menu_ChooseAppearance) { m_iNumSpawnableCT++; - //player->IsBot(); } - //player->IsBot(); - if (player->pev->deadflag != DEAD_NO) + if (pPlayer->pev->deadflag != DEAD_NO) NumDeadCT++; else NumAliveCT++; @@ -910,20 +898,18 @@ void CHalfLifeMultiplay::InitializePlayerCounts(int &NumAliveTerrorist, int &Num { m_iNumTerrorist++; - if (player->m_iMenu != Menu_ChooseAppearance) + if (pPlayer->m_iMenu != Menu_ChooseAppearance) { m_iNumSpawnableTerrorist++; - //player->IsBot(); } - //player->IsBot(); - if (player->pev->deadflag != DEAD_NO) + if (pPlayer->pev->deadflag != DEAD_NO) NumDeadTerrorist++; else NumAliveTerrorist++; // Check to see if this guy escaped. - if (player->m_bEscaped) + if (pPlayer->m_bEscaped) m_iHaveEscaped++; break; @@ -1006,8 +992,8 @@ bool EXT_FUNC CHalfLifeMultiplay::NeededPlayersCheck() { if (IsCareer()) { - CBasePlayer *player = UTIL_PlayerByIndex(gpGlobals->maxClients); - if (!player || !player->IsBot()) + CBasePlayer *pPlayer = UTIL_PlayerByIndex(gpGlobals->maxClients); + if (!pPlayer || !pPlayer->IsBot()) { return true; } @@ -1180,7 +1166,7 @@ bool EXT_FUNC CHalfLifeMultiplay::PrisonRoundEndCheck(int NumAliveTerrorist, int // checks to scenario Escaped Terrorist's if (m_bMapHasEscapeZone) { - m_flEscapeRatio = float_precision(m_iHaveEscaped) / float_precision(m_iNumEscapers); + m_flEscapeRatio = real_t(m_iHaveEscaped) / real_t(m_iNumEscapers); if (m_flEscapeRatio >= m_flRequiredEscapeRatio) { @@ -1330,7 +1316,7 @@ bool CHalfLifeMultiplay::TeamExterminationCheck(int NumAliveTerrorist, int NumAl CGrenade *pBomb = nullptr; bool nowin = false; - while ((pBomb = (CGrenade *)UTIL_FindEntityByClassname(pBomb, "grenade"))) + while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade"))) { if (pBomb->m_bIsC4 && !pBomb->m_bJustBlew) { @@ -1368,7 +1354,7 @@ bool CHalfLifeMultiplay::Hostage_Rescue(float tmDelay) if (!m_bNeededPlayers) { - ++m_iNumCTWins; + m_iNumCTWins++; // Update the clients team score UpdateTeamScores(); } @@ -1401,27 +1387,27 @@ bool CHalfLifeMultiplay::Hostage_Rescue(float tmDelay) bool CHalfLifeMultiplay::HostageRescueRoundEndCheck() { // Check to see if 50% of the hostages have been rescued. - CBaseEntity *hostage = nullptr; - int iHostages = 0; + CBaseEntity *pHostage = nullptr; + int hostagesCount = 0; // Assume that all hostages are either rescued or dead.. bool bHostageAlive = false; - while ((hostage = UTIL_FindEntityByClassname(hostage, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { - iHostages++; + hostagesCount++; // We've found a live hostage. don't end the round - if (hostage->IsAlive()) + if (pHostage->IsAlive()) { bHostageAlive = true; } } // There are no hostages alive.. check to see if the CTs have rescued atleast 50% of them. - if (!bHostageAlive && iHostages > 0) + if (!bHostageAlive && hostagesCount > 0) { - if (m_iHostagesRescued >= (iHostages * 0.5f)) + if (m_iHostagesRescued >= (hostagesCount * 0.5f)) { return OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_ALL_HOSTAGES_RESCUED, GetRoundRestartDelay()); } @@ -1432,18 +1418,18 @@ bool CHalfLifeMultiplay::HostageRescueRoundEndCheck() void CHalfLifeMultiplay::SwapAllPlayers() { - CBaseEntity *pPlayer = nullptr; + CBaseEntity *pEntity = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - if (pPlayer->pev->flags == FL_DORMANT) + if (pEntity->IsDormant()) continue; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); - player->SwitchTeam(); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + pPlayer->SwitchTeam(); } // Swap Team victories @@ -1520,23 +1506,23 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(BalanceTeams)() iHighestUserID = 0; toSwap = nullptr; - CBaseEntity *pPlayer = nullptr; + CBaseEntity *pEntity = nullptr; // search for player with highest UserID = most recently joined to switch over - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - if (pPlayer->pev->flags == FL_DORMANT) + if (pEntity->IsDormant()) continue; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (player->m_iTeam == iTeamToSwap && GETPLAYERUSERID(player->edict()) > iHighestUserID && m_pVIP != player) + if (pPlayer->m_iTeam == iTeamToSwap && GETPLAYERUSERID(pPlayer->edict()) > iHighestUserID && m_pVIP != pPlayer) { - iHighestUserID = GETPLAYERUSERID(player->edict()); - toSwap = player; + iHighestUserID = GETPLAYERUSERID(pPlayer->edict()); + toSwap = pPlayer; } } @@ -1600,7 +1586,7 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)() if (!m_bCompleteReset) #endif { - ++m_iTotalRoundsPlayed; + m_iTotalRoundsPlayed++; } ClearBodyQue(); @@ -1659,10 +1645,12 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)() if ((m_iNumCT - m_iNumTerrorist) >= 2 || (m_iNumTerrorist - m_iNumCT) >= 2) { - ++m_iUnBalancedRounds; + m_iUnBalancedRounds++; } else + { m_iUnBalancedRounds = 0; + } // Warn the players of an impending auto-balance next round... if (shouldBalancedOnNextRound() && m_iUnBalancedRounds == 1) @@ -1720,10 +1708,11 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)() // Reset the player stats for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *plr = UTIL_PlayerByIndex(i); - - if (plr && !FNullEnt(plr->pev)) - plr->Reset(); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); + if (pPlayer && !FNullEnt(pPlayer->pev)) + { + pPlayer->Reset(); + } } if (TheBots) @@ -1885,68 +1874,68 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)() #endif // tell bots that the round is restarting - CBaseEntity *pPlayer = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + CBaseEntity *pEntity = nullptr; + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - if (pPlayer->pev->flags == FL_DORMANT) + if (pEntity->pev->flags == FL_DORMANT) continue; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - player->m_iNumSpawns = 0; - player->m_bTeamChanged = false; + pPlayer->m_iNumSpawns = 0; + pPlayer->m_bTeamChanged = false; #ifndef REGAMEDLL_FIXES // NOTE: unreachable code - if (!player->IsPlayer()) + if (!pPlayer->IsPlayer()) { - player->SyncRoundTimer(); + pPlayer->SyncRoundTimer(); } #endif - if (player->m_iTeam == CT) + if (pPlayer->m_iTeam == CT) { - if (!player->m_bReceivesNoMoneyNextRound) + if (!pPlayer->m_bReceivesNoMoneyNextRound) { - player->AddAccount(m_iAccountCT, RT_ROUND_BONUS); + pPlayer->AddAccount(m_iAccountCT, RT_ROUND_BONUS); } } - else if (player->m_iTeam == TERRORIST) + else if (pPlayer->m_iTeam == TERRORIST) { // Add another potential escaper to the mix! m_iNumEscapers++; - if (!player->m_bReceivesNoMoneyNextRound) + if (!pPlayer->m_bReceivesNoMoneyNextRound) { - player->AddAccount(m_iAccountTerrorist, RT_ROUND_BONUS); + pPlayer->AddAccount(m_iAccountTerrorist, RT_ROUND_BONUS); } // If it's a prison scenario then remove the Ts guns if (m_bMapHasEscapeZone) { // this will cause them to be reset with default weapons, armor, and items - player->m_bNotKilled = false; + pPlayer->m_bNotKilled = false; } } - if (player->m_iTeam != UNASSIGNED && player->m_iTeam != SPECTATOR) + if (pPlayer->m_iTeam != UNASSIGNED && pPlayer->m_iTeam != SPECTATOR) { #ifdef REGAMEDLL_FIXES // remove the c4 if the player is carrying it - if (player->m_bHasC4) { - player->RemoveBomb(); + if (pPlayer->m_bHasC4) { + pPlayer->RemoveBomb(); } #else // drop the c4 if the player is carrying it - if (player->m_bHasC4) { - player->DropPlayerItem("weapon_c4"); + if (pPlayer->m_bHasC4) { + pPlayer->DropPlayerItem("weapon_c4"); } #endif - player->RoundRespawn(); + pPlayer->RoundRespawn(); } // Gooseman : The following code fixes the HUD icon bug @@ -1986,8 +1975,7 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)() BOOL CHalfLifeMultiplay::IsThereABomber() { CBasePlayer *pPlayer = nullptr; - - while ((pPlayer = (CBasePlayer *)UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) { if (FNullEnt(pPlayer->edict())) break; @@ -2066,7 +2054,7 @@ BOOL CHalfLifeMultiplay::TeamStacked(int newTeam_id, int curTeam_id) void CHalfLifeMultiplay::StackVIPQueue() { - for (int i = MAX_VIP_QUEUES - 2; i > 0; --i) + for (int i = MAX_VIP_QUEUES - 2; i > 0; i--) { if (m_pVIPQueue[i - 1]) { @@ -2211,66 +2199,62 @@ void CHalfLifeMultiplay::PickNextVIP() int iCount = 1; - CBaseEntity *pPlayer = nullptr; - CBasePlayer *player = nullptr; + CBaseEntity *pEntity = nullptr; CBasePlayer *pLastPlayer = nullptr; - pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"); - - while (pPlayer && !FNullEnt(pPlayer->edict())) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (!(pPlayer->pev->flags & FL_DORMANT)) + if (!FNullEnt(pEntity->edict())) + break; + + if (pEntity->IsDormant()) + continue; + + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + if (pPlayer->m_iTeam == CT && iCount == m_iLastPick) { - player = GetClassPtr((CBasePlayer *)pPlayer->pev); + if (pPlayer == m_pVIP && pLastPlayer) + pPlayer = pLastPlayer; - if (player->m_iTeam == CT && iCount == m_iLastPick) + // Remove the current VIP from his VIP status and make him a regular CT. + if (m_pVIP) { - if (player == m_pVIP && pLastPlayer) - player = pLastPlayer; - - // Remove the current VIP from his VIP status and make him a regular CT. - if (m_pVIP) - { - ResetCurrentVIP(); - } - - player->MakeVIP(); - m_iConsecutiveVIP = 0; - - return; + ResetCurrentVIP(); } - else if (player->m_iTeam == CT) - iCount++; - if (player->m_iTeam != SPECTATOR) - pLastPlayer = player; + pPlayer->MakeVIP(); + m_iConsecutiveVIP = 0; + + break; } - pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"); + if (pPlayer->m_iTeam == CT) + iCount++; + + if (pPlayer->m_iTeam != SPECTATOR) + pLastPlayer = pPlayer; } } // There is no VIP and there is no one waiting to be the VIP.. therefore just pick the first CT player we can find. else if (m_pVIP == nullptr) { - CBaseEntity *pPlayer = nullptr; - CBasePlayer *player = nullptr; + CBaseEntity *pEntity = nullptr; - pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"); - while (pPlayer && !FNullEnt(pPlayer->edict())) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (pPlayer->pev->flags != FL_DORMANT) + if (!FNullEnt(pEntity->edict())) + break; + + if (pEntity->IsDormant()) + continue; + + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + if (pPlayer->m_iTeam == CT) { - player = GetClassPtr((CBasePlayer *)pPlayer->pev); - - if (player->m_iTeam == CT) - { - player->MakeVIP(); - m_iConsecutiveVIP = 0; - return; - } + pPlayer->MakeVIP(); + m_iConsecutiveVIP = 0; + return; } - - pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"); } } } @@ -3041,7 +3025,7 @@ bool CHalfLifeMultiplay::IsBombPlanted() if (m_bMapHasBombTarget) { CGrenade *bomb = nullptr; - while ((bomb = (CGrenade *)UTIL_FindEntityByClassname(bomb, "grenade"))) + while ((bomb = UTIL_FindEntityByClassname(bomb, "grenade"))) { if (bomb->m_bIsC4) { @@ -3053,22 +3037,21 @@ bool CHalfLifeMultiplay::IsBombPlanted() return false; } -// living players on the given team need to be marked as not receiving any money -// next round. +// Living players on the given team need to be marked as not receiving any money next round. void CHalfLifeMultiplay::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam) { for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player || FNullEnt(player->pev)) + if (!pPlayer || FNullEnt(pPlayer->pev)) continue; - if (player->m_iTeam == iTeam) + if (pPlayer->m_iTeam == iTeam) { - if (player->pev->health > 0 && player->pev->deadflag == DEAD_NO) + if (pPlayer->pev->health > 0 && pPlayer->pev->deadflag == DEAD_NO) { - player->m_bReceivesNoMoneyNextRound = true; + pPlayer->m_bReceivesNoMoneyNextRound = true; } } } @@ -3097,14 +3080,14 @@ void CHalfLifeMultiplay::CareerRestart() for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player || FNullEnt(player->pev)) + if (!pPlayer || FNullEnt(pPlayer->pev)) continue; - if (!player->IsBot()) + if (!pPlayer->IsBot()) { - player->ForceClientDllUpdate(); + pPlayer->ForceClientDllUpdate(); } } } @@ -3379,7 +3362,7 @@ void CHalfLifeMultiplay::InitHUD(CBasePlayer *pl) else { CGrenade *bomb = nullptr; - while ((bomb = (CGrenade *)UTIL_FindEntityByClassname(bomb, "grenade"))) + while ((bomb = UTIL_FindEntityByClassname(bomb, "grenade"))) { if (bomb->m_bIsC4) { @@ -3477,22 +3460,22 @@ void CHalfLifeMultiplay::ClientDisconnected(edict_t *pClient) pPlayer->m_pObserver->SUB_Remove(); } - CBasePlayer *pClient = nullptr; - while ((pClient = UTIL_FindEntityByClassname(pClient, "player"))) + CBasePlayer *pObserver = nullptr; + while ((pObserver = UTIL_FindEntityByClassname(pObserver, "player"))) { - if (FNullEnt(pClient->edict())) + if (FNullEnt(pObserver->edict())) break; - if (!pClient->pev || pClient == pPlayer) + if (!pObserver->pev || pObserver == pPlayer) continue; // If a spectator was chasing this player, move him/her onto the next player - if (pClient->m_hObserverTarget == pPlayer) + if (pObserver->m_hObserverTarget == pPlayer) { - int iMode = pClient->pev->iuser1; + int iMode = pObserver->pev->iuser1; - pClient->pev->iuser1 = OBS_NONE; - pClient->Observer_SetMode(iMode); + pObserver->pev->iuser1 = OBS_NONE; + pObserver->Observer_SetMode(iMode); } } } @@ -4170,10 +4153,7 @@ int CHalfLifeMultiplay::PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pT return GR_NOTTEAMMATE; } - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); - CBasePlayer *target = GetClassPtr((CBasePlayer *)pTarget->pev); - - if (player->m_iTeam != target->m_iTeam) + if (pPlayer->m_iTeam != static_cast(pTarget)->m_iTeam) { return GR_NOTTEAMMATE; } @@ -4428,40 +4408,67 @@ void ExtractCommandString(char *s, char *szCommand) char value[512]; // use two buffers so compares // work without stomping on each other - char *o; + char *c; + int nCount; - if (*s == '\\') - s++; - - while (true) + while (*s) { - o = pkey; + if (*s == '\\') + { + // skip the slash + s++; + } + + // Copy a key + c = pkey; + nCount = 0; + while (*s != '\\') { if (!*s) { - return; + // allow value to be ended with NULL + break; } - *o++ = *s++; + if (nCount >= sizeof(pkey)) + { + s++; + // skip oversized key chars till the slash or EOL + continue; + } + + *c++ = *s++; + nCount++; } - *o = '\0'; - s++; + *c = '\0'; + s++; // skip the slash - o = value; + // Copy a value + c = value; + nCount = 0; - while (*s != '\\' && *s) + while (*s != '\\') { if (!*s) { - return; + // allow value to be ended with NULL + break; } - *o++ = *s++; + if (nCount >= sizeof(value)) + { + s++; + // skip oversized value chars till the slash or EOL + continue; + } + + *c++ = *s++; + nCount++; } - *o = '\0'; + *c = '\0'; Q_strcat(szCommand, pkey); if (Q_strlen(value) > 0) @@ -4471,29 +4478,28 @@ void ExtractCommandString(char *s, char *szCommand) } Q_strcat(szCommand, "\n"); - if (!*s) + /*if (!*s) { return; } - s++; + s++;*/ } } void CHalfLifeMultiplay::ResetAllMapVotes() { - CBaseEntity *pTempEntity = nullptr; + CBaseEntity *pEntity = nullptr; - while ((pTempEntity = UTIL_FindEntityByClassname(pTempEntity, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pTempEntity->edict())) + if (FNullEnt(pEntity->edict())) break; - CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pTempEntity->pev); - - if (pTempPlayer->m_iTeam != UNASSIGNED) + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); + if (pPlayer->m_iTeam != UNASSIGNED) { - pTempPlayer->m_iMapVote = 0; + pPlayer->m_iMapVote = 0; } } @@ -4517,14 +4523,14 @@ int GetMapCount() if (!item) break; - ++nCount; + nCount++; item = item->next; } while (item != mapcycle.next_item); return nCount; } -void CHalfLifeMultiplay::DisplayMaps(CBasePlayer *player, int iVote) +void CHalfLifeMultiplay::DisplayMaps(CBasePlayer *pPlayer, int iVote) { static mapcycle_t mapcycle2; char *mapcfile = (char *)CVAR_GET_STRING("mapcyclefile"); @@ -4541,16 +4547,18 @@ void CHalfLifeMultiplay::DisplayMaps(CBasePlayer *player, int iVote) if (item->next == mapcycle2.next_item) done = 1; - ++iCount; + iCount++; - if (player) + if (pPlayer) { if (m_iMapVotes[iCount] == 1) { - ClientPrint(player->pev, HUD_PRINTCONSOLE, "#Vote", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(1)); + ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Vote", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(1)); } else - ClientPrint(player->pev, HUD_PRINTCONSOLE, "#Votes", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(m_iMapVotes[iCount])); + { + ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Votes", UTIL_dtos1(iCount), item->mapname, UTIL_dtos2(m_iMapVotes[iCount])); + } } if (iCount == iVote) @@ -4581,24 +4589,24 @@ void CHalfLifeMultiplay::DisplayMaps(CBasePlayer *player, int iVote) ResetAllMapVotes(); } -void CHalfLifeMultiplay::ProcessMapVote(CBasePlayer *player, int iVote) +void CHalfLifeMultiplay::ProcessMapVote(CBasePlayer *pPlayer, int iVote) { - CBaseEntity *pTempEntity = nullptr; + CBaseEntity *pEntity = nullptr; int iValidVotes = 0, iNumPlayers = 0; - while ((pTempEntity = UTIL_FindEntityByClassname(pTempEntity, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pTempEntity->edict())) + if (FNullEnt(pEntity->edict())) break; - CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pTempEntity->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (pTempPlayer->m_iTeam != UNASSIGNED) + if (pPlayer->m_iTeam != UNASSIGNED) { - ++iNumPlayers; + iNumPlayers++; - if (pTempPlayer->m_iMapVote == iVote) - ++iValidVotes; + if (pPlayer->m_iMapVote == iVote) + iValidVotes++; } } @@ -4624,11 +4632,13 @@ void CHalfLifeMultiplay::ProcessMapVote(CBasePlayer *player, int iVote) if (iValidVotes < iRequiredVotes) { - DisplayMaps(player, 0); - ClientPrint(player->pev, HUD_PRINTCONSOLE, "#Game_required_votes", UTIL_dtos1(iRequiredVotes)); + DisplayMaps(pPlayer, 0); + ClientPrint(pPlayer->pev, HUD_PRINTCONSOLE, "#Game_required_votes", UTIL_dtos1(iRequiredVotes)); } else + { DisplayMaps(nullptr, iVote); + } } LINK_HOOK_CLASS_VOID_CUSTOM_CHAIN2(CHalfLifeMultiplay, CSGameRules, ChangeLevel); diff --git a/regamedll/dlls/pathcorner.cpp b/regamedll/dlls/pathcorner.cpp index 1bab256f..262835c2 100644 --- a/regamedll/dlls/pathcorner.cpp +++ b/regamedll/dlls/pathcorner.cpp @@ -201,7 +201,7 @@ CPathTrack *CPathTrack::LookAhead(Vector *origin, float dist, int move) while (dist > 0) { Vector dir = pcurrent->pev->origin - currentPos; - float_precision length = dir.Length(); + real_t length = dir.Length(); if (!length) { @@ -260,7 +260,7 @@ CPathTrack *CPathTrack::LookAhead(Vector *origin, float dist, int move) } Vector dir = pcurrent->GetNext()->pev->origin - currentPos; - float_precision length = dir.Length(); + real_t length = dir.Length(); if (!length && !ValidPath(pcurrent->GetNext()->GetNext(), move)) { diff --git a/regamedll/dlls/plats.cpp b/regamedll/dlls/plats.cpp index 1c6f2d6a..6d2c7f56 100644 --- a/regamedll/dlls/plats.cpp +++ b/regamedll/dlls/plats.cpp @@ -356,7 +356,7 @@ void CFuncPlat::PlatUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE } else { - SetUse(NULL); + SetUse(nullptr); if (m_toggle_state == TS_AT_TOP) { @@ -829,7 +829,7 @@ void CFuncTrain::Restart() #ifdef REGAMEDLL_FIXES - SetThink(NULL); + SetThink(nullptr); pev->velocity = g_vecZero; // restore of first target @@ -958,7 +958,7 @@ void CFuncTrackTrain::Blocked(CBaseEntity *pOther) // Blocker is on-ground on the train if ((pevOther->flags & FL_ONGROUND) && VARS(pevOther->groundentity) == pev) { - float_precision deltaSpeed = Q_fabs(float_precision(pev->speed)); + real_t deltaSpeed = Q_fabs(real_t(pev->speed)); if (deltaSpeed > 50) { @@ -1004,12 +1004,12 @@ void CFuncTrackTrain::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYP pev->velocity = g_vecZero; pev->avelocity = g_vecZero; StopSound(); - SetThink(NULL); + SetThink(nullptr); } } else { - float_precision delta = (int(pev->speed * 4.0f) / int(m_speed)) * 0.25 + 0.25 * value; + real_t delta = (int(pev->speed * 4.0f) / int(m_speed)) * 0.25 + 0.25 * value; if (delta > 1) delta = 1; @@ -1115,8 +1115,8 @@ void CFuncTrackTrain::Next() pev->velocity = (nextPos - pev->origin) * 10; #else // TODO: fix test demo - pev->velocity.x = (float_precision(nextPos.x - pev->origin.x) * 10.0f); - pev->velocity.y = (float_precision(nextPos.y - pev->origin.y) * 10.0f); + pev->velocity.x = (real_t(nextPos.x - pev->origin.x) * 10.0f); + pev->velocity.y = (real_t(nextPos.y - pev->origin.y) * 10.0f); pev->velocity.z = ((nextPos.z - pev->origin.z) * 10.0f); #endif @@ -1140,7 +1140,7 @@ void CFuncTrackTrain::Next() // TODO: All of this crap has to be done to make the angles not wrap around, revisit this. UTIL_FixupAngles(angles); #else - float_precision fixAngleY = angles.y + 180.0f; + real_t fixAngleY = angles.y + 180.0f; angles.x = UTIL_FixupAngle(angles.x); angles.y = UTIL_FixupAngle(fixAngleY); // TODO: fix test demo @@ -1388,7 +1388,7 @@ void CFuncTrackTrain::NearestPath() { CPathTrack *pTrack = nullptr; CPathTrack *pNearest = nullptr; - float_precision dist; + real_t dist; float closest = 1024.0f; while ((pTrack = UTIL_FindEntityInSphere(pTrack, pev->origin, 1024.0f))) @@ -1409,7 +1409,7 @@ void CFuncTrackTrain::NearestPath() if (!pNearest) { ALERT(at_console, "Can't find a nearby track !!!\n"); - SetThink(NULL); + SetThink(nullptr); return; } @@ -1732,7 +1732,7 @@ TRAIN_CODE CFuncTrackChange::EvaluateTrain(CPathTrack *pcurrent) return TRAIN_BLOCKING; Vector dist = pev->origin - m_train->pev->origin; - float_precision length = dist.Length2D(); + real_t length = dist.Length2D(); // Empirically determined close distance if (length < m_train->m_length) @@ -1750,7 +1750,7 @@ TRAIN_CODE CFuncTrackChange::EvaluateTrain(CPathTrack *pcurrent) void CFuncTrackChange::UpdateTrain(Vector &dest) { - float_precision time = (pev->nextthink - pev->ltime); + real_t time = (pev->nextthink - pev->ltime); m_train->pev->velocity = pev->velocity; m_train->pev->avelocity = pev->avelocity; @@ -1904,7 +1904,7 @@ void CFuncTrackChange::HitBottom() //UpdateTrain(); m_train->SetTrack(m_trackBottom); } - SetThink(NULL); + SetThink(nullptr); pev->nextthink = -1; UpdateAutoTargets(m_toggle_state); @@ -1922,7 +1922,7 @@ void CFuncTrackChange::HitTop() } // Don't let the plat go back down - SetThink(NULL); + SetThink(nullptr); pev->nextthink = -1; UpdateAutoTargets(m_toggle_state); @@ -2076,7 +2076,7 @@ void CGunTarget::Start() void CGunTarget::Next() { - SetThink(NULL); + SetThink(nullptr); m_hTargetEnt = GetNextTarget(); CBaseEntity *pTarget = m_hTargetEnt; diff --git a/regamedll/dlls/player.cpp b/regamedll/dlls/player.cpp index ddcd9553..de896ff2 100644 --- a/regamedll/dlls/player.cpp +++ b/regamedll/dlls/player.cpp @@ -318,7 +318,6 @@ CBasePlayer *CBasePlayer::GetNextRadioRecipient(CBasePlayer *pStartPlayer) else if (pPlayer) { int iSpecMode = IsObserver(); - if (iSpecMode != OBS_CHASE_LOCKED && iSpecMode != OBS_CHASE_FREE && iSpecMode != OBS_IN_EYE) continue; @@ -386,9 +385,7 @@ void EXT_FUNC CBasePlayer::__API_HOOK(Radio)(const char *msg_id, const char *msg if (!FNullEnt(pPlayer->m_hObserverTarget)) continue; - CBasePlayer *pTarget = static_cast(CBaseEntity::Instance(pPlayer->m_hObserverTarget->pev)); - - if (pTarget && pTarget->m_iTeam == m_iTeam) + if (m_hObserverTarget && m_hObserverTarget->m_iTeam == m_iTeam) { bSend = true; } @@ -440,9 +437,9 @@ void EXT_FUNC CBasePlayer::__API_HOOK(Radio)(const char *msg_id, const char *msg MESSAGE_BEGIN(MSG_ONE, SVC_TEMPENTITY, nullptr, pEntity->pev); WRITE_BYTE(TE_PLAYERATTACHMENT); WRITE_BYTE(ENTINDEX(edict())); // byte (entity index of player) - WRITE_COORD(35); // coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset) + WRITE_COORD(35); // coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset) WRITE_SHORT(g_sModelIndexRadio); // short (model index) of tempent - WRITE_SHORT(15); // short (life * 10 ) e.g. 40 = 4 seconds + WRITE_SHORT(15); // short (life * 10 ) e.g. 40 = 4 seconds MESSAGE_END(); } } @@ -814,7 +811,6 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva BOOL bTeamAttack = FALSE; int armorHit = 0; CBasePlayer *pAttack = nullptr; - CBaseEntity *pAttacker = nullptr; if (bitsDamageType & (DMG_EXPLOSION | DMG_BLAST | DMG_FALL)) m_LastHitGroup = HITGROUP_GENERIC; @@ -865,8 +861,8 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva if (pev->armorvalue != 0.0f && IsArmored(m_LastHitGroup)) { - float_precision flNew = flRatio * flDamage; - float_precision flArmor = (flDamage - flNew) * flBonus; + real_t flNew = flRatio * flDamage; + real_t flArmor = (flDamage - flNew) * flBonus; // Does this use more armor than we have? if (flArmor > pev->armorvalue) @@ -894,7 +890,9 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva Pain(m_LastHitGroup, true); } else + { Pain(m_LastHitGroup, false); + } m_lastDamageAmount = flDamage; @@ -922,23 +920,12 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva TheBots->OnEvent(EVENT_PLAYER_TOOK_DAMAGE, this, pAttack); } - if (CSGameRules()->IsCareer()) + if (TheCareerTasks) { - for (int i = 1; i <= gpGlobals->maxClients; i++) + CBasePlayer *pPlayerAttacker = CBasePlayer::Instance(pevAttacker); + if (pPlayerAttacker && !pPlayerAttacker->IsBot() && pPlayerAttacker->m_iTeam != m_iTeam) { - CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - - if (!pPlayer) - continue; - - bool killedByHumanPlayer = (!pPlayer->IsBot() && pPlayer->pev == pevAttacker && pPlayer->m_iTeam != m_iTeam); - if (killedByHumanPlayer) - { - if (TheCareerTasks) - { - TheCareerTasks->HandleEnemyInjury(GetWeaponName(pevInflictor, pevAttacker), pPlayer->HasShield(), pPlayer); - } - } + TheCareerTasks->HandleEnemyInjury(GetWeaponName(pevInflictor, pevAttacker), pPlayerAttacker->HasShield(), pPlayerAttacker); } } } @@ -981,7 +968,7 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva return bTookDamage; } - pAttacker = CBaseEntity::Instance(pevAttacker); + CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker); if (!g_pGameRules->FPlayerCanTakeDamage(this, pAttacker) && !FClassnameIs(pevInflictor, "grenade")) { @@ -1028,17 +1015,17 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva bTeamAttack = TRUE; if (gpGlobals->time > pAttack->m_flLastAttackedTeammate + 0.6f) { - CBaseEntity *pBasePlayer = nullptr; - while ((pBasePlayer = UTIL_FindEntityByClassname(pBasePlayer, "player"))) + CBaseEntity *pEntity = nullptr; + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pBasePlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - CBasePlayer *basePlayer = GetClassPtr((CBasePlayer *)pBasePlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (basePlayer->m_iTeam == m_iTeam) + if (pPlayer->m_iTeam == m_iTeam) { - ClientPrint(basePlayer->pev, HUD_PRINTTALK, "#Game_teammate_attack", STRING(pAttack->pev->netname)); + ClientPrint(pPlayer->pev, HUD_PRINTTALK, "#Game_teammate_attack", STRING(pAttack->pev->netname)); } } @@ -1113,6 +1100,7 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva m_flVelocityModifier = 0.65f; } + SetAnimation(PLAYER_LARGE_FLINCH); } } @@ -1124,8 +1112,8 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva // armor doesn't protect against fall or drown damage! if (pev->armorvalue != 0.0f && !(bitsDamageType & (DMG_DROWN | DMG_FALL)) && IsArmored(m_LastHitGroup)) { - float_precision flNew = flRatio * flDamage; - float_precision flArmor = (flDamage - flNew) * flBonus; + real_t flNew = flRatio * flDamage; + real_t flArmor = (flDamage - flNew) * flBonus; // Does this use more armor than we have? if (flArmor > pev->armorvalue) @@ -1155,7 +1143,9 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva Pain(m_LastHitGroup, true); } else + { Pain(m_LastHitGroup, false); + } LogAttack(pAttack, this, bTeamAttack, flDamage, armorHit, pev->health - flDamage, pev->armorvalue, GetWeaponName(pevInflictor, pevAttacker)); @@ -1170,23 +1160,12 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva TheBots->OnEvent(EVENT_PLAYER_TOOK_DAMAGE, this, pAttack); } - if (CSGameRules()->IsCareer()) + if (TheCareerTasks) { - for (int i = 1; i <= gpGlobals->maxClients; i++) + CBasePlayer *pPlayerAttacker = CBasePlayer::Instance(pevAttacker); + if (pPlayerAttacker && !pPlayerAttacker->IsBot() && pPlayerAttacker->m_iTeam != m_iTeam) { - CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - - if (!pPlayer) - continue; - - bool killedByHumanPlayer = (!pPlayer->IsBot() && pPlayer->pev == pevAttacker && pPlayer->m_iTeam != m_iTeam); - if (killedByHumanPlayer) - { - if (TheCareerTasks) - { - TheCareerTasks->HandleEnemyInjury(GetWeaponName(pevInflictor, pevAttacker), pPlayer->HasShield(), pPlayer); - } - } + TheCareerTasks->HandleEnemyInjury(GetWeaponName(pevInflictor, pevAttacker), pPlayerAttacker->HasShield(), pPlayerAttacker); } } } @@ -1598,19 +1577,19 @@ void CBasePlayer::SetProgressBarTime(int time) WRITE_SHORT(time); MESSAGE_END(); - CBaseEntity *pPlayer = nullptr; - int myIndex = entindex(); + int playerIndex = entindex(); + CBaseEntity *pEntity = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (player->IsObserver() == OBS_IN_EYE && player->pev->iuser2 == myIndex) + if (pPlayer->IsObserver() == OBS_IN_EYE && pPlayer->pev->iuser2 == playerIndex) { - MESSAGE_BEGIN(MSG_ONE, gmsgBarTime, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBarTime, nullptr, pPlayer->pev); WRITE_SHORT(time); MESSAGE_END(); } @@ -1638,19 +1617,19 @@ void CBasePlayer::SetProgressBarTime2(int time, float timeElapsed) WRITE_SHORT(iTimeElapsed); MESSAGE_END(); - CBaseEntity *pPlayer = nullptr; - int myIndex = entindex(); + int playerIndex = entindex(); + CBaseEntity *pEntity = nullptr; - while ((pPlayer = UTIL_FindEntityByClassname(pPlayer, "player"))) + while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player"))) { - if (FNullEnt(pPlayer->edict())) + if (FNullEnt(pEntity->edict())) break; - CBasePlayer *player = GetClassPtr((CBasePlayer *)pPlayer->pev); + CBasePlayer *pPlayer = GetClassPtr((CBasePlayer *)pEntity->pev); - if (player->IsObserver() == OBS_IN_EYE && player->pev->iuser2 == myIndex) + if (pPlayer->IsObserver() == OBS_IN_EYE && pPlayer->pev->iuser2 == playerIndex) { - MESSAGE_BEGIN(MSG_ONE, gmsgBarTime2, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBarTime2, nullptr, pPlayer->pev); WRITE_SHORT(time); WRITE_SHORT(iTimeElapsed); MESSAGE_END(); @@ -1658,9 +1637,9 @@ void CBasePlayer::SetProgressBarTime2(int time, float timeElapsed) } } -void BuyZoneIcon_Set(CBasePlayer *player) +void BuyZoneIcon_Set(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_SHOW); WRITE_STRING("buyzone"); WRITE_BYTE(0); @@ -1669,45 +1648,46 @@ void BuyZoneIcon_Set(CBasePlayer *player) MESSAGE_END(); } -void BuyZoneIcon_Clear(CBasePlayer *player) +void BuyZoneIcon_Clear(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_HIDE); WRITE_STRING("buyzone"); MESSAGE_END(); - if (player->m_iMenu >= Menu_Buy) + if (pPlayer->m_iMenu >= Menu_Buy) { - if (player->m_iMenu <= Menu_BuyItem) + if (pPlayer->m_iMenu <= Menu_BuyItem) { - CLIENT_COMMAND(ENT(player->pev), "slot10\n"); + CLIENT_COMMAND(ENT(pPlayer->pev), "slot10\n"); } - else if (player->m_iMenu == Menu_ClientBuy) + else if (pPlayer->m_iMenu == Menu_ClientBuy) { - MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, pPlayer->pev); MESSAGE_END(); } } } -void BombTargetFlash_Set(CBasePlayer *player) +void BombTargetFlash_Set(CBasePlayer *pPlayer) { - if (player->m_bHasC4 && !(player->m_flDisplayHistory & DHF_IN_TARGET_ZONE)) + if (pPlayer->m_bHasC4 && !(pPlayer->m_flDisplayHistory & DHF_IN_TARGET_ZONE)) { - player->m_flDisplayHistory |= DHF_IN_TARGET_ZONE; - player->HintMessage("#Hint_you_are_in_targetzone"); + pPlayer->m_flDisplayHistory |= DHF_IN_TARGET_ZONE; + pPlayer->HintMessage("#Hint_you_are_in_targetzone"); } - player->SetBombIcon(TRUE); + + pPlayer->SetBombIcon(TRUE); } -void BombTargetFlash_Clear(CBasePlayer *player) +void BombTargetFlash_Clear(CBasePlayer *pPlayer) { - player->SetBombIcon(FALSE); + pPlayer->SetBombIcon(FALSE); } -void RescueZoneIcon_Set(CBasePlayer *player) +void RescueZoneIcon_Set(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_SHOW); WRITE_STRING("rescue"); WRITE_BYTE(0); @@ -1715,37 +1695,37 @@ void RescueZoneIcon_Set(CBasePlayer *player) WRITE_BYTE(0); MESSAGE_END(); - if (player->m_iTeam == CT && !(player->m_flDisplayHistory & DHF_IN_RESCUE_ZONE)) + if (pPlayer->m_iTeam == CT && !(pPlayer->m_flDisplayHistory & DHF_IN_RESCUE_ZONE)) { - player->m_flDisplayHistory |= DHF_IN_RESCUE_ZONE; - player->HintMessage("#Hint_hostage_rescue_zone"); + pPlayer->m_flDisplayHistory |= DHF_IN_RESCUE_ZONE; + pPlayer->HintMessage("#Hint_hostage_rescue_zone"); } } -void RescueZoneIcon_Clear(CBasePlayer *player) +void RescueZoneIcon_Clear(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_HIDE); WRITE_STRING("rescue"); MESSAGE_END(); - if (player->m_iMenu >= Menu_Buy) + if (pPlayer->m_iMenu >= Menu_Buy) { - if (player->m_iMenu <= Menu_BuyItem) + if (pPlayer->m_iMenu <= Menu_BuyItem) { - CLIENT_COMMAND(ENT(player->pev), "slot10\n"); + CLIENT_COMMAND(ENT(pPlayer->pev), "slot10\n"); } - else if (player->m_iMenu == Menu_ClientBuy) + else if (pPlayer->m_iMenu == Menu_ClientBuy) { - MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, pPlayer->pev); MESSAGE_END(); } } } -void EscapeZoneIcon_Set(CBasePlayer *player) +void EscapeZoneIcon_Set(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_SHOW); WRITE_STRING("escape"); WRITE_BYTE(0); @@ -1753,40 +1733,40 @@ void EscapeZoneIcon_Set(CBasePlayer *player) WRITE_BYTE(0); MESSAGE_END(); - if (player->m_iTeam == CT) + if (pPlayer->m_iTeam == CT) { - if (!(player->m_flDisplayHistory & DHF_IN_ESCAPE_ZONE)) + if (!(pPlayer->m_flDisplayHistory & DHF_IN_ESCAPE_ZONE)) { - player->m_flDisplayHistory |= DHF_IN_ESCAPE_ZONE; - player->HintMessage("#Hint_terrorist_escape_zone"); + pPlayer->m_flDisplayHistory |= DHF_IN_ESCAPE_ZONE; + pPlayer->HintMessage("#Hint_terrorist_escape_zone"); } } } -void EscapeZoneIcon_Clear(CBasePlayer *player) +void EscapeZoneIcon_Clear(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_HIDE); WRITE_STRING("escape"); MESSAGE_END(); - if (player->m_iMenu >= Menu_Buy) + if (pPlayer->m_iMenu >= Menu_Buy) { - if (player->m_iMenu <= Menu_BuyItem) + if (pPlayer->m_iMenu <= Menu_BuyItem) { - CLIENT_COMMAND(player->edict(), "slot10\n"); + CLIENT_COMMAND(pPlayer->edict(), "slot10\n"); } - else if (player->m_iMenu == Menu_ClientBuy) + else if (pPlayer->m_iMenu == Menu_ClientBuy) { - MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, pPlayer->pev); MESSAGE_END(); } } } -void VIP_SafetyZoneIcon_Set(CBasePlayer *player) +void VIP_SafetyZoneIcon_Set(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_SHOW); WRITE_STRING("vipsafety"); WRITE_BYTE(0); @@ -1794,37 +1774,37 @@ void VIP_SafetyZoneIcon_Set(CBasePlayer *player) WRITE_BYTE(0); MESSAGE_END(); - if (!(player->m_flDisplayHistory & DHF_IN_VIPSAFETY_ZONE)) + if (!(pPlayer->m_flDisplayHistory & DHF_IN_VIPSAFETY_ZONE)) { - if (player->m_iTeam == CT) + if (pPlayer->m_iTeam == CT) { - player->m_flDisplayHistory |= DHF_IN_VIPSAFETY_ZONE; - player->HintMessage("#Hint_ct_vip_zone", TRUE); + pPlayer->m_flDisplayHistory |= DHF_IN_VIPSAFETY_ZONE; + pPlayer->HintMessage("#Hint_ct_vip_zone", TRUE); } - else if (player->m_iTeam == TERRORIST) + else if (pPlayer->m_iTeam == TERRORIST) { - player->m_flDisplayHistory |= DHF_IN_VIPSAFETY_ZONE; - player->HintMessage("#Hint_terrorist_vip_zone", TRUE); + pPlayer->m_flDisplayHistory |= DHF_IN_VIPSAFETY_ZONE; + pPlayer->HintMessage("#Hint_terrorist_vip_zone", TRUE); } } } -void VIP_SafetyZoneIcon_Clear(CBasePlayer *player) +void VIP_SafetyZoneIcon_Clear(CBasePlayer *pPlayer) { - MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, nullptr, pPlayer->pev); WRITE_BYTE(STATUSICON_HIDE); WRITE_STRING("vipsafety"); MESSAGE_END(); - if (player->m_iMenu >= Menu_Buy) + if (pPlayer->m_iMenu >= Menu_Buy) { - if (player->m_iMenu <= Menu_BuyItem) + if (pPlayer->m_iMenu <= Menu_BuyItem) { - CLIENT_COMMAND(player->edict(), "slot10\n"); + CLIENT_COMMAND(pPlayer->edict(), "slot10\n"); } - else if (player->m_iMenu == Menu_ClientBuy) + else if (pPlayer->m_iMenu == Menu_ClientBuy) { - MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgBuyClose, nullptr, pPlayer->pev); MESSAGE_END(); } } @@ -1832,7 +1812,7 @@ void VIP_SafetyZoneIcon_Clear(CBasePlayer *player) void CBasePlayer::SendFOV(int fov) { - pev->fov = float_precision(fov); + pev->fov = real_t(fov); m_iClientFOV = fov; m_iFOV = fov; @@ -3704,24 +3684,24 @@ void EXT_FUNC CBasePlayer::__API_HOOK(StartObserver)(Vector &vecPosition, Vector MESSAGE_END(); } -bool CanSeeUseable(CBasePlayer *me, CBaseEntity *entity) +bool CanSeeUseable(CBasePlayer *me, CBaseEntity *pEntity) { TraceResult result; Vector eye = me->pev->origin + me->pev->view_ofs; - if (FClassnameIs(entity->pev, "hostage_entity")) + if (FClassnameIs(pEntity->pev, "hostage_entity")) { - Vector chest = entity->pev->origin + Vector(0, 0, HalfHumanHeight); - Vector head = entity->pev->origin + Vector(0, 0, HumanHeight * 0.9); - Vector knees = entity->pev->origin + Vector(0, 0, StepHeight); + Vector chest = pEntity->pev->origin + Vector(0, 0, HalfHumanHeight); + Vector head = pEntity->pev->origin + Vector(0, 0, HumanHeight * 0.9); + Vector knees = pEntity->pev->origin + Vector(0, 0, StepHeight); UTIL_TraceLine(eye, chest, ignore_monsters, ignore_glass, me->edict(), &result); if (result.flFraction < 1.0f) { - UTIL_TraceLine(eye, head, ignore_monsters, ignore_glass, entity->edict(), &result); + UTIL_TraceLine(eye, head, ignore_monsters, ignore_glass, pEntity->edict(), &result); if (result.flFraction < 1.0f) { - UTIL_TraceLine(eye, knees, ignore_monsters, ignore_glass, entity->edict(), &result); + UTIL_TraceLine(eye, knees, ignore_monsters, ignore_glass, pEntity->edict(), &result); if (result.flFraction < 1.0f) { return false; @@ -4184,7 +4164,7 @@ void EXT_FUNC CBasePlayer::__API_HOOK(PreThink)() // Slow down the player based on the velocity modifier if (m_flVelocityModifier < 1.0f) { - float_precision modvel = m_flVelocityModifier + 0.01; + real_t modvel = m_flVelocityModifier + 0.01; m_flVelocityModifier = modvel; pev->velocity = pev->velocity * modvel; @@ -4199,7 +4179,7 @@ void EXT_FUNC CBasePlayer::__API_HOOK(PreThink)() // check every 5 seconds m_flIdleCheckTime = gpGlobals->time + 5.0; - float_precision flLastMove = gpGlobals->time - m_fLastMovement; + real_t flLastMove = gpGlobals->time - m_fLastMovement; //check if this player has been inactive for 2 rounds straight if (flLastMove > CSGameRules()->m_fMaxIdlePeriod) @@ -5455,10 +5435,10 @@ void CBasePlayer::SetScoreboardAttributes(CBasePlayer *destination) for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (player && !FNullEnt(player->edict())) - SetScoreboardAttributes(player); + if (pPlayer && !FNullEnt(pPlayer->edict())) + SetScoreboardAttributes(pPlayer); } } @@ -6157,22 +6137,22 @@ void CBasePlayer::CheatImpulseCommands(int iImpulse) } } -void OLD_CheckBuyZone(CBasePlayer *player) +void OLD_CheckBuyZone(CBasePlayer *pPlayer) { const char *pszSpawnClass = nullptr; #ifdef REGAMEDLL_FIXES - if (!CSGameRules()->CanPlayerBuy(player)) + if (!CSGameRules()->CanPlayerBuy(pPlayer)) { return; } #endif - if (player->m_iTeam == TERRORIST) + if (pPlayer->m_iTeam == TERRORIST) { pszSpawnClass = "info_player_deathmatch"; } - else if (player->m_iTeam == CT) + else if (pPlayer->m_iTeam == CT) { pszSpawnClass = "info_player_start"; } @@ -6182,9 +6162,9 @@ void OLD_CheckBuyZone(CBasePlayer *player) CBaseEntity *pSpot = nullptr; while ((pSpot = UTIL_FindEntityByClassname(pSpot, pszSpawnClass))) { - if ((pSpot->pev->origin - player->pev->origin).Length() < 200.0f) + if ((pSpot->pev->origin - pPlayer->pev->origin).Length() < 200.0f) { - player->m_signals.Signal(SIGNAL_BUY); + pPlayer->m_signals.Signal(SIGNAL_BUY); #ifdef REGAMEDLL_FIXES break; #endif @@ -6193,14 +6173,14 @@ void OLD_CheckBuyZone(CBasePlayer *player) } } -void OLD_CheckBombTarget(CBasePlayer *player) +void OLD_CheckBombTarget(CBasePlayer *pPlayer) { CBaseEntity *pSpot = nullptr; while ((pSpot = UTIL_FindEntityByClassname(pSpot, "info_bomb_target"))) { - if ((pSpot->pev->origin - player->pev->origin).Length() <= 256.0f) + if ((pSpot->pev->origin - pPlayer->pev->origin).Length() <= 256.0f) { - player->m_signals.Signal(SIGNAL_BOMB); + pPlayer->m_signals.Signal(SIGNAL_BOMB); #ifdef REGAMEDLL_FIXES break; #endif @@ -6208,14 +6188,14 @@ void OLD_CheckBombTarget(CBasePlayer *player) } } -void OLD_CheckRescueZone(CBasePlayer *player) +void OLD_CheckRescueZone(CBasePlayer *pPlayer) { CBaseEntity *pSpot = nullptr; while ((pSpot = UTIL_FindEntityByClassname(pSpot, "info_hostage_rescue"))) { - if ((pSpot->pev->origin - player->pev->origin).Length() <= 256.0f) + if ((pSpot->pev->origin - pPlayer->pev->origin).Length() <= 256.0f) { - player->m_signals.Signal(SIGNAL_RESCUE); + pPlayer->m_signals.Signal(SIGNAL_RESCUE); #ifdef REGAMEDLL_FIXES break; #endif @@ -6552,25 +6532,25 @@ void CBasePlayer::SendHostagePos() void CBasePlayer::SendHostageIcons() { - CBaseEntity *pHostage = nullptr; - int numHostages = 0; - char buf[16]; - if (!AreRunningCZero()) return; + int hostagesCount = 0; + CBaseEntity *pHostage = nullptr; + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { if (pHostage->IsAlive()) - numHostages++; + hostagesCount++; } - if (numHostages > MAX_HOSTAGE_ICON) - numHostages = MAX_HOSTAGE_ICON; + if (hostagesCount > MAX_HOSTAGE_ICON) + hostagesCount = MAX_HOSTAGE_ICON; - Q_snprintf(buf, ARRAYSIZE(buf), "hostage%d", numHostages); + char buf[16]; + Q_snprintf(buf, ARRAYSIZE(buf), "hostage%d", hostagesCount); - if (numHostages) + if (hostagesCount) { MESSAGE_BEGIN(MSG_ONE, gmsgScenarioIcon, nullptr, pev); WRITE_BYTE(1); // active @@ -7778,7 +7758,7 @@ void CStripWeapons::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE void CBasePlayer::StudioEstimateGait() { - float_precision dt; + real_t dt; Vector est_velocity; dt = gpGlobals->frametime; @@ -7810,8 +7790,8 @@ void CBasePlayer::StudioEstimateGait() if (!est_velocity.x && !est_velocity.y) { - float_precision flYawDiff = pev->angles.y - m_flGaityaw; - float_precision flYaw = Q_fmod(flYawDiff, 360); + real_t flYawDiff = pev->angles.y - m_flGaityaw; + real_t flYaw = Q_fmod(flYawDiff, 360); flYawDiff = flYawDiff - int64(flYawDiff / 360) * 360; @@ -7839,9 +7819,9 @@ void CBasePlayer::StudioEstimateGait() flYawDiff *= dt; #ifdef REGAMEDLL_FIXES - if (float_precision(Q_abs(flYawDiff)) < 0.1f) + if (real_t(Q_abs(flYawDiff)) < 0.1f) #else - if (float_precision(Q_abs(int64(flYawDiff))) < 0.1f) + if (real_t(Q_abs(int64(flYawDiff))) < 0.1f) #endif flYawDiff = 0; @@ -7851,7 +7831,7 @@ void CBasePlayer::StudioEstimateGait() } else { - m_flGaityaw = (Q_atan2(float_precision(est_velocity.y), float_precision(est_velocity.x)) * 180 / M_PI); + m_flGaityaw = (Q_atan2(real_t(est_velocity.y), real_t(est_velocity.x)) * 180 / M_PI); if (m_flGaityaw > 180) m_flGaityaw = 180; @@ -7901,8 +7881,8 @@ void CBasePlayer::CalculateYawBlend() float dt; float maxyaw = 255.0f; - float_precision flYaw; // view direction relative to movement - float_precision blend_yaw; + real_t flYaw; // view direction relative to movement + real_t blend_yaw; dt = gpGlobals->frametime; @@ -7915,7 +7895,7 @@ void CBasePlayer::CalculateYawBlend() StudioEstimateGait(); // calc side to side turning - flYaw = Q_fmod(float_precision(pev->angles.y - m_flGaityaw), 360); + flYaw = Q_fmod(real_t(pev->angles.y - m_flGaityaw), 360); if (flYaw < -180) flYaw += 360; @@ -7956,7 +7936,7 @@ void CBasePlayer::CalculateYawBlend() void CBasePlayer::StudioProcessGait() { mstudioseqdesc_t *pseqdesc; - float_precision dt = gpGlobals->frametime; + real_t dt = gpGlobals->frametime; if (dt < 0.0) dt = 0; @@ -7994,7 +7974,7 @@ void CBasePlayer::ResetStamina() pev->fuser2 = 0; } -float_precision GetPlayerPitch(const edict_t *pEdict) +real_t GetPlayerPitch(const edict_t *pEdict) { if (!pEdict) return 0.0f; @@ -8008,7 +7988,7 @@ float_precision GetPlayerPitch(const edict_t *pEdict) return pPlayer->m_flPitch; } -float_precision GetPlayerYaw(const edict_t *pEdict) +real_t GetPlayerYaw(const edict_t *pEdict) { if (!pEdict) return 0.0f; @@ -8806,6 +8786,7 @@ void CBasePlayer::ParseAutoBuyString(const char *string, bool &boughtPrimary, bo command[i] = '\0'; break; } + i++; } @@ -9165,21 +9146,21 @@ void CBasePlayer::UpdateLocation(bool forceUpdate) for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!player) + if (!pPlayer) continue; - if (player->m_iTeam == m_iTeam || player->m_iTeam == SPECTATOR) + if (pPlayer->m_iTeam == m_iTeam || pPlayer->m_iTeam == SPECTATOR) { - MESSAGE_BEGIN(MSG_ONE, gmsgLocation, nullptr, player->edict()); + MESSAGE_BEGIN(MSG_ONE, gmsgLocation, nullptr, pPlayer->edict()); WRITE_BYTE(entindex()); WRITE_STRING(m_lastLocation); MESSAGE_END(); } else if (forceUpdate) { - MESSAGE_BEGIN(MSG_ONE, gmsgLocation, nullptr, player->edict()); + MESSAGE_BEGIN(MSG_ONE, gmsgLocation, nullptr, pPlayer->edict()); WRITE_BYTE(entindex()); WRITE_STRING(""); MESSAGE_END(); diff --git a/regamedll/dlls/player.h b/regamedll/dlls/player.h index d2a9fc09..9a29d6b7 100644 --- a/regamedll/dlls/player.h +++ b/regamedll/dlls/player.h @@ -664,7 +664,7 @@ public: int random_seed; unsigned short m_usPlayerBleed; - EHANDLE m_hObserverTarget; + EntityHandle m_hObserverTarget; float m_flNextObserverInput; int m_iObserverWeapon; int m_iObserverC4State; @@ -877,9 +877,11 @@ public: inline bool CBasePlayer::IsReloading() const { - CBasePlayerWeapon *weapon = static_cast(m_pActiveItem); - if (weapon && weapon->m_fInReload) + CBasePlayerWeapon *pCurrentWeapon = static_cast(m_pActiveItem); + if (pCurrentWeapon && pCurrentWeapon->m_fInReload) + { return true; + } return false; } @@ -896,18 +898,18 @@ inline CCSPlayer *CBasePlayer::CSPlayer() const { // Index is 1 based inline CBasePlayer *UTIL_PlayerByIndex(int playerIndex) { - return (CBasePlayer *)GET_PRIVATE(INDEXENT(playerIndex)); + return GET_PRIVATE(INDEXENT(playerIndex)); } #endif inline CBasePlayer *UTIL_PlayerByIndexSafe(int playerIndex) { - CBasePlayer *player = nullptr; + CBasePlayer *pPlayer = nullptr; if (likely(playerIndex > 0 && playerIndex <= gpGlobals->maxClients)) - player = UTIL_PlayerByIndex(playerIndex); + pPlayer = UTIL_PlayerByIndex(playerIndex); - return player; + return pPlayer; } extern int gEvilImpulse101; @@ -918,22 +920,22 @@ extern CBaseEntity *g_pLastTerroristSpawn; extern BOOL gInitHUD; extern cvar_t *sv_aim; -void OLD_CheckBuyZone(CBasePlayer *player); -void OLD_CheckBombTarget(CBasePlayer *player); -void OLD_CheckRescueZone(CBasePlayer *player); +void OLD_CheckBuyZone(CBasePlayer *pPlayer); +void OLD_CheckBombTarget(CBasePlayer *pPlayer); +void OLD_CheckRescueZone(CBasePlayer *pPlayer); -void BuyZoneIcon_Set(CBasePlayer *player); -void BuyZoneIcon_Clear(CBasePlayer *player); -void BombTargetFlash_Set(CBasePlayer *player); -void BombTargetFlash_Clear(CBasePlayer *player); -void RescueZoneIcon_Set(CBasePlayer *player); -void RescueZoneIcon_Clear(CBasePlayer *player); -void EscapeZoneIcon_Set(CBasePlayer *player); -void EscapeZoneIcon_Clear(CBasePlayer *player); -void EscapeZoneIcon_Set(CBasePlayer *player); -void EscapeZoneIcon_Clear(CBasePlayer *player); -void VIP_SafetyZoneIcon_Set(CBasePlayer *player); -void VIP_SafetyZoneIcon_Clear(CBasePlayer *player); +void BuyZoneIcon_Set(CBasePlayer *pPlayer); +void BuyZoneIcon_Clear(CBasePlayer *pPlayer); +void BombTargetFlash_Set(CBasePlayer *pPlayer); +void BombTargetFlash_Clear(CBasePlayer *pPlayer); +void RescueZoneIcon_Set(CBasePlayer *pPlayer); +void RescueZoneIcon_Clear(CBasePlayer *pPlayer); +void EscapeZoneIcon_Set(CBasePlayer *pPlayer); +void EscapeZoneIcon_Clear(CBasePlayer *pPlayer); +void EscapeZoneIcon_Set(CBasePlayer *pPlayer); +void EscapeZoneIcon_Clear(CBasePlayer *pPlayer); +void VIP_SafetyZoneIcon_Set(CBasePlayer *pPlayer); +void VIP_SafetyZoneIcon_Clear(CBasePlayer *pPlayer); void SendItemStatus(CBasePlayer *pPlayer); const char *GetCSModelName(int item_id); @@ -941,12 +943,12 @@ Vector VecVelocityForDamage(float flDamage); int TrainSpeed(int iSpeed, int iMax); const char *GetWeaponName(entvars_t *pevInflictor, entvars_t *pKiller); void LogAttack(CBasePlayer *pAttacker, CBasePlayer *pVictim, int teamAttack, int healthHit, int armorHit, int newHealth, int newArmor, const char *killer_weapon_name); -bool CanSeeUseable(CBasePlayer *me, CBaseEntity *entity); +bool CanSeeUseable(CBasePlayer *me, CBaseEntity *pEntity); void FixPlayerCrouchStuck(edict_t *pPlayer); BOOL IsSpawnPointValid(CBaseEntity *pPlayer, CBaseEntity *pSpot); CBaseEntity *FindEntityForward(CBaseEntity *pMe); -float_precision GetPlayerPitch(const edict_t *pEdict); -float_precision GetPlayerYaw(const edict_t *pEdict); +real_t GetPlayerPitch(const edict_t *pEdict); +real_t GetPlayerYaw(const edict_t *pEdict); int GetPlayerGaitsequence(const edict_t *pEdict); const char *GetBuyStringForWeaponClass(int weaponClass); bool IsPrimaryWeaponClass(int classId); diff --git a/regamedll/dlls/sound.cpp b/regamedll/dlls/sound.cpp index 7a921aef..1d535965 100644 --- a/regamedll/dlls/sound.cpp +++ b/regamedll/dlls/sound.cpp @@ -872,7 +872,7 @@ BOOL FEnvSoundInRange(entvars_t *pev, entvars_t *pevTarget, float *pflRange) Vector vecSpot1 = pev->origin + pev->view_ofs; Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs; Vector vecRange; - float_precision flRange; + real_t flRange; TraceResult tr; UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr); @@ -1017,11 +1017,11 @@ void USENTENCEG_InitLRU(unsigned char *plru, int count) if (count > MAX_SENTENCE_LRU) count = MAX_SENTENCE_LRU; - for (i = 0; i < count; ++i) + for (i = 0; i < count; i++) plru[i] = (unsigned char)i; // randomize array - for (i = 0; i < (count * 4); ++i) + for (i = 0; i < (count * 4); i++) { j = RANDOM_LONG(0, count - 1); k = RANDOM_LONG(0, count - 1); @@ -1103,7 +1103,7 @@ int USENTENCEG_Pick(int isentenceg, char *szfound) while (!ffound) { - for (i = 0; i < count; ++i) + for (i = 0; i < count; i++) { if (plru[i] != 0xFF) { @@ -1594,7 +1594,7 @@ char TEXTURETYPE_Find(char *name) { // CONSIDER: pre-sort texture names and perform faster binary search here - for (int i = 0; i < gcTextures; ++i) + for (int i = 0; i < gcTextures; i++) { if (!Q_strnicmp(name, &(grgszTextureName[i][0]), MAX_TEXTURENAME_LENGHT - 1)) return (grgchTextureType[i]); diff --git a/regamedll/dlls/soundent.cpp b/regamedll/dlls/soundent.cpp index cff3a745..1ec6a381 100644 --- a/regamedll/dlls/soundent.cpp +++ b/regamedll/dlls/soundent.cpp @@ -200,7 +200,7 @@ void CSoundEnt::Initialize() m_iActiveSound = SOUNDLIST_EMPTY; // clear all sounds, and link them into the free sound list. - for (i = 0; i < MAX_WORLD_SOUNDS; ++i) + for (i = 0; i < MAX_WORLD_SOUNDS; i++) { m_SoundPool[i].Clear(); m_SoundPool[i].m_iNext = i + 1; @@ -210,7 +210,7 @@ void CSoundEnt::Initialize() m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY; // now reserve enough sounds for each client - for (i = 0; i < gpGlobals->maxClients; ++i) + for (i = 0; i < gpGlobals->maxClients; i++) { iSound = pSoundEnt->IAllocSound(); diff --git a/regamedll/dlls/subs.cpp b/regamedll/dlls/subs.cpp index f5d06eef..2c0fe90e 100644 --- a/regamedll/dlls/subs.cpp +++ b/regamedll/dlls/subs.cpp @@ -325,7 +325,7 @@ void CBaseToggle::LinearMove(Vector vecDest, float flSpeed) Vector vecDestDelta = vecDest - pev->origin; // divide vector length by speed to get time to reach dest - float_precision flTravelTime = vecDestDelta.Length() / flSpeed; + real_t flTravelTime = vecDestDelta.Length() / flSpeed; // set nextthink to trigger a call to LinearMoveDone when dest is reached pev->nextthink = pev->ltime + flTravelTime; @@ -377,7 +377,7 @@ void CBaseToggle::AngularMove(Vector vecDestAngle, float flSpeed) Vector vecDestDelta = vecDestAngle - pev->angles; // divide by speed to get time to reach dest - float_precision flTravelTime = vecDestDelta.Length() / flSpeed; + real_t flTravelTime = vecDestDelta.Length() / flSpeed; // set nextthink to trigger a call to AngularMoveDone when dest is reached pev->nextthink = pev->ltime + flTravelTime; diff --git a/regamedll/dlls/training_gamerules.cpp b/regamedll/dlls/training_gamerules.cpp index fbd2cf15..58df7163 100644 --- a/regamedll/dlls/training_gamerules.cpp +++ b/regamedll/dlls/training_gamerules.cpp @@ -108,7 +108,7 @@ void CHalfLifeTraining::PlayerThink(CBasePlayer *pPlayer) } CGrenade *pBomb = nullptr; - while ((pBomb = (CGrenade *)UTIL_FindEntityByClassname(pBomb, "grenade"))) + while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade"))) { if (pBomb->m_pentCurBombTarget) pBomb->m_bStartDefuse = true; @@ -231,7 +231,7 @@ void CHalfLifeTraining::CheckWinConditions() { CGrenade *pBomb = nullptr; - while ((pBomb = (CGrenade *)UTIL_FindEntityByClassname(pBomb, "grenade"))) + while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade"))) { if (!pBomb->m_bIsC4 || !pBomb->m_bJustBlew) continue; @@ -246,7 +246,7 @@ void CHalfLifeTraining::CheckWinConditions() { CGrenade *pBomb = nullptr; - while ((pBomb = (CGrenade *)UTIL_FindEntityByClassname(pBomb, "grenade"))) + while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade"))) { if (!pBomb->m_bIsC4 || !pBomb->m_bJustBlew) continue; diff --git a/regamedll/dlls/triggers.cpp b/regamedll/dlls/triggers.cpp index 6c9360a5..af577476 100644 --- a/regamedll/dlls/triggers.cpp +++ b/regamedll/dlls/triggers.cpp @@ -216,7 +216,7 @@ void CMultiManager::Spawn() while (bSwapped) { bSwapped = false; - for (int i = 1; i < m_cTargets; ++i) + for (int i = 1; i < m_cTargets; i++) { if (m_flTargetDelay[i] < m_flTargetDelay[i - 1]) { @@ -239,7 +239,7 @@ void CMultiManager::Restart() #ifndef REGAMEDLL_FIXES edict_t *pentTarget = nullptr; - for (int i = 0; i < m_cTargets; ++i) + for (int i = 0; i < m_cTargets; i++) { const char *name = STRING(m_iTargetName[i]); @@ -259,7 +259,7 @@ void CMultiManager::Restart() } #endif - SetThink(NULL); + SetThink(nullptr); if (IsClone()) { @@ -273,7 +273,7 @@ void CMultiManager::Restart() BOOL CMultiManager::HasTarget(string_t targetname) { - for (int i = 0; i < m_cTargets; ++i) + for (int i = 0; i < m_cTargets; i++) { if (FStrEq(STRING(targetname), STRING(m_iTargetName[i]))) { @@ -300,7 +300,7 @@ void CMultiManager::ManagerThink() // have we fired all targets? if (m_index >= m_cTargets) { - SetThink(NULL); + SetThink(nullptr); if (IsClone()) { UTIL_Remove(this); @@ -311,7 +311,9 @@ void CMultiManager::ManagerThink() SetUse(&CMultiManager::ManagerUse); } else + { pev->nextthink = m_startTime + m_flTargetDelay[m_index]; + } } CMultiManager *CMultiManager::Clone() @@ -354,7 +356,7 @@ void CMultiManager::ManagerUse(CBaseEntity *pActivator, CBaseEntity *pCaller, US m_startTime = gpGlobals->time; // disable use until all targets have fired - SetUse(NULL); + SetUse(nullptr); SetThink(&CMultiManager::ManagerThink); pev->nextthink = gpGlobals->time; @@ -528,7 +530,7 @@ void CTriggerMonsterJump::Think() // Unlink from trigger list UTIL_SetOrigin(pev, pev->origin); - SetThink(NULL); + SetThink(nullptr); } void CTriggerMonsterJump::Touch(CBaseEntity *pOther) @@ -651,7 +653,7 @@ void CTriggerCDAudio::PlayTrack(edict_t *pEdict) { PlayCDTrack(pEdict, int(pev->health)); - SetTouch(NULL); + SetTouch(nullptr); UTIL_Remove(this); } @@ -723,7 +725,7 @@ void CTriggerHurt::Spawn() } else { - SetUse(NULL); + SetUse(nullptr); } if (m_bitsDamageInflict & DMG_RADIATION) @@ -764,7 +766,7 @@ void CTriggerHurt::RadiationThink() { edict_t *pentPlayer; CBasePlayer *pPlayer = nullptr; - float_precision flRange; + real_t flRange; entvars_t *pevTarget; Vector vecSpot1; Vector vecSpot2; @@ -855,7 +857,7 @@ void CBaseTrigger::HurtTouch(CBaseEntity *pOther) return; } - // HACKHACK -- In multiplayer, players touch this based on packet receipt. + // HACKHACK: In multiplayer, players touch this based on packet receipt. // So the players who send packets later aren't always hurt. Keep track of // how much time has passed and whether or not you've touched that player if (g_pGameRules->IsMultiplayer()) @@ -901,7 +903,7 @@ void CBaseTrigger::HurtTouch(CBaseEntity *pOther) } else { - // Original code -- single player + // Original code: single player #ifdef REGAMEDLL_FIXES if (pev->dmgtime > gpGlobals->time && gpGlobals->time >= pev->pain_finished) #else @@ -1073,12 +1075,12 @@ void CBaseTrigger::ActivateMultiTrigger(CBaseEntity *pActivator) { // we can't just remove (self) here, because this is a touch function // called while C code is looping through area links... - SetTouch(NULL); + SetTouch(nullptr); pev->nextthink = gpGlobals->time + 0.1f; #ifdef REGAMEDLL_FIXES if (!(pev->spawnflags & SF_TRIGGER_NORESET) && m_flWait == -2) - SetThink(NULL); + SetThink(nullptr); else #endif SetThink(&CBaseTrigger::SUB_Remove); @@ -1088,7 +1090,7 @@ void CBaseTrigger::ActivateMultiTrigger(CBaseEntity *pActivator) // the wait time has passed, so set back up for another activation void CBaseTrigger::MultiWaitOver() { - SetThink(NULL); + SetThink(nullptr); } void CBaseTrigger::CounterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) @@ -1394,7 +1396,7 @@ int CChangeLevel::AddTransitionToList(LEVELLIST *pLevelList, int listCount, cons return 0; } - for (i = 0; i < listCount; ++i) + for (i = 0; i < listCount; i++) { if (pLevelList[i].pentLandmark == pentLandmark && Q_strcmp(pLevelList[i].mapName, pMapName) == 0) { @@ -1808,16 +1810,16 @@ void CBuyZone::BuyTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - CBasePlayer *p = static_cast(pOther); + CBasePlayer *pPlayer = static_cast(pOther); - if (pev->team == UNASSIGNED || pev->team == p->m_iTeam) + if (pev->team == UNASSIGNED || pev->team == pPlayer->m_iTeam) { #ifdef REGAMEDLL_FIXES - if (!CSGameRules()->CanPlayerBuy(p)) + if (!CSGameRules()->CanPlayerBuy(pPlayer)) return; #endif - p->m_signals.Signal(SIGNAL_BUY); + pPlayer->m_signals.Signal(SIGNAL_BUY); } } @@ -1836,12 +1838,12 @@ void CBombTarget::BombTargetTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - CBasePlayer *p = static_cast(pOther); + CBasePlayer *pPlayer = static_cast(pOther); - if (p->m_bHasC4) + if (pPlayer->m_bHasC4) { - p->m_signals.Signal(SIGNAL_BOMB); - p->m_pentCurBombTarget = ENT(pev); + pPlayer->m_signals.Signal(SIGNAL_BOMB); + pPlayer->m_pentCurBombTarget = ENT(pev); } } @@ -1884,26 +1886,27 @@ void CEscapeZone::EscapeTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - CBasePlayer *p = static_cast(pOther); + CBasePlayer *pEscapee = static_cast(pOther); - switch (p->m_iTeam) + switch (pEscapee->m_iTeam) { case TERRORIST: - if (!p->m_bEscaped) + if (!pEscapee->m_bEscaped) { - p->m_bEscaped = true; + pEscapee->m_bEscaped = true; CSGameRules()->CheckWinConditions(); - UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Terrorist_Escaped\"\n", STRING(p->pev->netname), GETPLAYERUSERID(p->edict()), GETPLAYERAUTHID(p->edict())); + UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Terrorist_Escaped\"\n", + STRING(pEscapee->pev->netname), GETPLAYERUSERID(pEscapee->edict()), GETPLAYERAUTHID(pEscapee->edict())); - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!pPlayer || FNullEnt(pPlayer->pev)) continue; - if (pPlayer->m_iTeam == p->m_iTeam) + if (pPlayer->m_iTeam == pEscapee->m_iTeam) { ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Terrorist_Escaped"); } @@ -1911,7 +1914,7 @@ void CEscapeZone::EscapeTouch(CBaseEntity *pOther) } break; case CT: - p->m_signals.Signal(SIGNAL_ESCAPE); + pEscapee->m_signals.Signal(SIGNAL_ESCAPE); break; } } @@ -1929,18 +1932,18 @@ void CVIP_SafetyZone::VIP_SafetyTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - CBasePlayer *p = static_cast(pOther); - p->m_signals.Signal(SIGNAL_VIPSAFETY); + CBasePlayer *pEscapee = static_cast(pOther); + pEscapee->m_signals.Signal(SIGNAL_VIPSAFETY); - if (p->m_bIsVIP) + if (pEscapee->m_bIsVIP) { UTIL_LogPrintf("\"%s<%i><%s>\" triggered \"Escaped_As_VIP\"\n", - STRING(p->pev->netname), GETPLAYERUSERID(p->edict()), GETPLAYERAUTHID(p->edict())); + STRING(pEscapee->pev->netname), GETPLAYERUSERID(pEscapee->edict()), GETPLAYERAUTHID(pEscapee->edict())); - p->m_bEscaped = true; + pEscapee->m_bEscaped = true; - p->Disappear(); - p->AddAccount(REWARD_VIP_HAVE_SELF_RESCUED, RT_VIP_RESCUED_MYSELF); + pEscapee->Disappear(); + pEscapee->AddAccount(REWARD_VIP_HAVE_SELF_RESCUED, RT_VIP_RESCUED_MYSELF); } } @@ -1967,7 +1970,7 @@ void CTriggerSave::SaveTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - SetTouch(NULL); + SetTouch(nullptr); UTIL_Remove(this); SERVER_COMMAND("autosave\n"); } @@ -1980,7 +1983,7 @@ void CTriggerEndSection::EndSectionUse(CBaseEntity *pActivator, CBaseEntity *pCa if (pActivator && !pActivator->IsNetClient()) return; - SetUse(NULL); + SetUse(nullptr); if (!FStringNull(pev->message)) { END_SECTION(STRING(pev->message)); @@ -2013,7 +2016,7 @@ void CTriggerEndSection::EndSectionTouch(CBaseEntity *pOther) if (!pOther->IsNetClient()) return; - SetTouch(NULL); + SetTouch(nullptr); if (!FStringNull(pev->message)) { END_SECTION(STRING(pev->message)); @@ -2295,8 +2298,8 @@ void CTriggerCamera::FollowTarget() if (pev->angles.y < 0) pev->angles.y += 360; - float_precision dx = vecGoal.x - pev->angles.x; - float_precision dy = vecGoal.y - pev->angles.y; + real_t dx = vecGoal.x - pev->angles.x; + real_t dy = vecGoal.y - pev->angles.y; if (dx < -180) dx += 360; @@ -2379,7 +2382,7 @@ void CTriggerCamera::Move() pev->speed = UTIL_Approach(m_targetSpeed, pev->speed, m_acceleration * gpGlobals->frametime); } - float_precision fraction = 2 * gpGlobals->frametime; + real_t fraction = 2 * gpGlobals->frametime; pev->velocity = ((pev->movedir * pev->speed) * fraction) + (pev->velocity * (1 - fraction)); } diff --git a/regamedll/dlls/tutor_base_states.h b/regamedll/dlls/tutor_base_states.h index 9a52f69b..88ec9ce2 100644 --- a/regamedll/dlls/tutor_base_states.h +++ b/regamedll/dlls/tutor_base_states.h @@ -59,7 +59,7 @@ public: CBaseTutorState(); virtual ~CBaseTutorState(); - virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; + virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) = 0; virtual const char *GetStateString() = 0; public: @@ -76,7 +76,7 @@ public: CBaseTutorStateSystem(); virtual ~CBaseTutorStateSystem(); - virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; + virtual bool UpdateState(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) = 0; virtual const char *GetCurrentStateString() = 0; virtual CBaseTutorState *ConstructNewState(TutorStateType stateType) = 0; diff --git a/regamedll/dlls/tutor_base_tutor.cpp b/regamedll/dlls/tutor_base_tutor.cpp index 79ac04b6..46fc318d 100644 --- a/regamedll/dlls/tutor_base_tutor.cpp +++ b/regamedll/dlls/tutor_base_tutor.cpp @@ -135,10 +135,10 @@ CBaseTutor::~CBaseTutor() } } -void CBaseTutor::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CBaseTutor::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { - CallEventHandler(event, entity, other); - CheckForStateTransition(event, entity, other); + CallEventHandler(event, pEntity, pOther); + CheckForStateTransition(event, pEntity, pOther); } void CBaseTutor::ShotFired(Vector source, Vector target) @@ -146,9 +146,9 @@ void CBaseTutor::ShotFired(Vector source, Vector target) HandleShotFired(source, target); } -void CBaseTutor::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CBaseTutor::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { - if (m_stateSystem->UpdateState(event, entity, other)) + if (m_stateSystem->UpdateState(event, pEntity, pOther)) { DisplayNewStateDescriptionToPlayer(); } @@ -159,7 +159,7 @@ void CBaseTutor::StartFrame(float time) TutorThink(time); } -void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *player, int id, const char *szMessage, TutorMessageEvent *event) +void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *pPlayer, int id, const char *szMessage, TutorMessageEvent *event) { TutorMessage *definition; int numArgs; @@ -168,7 +168,7 @@ void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *player, int id, const char numArgs = event->GetNumParameters(); definition = GetTutorMessageDefinition(event->GetID()); - MESSAGE_BEGIN(MSG_ONE, gmsgTutorText, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgTutorText, nullptr, pPlayer->pev); WRITE_STRING(szMessage); WRITE_BYTE(numArgs); @@ -182,7 +182,7 @@ void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *player, int id, const char } WRITE_SHORT(id); - WRITE_SHORT(player->IsAlive() == FALSE); + WRITE_SHORT(pPlayer->IsAlive() == FALSE); if (definition) WRITE_SHORT(definition->m_type); @@ -199,13 +199,13 @@ void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *player, int id, const char switch (definition->m_type) { case TUTORMESSAGETYPE_FRIEND_DEATH: - EMIT_SOUND_DYN(ENT(player->pev), CHAN_ITEM, "events/friend_died.wav", VOL_NORM, ATTN_NORM, 0, 120); + EMIT_SOUND_DYN(ENT(pPlayer->pev), CHAN_ITEM, "events/friend_died.wav", VOL_NORM, ATTN_NORM, 0, 120); break; case TUTORMESSAGETYPE_ENEMY_DEATH: - EMIT_SOUND_DYN(ENT(player->pev), CHAN_ITEM, "events/enemy_died.wav", VOL_NORM, ATTN_NORM, 0, 85); + EMIT_SOUND_DYN(ENT(pPlayer->pev), CHAN_ITEM, "events/enemy_died.wav", VOL_NORM, ATTN_NORM, 0, 85); break; default: - EMIT_SOUND_DYN(ENT(player->pev), CHAN_ITEM, "events/tutor_msg.wav", VOL_NORM, ATTN_NORM, 0, 100); + EMIT_SOUND_DYN(ENT(pPlayer->pev), CHAN_ITEM, "events/tutor_msg.wav", VOL_NORM, ATTN_NORM, 0, 100); break; } } @@ -217,9 +217,9 @@ void CBaseTutor::DisplayMessageToPlayer(CBasePlayer *player, int id, const char } } -NOXREF void CBaseTutor::DrawLineToEntity(CBasePlayer *player, int entindex, int id) +NOXREF void CBaseTutor::DrawLineToEntity(CBasePlayer *pPlayer, int entindex, int id) { - MESSAGE_BEGIN(MSG_ONE, gmsgTutorLine, nullptr, player->pev); + MESSAGE_BEGIN(MSG_ONE, gmsgTutorLine, nullptr, pPlayer->pev); WRITE_SHORT(entindex); WRITE_SHORT(id); MESSAGE_END(); @@ -254,25 +254,25 @@ void CBaseTutor::CloseCurrentWindow() } } -void CBaseTutor::CalculatePathForObjective(CBaseEntity *player) +void CBaseTutor::CalculatePathForObjective(CBaseEntity *pPlayer) { ; } -bool CBaseTutor::IsEntityInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player) +bool CBaseTutor::IsEntityInViewOfPlayer(CBaseEntity *pEntity, CBasePlayer *pPlayer) { - if (!entity || !player) + if (!pEntity || !pPlayer) return false; - if (cv_tutor_view_distance.value < (entity->pev->origin - player->pev->origin).Length()) + if (cv_tutor_view_distance.value < (pEntity->pev->origin - pPlayer->pev->origin).Length()) return false; - if (player->FInViewCone(entity)) + if (pPlayer->FInViewCone(pEntity)) { TraceResult result; - Vector eye = player->pev->view_ofs + player->pev->origin; + Vector eye = pPlayer->pev->view_ofs + pPlayer->pev->origin; - UTIL_TraceLine(eye, entity->pev->origin, ignore_monsters, ignore_glass, player->pev->pContainingEntity, &result); + UTIL_TraceLine(eye, pEntity->pev->origin, ignore_monsters, ignore_glass, pPlayer->pev->pContainingEntity, &result); if (result.flFraction == 1.0f) { @@ -283,20 +283,20 @@ bool CBaseTutor::IsEntityInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player return false; } -bool CBaseTutor::IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *player) +bool CBaseTutor::IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *pPlayer) { - if (!origin || !player) + if (!origin || !pPlayer) return false; - if (cv_tutor_look_distance.value < (*origin - player->pev->origin).Length()) + if (cv_tutor_look_distance.value < (*origin - pPlayer->pev->origin).Length()) return false; - if (player->IsLookingAtPosition(origin, cv_tutor_look_angle.value)) + if (pPlayer->IsLookingAtPosition(origin, cv_tutor_look_angle.value)) { TraceResult result; - Vector eye = player->pev->origin + player->pev->view_ofs; + Vector eye = pPlayer->pev->origin + pPlayer->pev->view_ofs; - UTIL_TraceLine(eye, *origin, ignore_monsters, ignore_glass, ENT(player->pev), &result); + UTIL_TraceLine(eye, *origin, ignore_monsters, ignore_glass, ENT(pPlayer->pev), &result); if (result.flFraction == 1.0f) return true; @@ -305,22 +305,22 @@ bool CBaseTutor::IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *player) return false; } -bool CBaseTutor::IsPlayerLookingAtEntity(CBaseEntity *entity, CBasePlayer *player) +bool CBaseTutor::IsPlayerLookingAtEntity(CBaseEntity *pEntity, CBasePlayer *pPlayer) { - if (!entity || !player) + if (!pEntity || !pPlayer) return false; - UTIL_MakeVectors(player->pev->v_angle); + UTIL_MakeVectors(pPlayer->pev->v_angle); - Vector srcVec = player->pev->view_ofs + player->pev->origin; + Vector srcVec = pPlayer->pev->view_ofs + pPlayer->pev->origin; Vector destVec = gpGlobals->v_forward * cv_tutor_look_distance.value + srcVec; TraceResult result; - UTIL_TraceLine(srcVec, destVec, dont_ignore_monsters, ignore_glass, ENT(player->pev), &result); + UTIL_TraceLine(srcVec, destVec, dont_ignore_monsters, ignore_glass, ENT(pPlayer->pev), &result); if (result.pHit) { - if (!FNullEnt(result.pHit) && CBaseEntity::Instance(result.pHit) == entity) + if (!FNullEnt(result.pHit) && CBaseEntity::Instance(result.pHit) == pEntity) { return true; } @@ -329,22 +329,21 @@ bool CBaseTutor::IsPlayerLookingAtEntity(CBaseEntity *entity, CBasePlayer *playe return false; } -bool CBaseTutor::IsBombsiteInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player) +bool CBaseTutor::IsBombsiteInViewOfPlayer(CBaseEntity *pEntity, CBasePlayer *pPlayer) { - if (!entity || !player) + if (!pEntity || !pPlayer) return false; - Vector bombSiteCenter = (entity->pev->absmax + entity->pev->absmin) * 0.5f; - - if (cv_tutor_view_distance.value < (bombSiteCenter - player->pev->origin).Length()) + Vector bombSiteCenter = pEntity->Center(); + if (cv_tutor_view_distance.value < (bombSiteCenter - pPlayer->pev->origin).Length()) return false; - if (player->FInViewCone(entity)) + if (pPlayer->FInViewCone(pEntity)) { TraceResult result; - Vector eye = player->pev->origin + player->pev->view_ofs; + Vector eye = pPlayer->pev->origin + pPlayer->pev->view_ofs; - UTIL_TraceLine(eye, bombSiteCenter, ignore_monsters, ignore_glass, ENT(player->pev), &result); + UTIL_TraceLine(eye, bombSiteCenter, ignore_monsters, ignore_glass, ENT(pPlayer->pev), &result); if (result.flFraction == 1.0f) { @@ -355,12 +354,12 @@ bool CBaseTutor::IsBombsiteInViewOfPlayer(CBaseEntity *entity, CBasePlayer *play return false; } -bool CBaseTutor::IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *entity) +bool CBaseTutor::IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *pEntity) { - if (!bombsite || !entity) + if (!bombsite || !pEntity) return false; - return bombsite->Intersects(entity); + return bombsite->Intersects(pEntity); } bool CBaseTutor::DoMessagesHaveSameID(int id1, int id2) diff --git a/regamedll/dlls/tutor_base_tutor.h b/regamedll/dlls/tutor_base_tutor.h index 58321024..95f1f8c7 100644 --- a/regamedll/dlls/tutor_base_tutor.h +++ b/regamedll/dlls/tutor_base_tutor.h @@ -65,29 +65,29 @@ public: virtual ~CBaseTutor(); virtual void TutorThink(float time) = 0; virtual void PurgeMessages() = 0; - virtual void CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; + virtual void CallEventHandler(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) = 0; virtual void ShowTutorMessage(TutorMessageEvent *event) = 0; - virtual bool IsEntityInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player); - virtual bool IsBombsiteInViewOfPlayer(CBaseEntity *entity, CBasePlayer *player); - virtual bool IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *entity); - virtual bool IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *player); - virtual bool IsPlayerLookingAtEntity(CBaseEntity *entity, CBasePlayer *player); + virtual bool IsEntityInViewOfPlayer(CBaseEntity *pEntity, CBasePlayer *pPlayer); + virtual bool IsBombsiteInViewOfPlayer(CBaseEntity *pEntity, CBasePlayer *pPlayer); + virtual bool IsEntityInBombsite(CBaseEntity *bombsite, CBaseEntity *pEntity); + virtual bool IsPlayerLookingAtPosition(Vector *origin, CBasePlayer *pPlayer); + virtual bool IsPlayerLookingAtEntity(CBaseEntity *pEntity, CBasePlayer *pPlayer); virtual void HandleShotFired(Vector source, Vector target) = 0; virtual struct TutorMessage *GetTutorMessageDefinition(int messageID) = 0; public: void StartFrame(float time); - void OnEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); + void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); void ShotFired(Vector source, Vector target); - void DisplayMessageToPlayer(CBasePlayer *player, int id, const char *szMessage, TutorMessageEvent *event); - void DrawLineToEntity(CBasePlayer *player, int entindex, int id); + void DisplayMessageToPlayer(CBasePlayer *pPlayer, int id, const char *szMessage, TutorMessageEvent *event); + void DrawLineToEntity(CBasePlayer *pPlayer, int entindex, int id); void DisplayNewStateDescriptionToPlayer(); void CloseCurrentWindow(); - void CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); - void CalculatePathForObjective(CBaseEntity *player); + void CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); + void CalculatePathForObjective(CBaseEntity *pPlayer); bool DoMessagesHaveSameID(int id1, int id2); protected: diff --git a/regamedll/dlls/tutor_cs_states.cpp b/regamedll/dlls/tutor_cs_states.cpp index bb81b985..7ed7439d 100644 --- a/regamedll/dlls/tutor_cs_states.cpp +++ b/regamedll/dlls/tutor_cs_states.cpp @@ -14,7 +14,7 @@ CCSTutorStateSystem::~CCSTutorStateSystem() } } -bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { if (!m_currentState) { @@ -23,7 +23,7 @@ bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *entity, if (m_currentState) { - TutorStateType nextStateType = m_currentState->CheckForStateTransition(event, entity, other); + TutorStateType nextStateType = m_currentState->CheckForStateTransition(event, pEntity, pOther); if (nextStateType != TUTORSTATE_UNDEFINED) { delete m_currentState; @@ -67,22 +67,22 @@ CCSTutorUndefinedState::~CCSTutorUndefinedState() ; } -TutorStateType CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { if (event == EVENT_PLAYER_SPAWNED) { - return HandlePlayerSpawned(entity, other); + return HandlePlayerSpawned(pEntity, pOther); } return TUTORSTATE_UNDEFINED; } -TutorStateType CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (pLocalPlayer) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer) { return TUTORSTATE_WAITING_FOR_START; @@ -107,14 +107,14 @@ CCSTutorWaitingForStartState::~CCSTutorWaitingForStartState() ; } -TutorStateType CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { switch (event) { case EVENT_PLAYER_SPAWNED: - return HandlePlayerSpawned(entity, other); + return HandlePlayerSpawned(pEntity, pOther); case EVENT_BUY_TIME_START: - return HandleBuyTimeStart(entity, other); + return HandleBuyTimeStart(pEntity, pOther); } return TUTORSTATE_UNDEFINED; @@ -132,12 +132,12 @@ const char *CCSTutorWaitingForStartState::GetStateString() return m_TutorStateStrings[m_type]; } -TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (pLocalPlayer) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer) { return TUTORSTATE_WAITING_FOR_START; @@ -147,7 +147,7 @@ TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *en return TUTORSTATE_UNDEFINED; } -TutorStateType CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *pEntity, CBaseEntity *pOther) { return TUTORSTATE_BUYTIME; } @@ -162,11 +162,11 @@ CCSTutorBuyMenuState::~CCSTutorBuyMenuState() ; } -TutorStateType CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { if (event == EVENT_ROUND_START) { - return HandleRoundStart(entity, other); + return HandleRoundStart(pEntity, pOther); } return TUTORSTATE_UNDEFINED; @@ -184,7 +184,7 @@ const char *CCSTutorBuyMenuState::GetStateString() return m_TutorStateStrings[m_type]; } -TutorStateType CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other) +TutorStateType CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *pEntity, CBaseEntity *pOther) { return TUTORSTATE_WAITING_FOR_START; } diff --git a/regamedll/dlls/tutor_cs_states.h b/regamedll/dlls/tutor_cs_states.h index 679daaea..c33023b4 100644 --- a/regamedll/dlls/tutor_cs_states.h +++ b/regamedll/dlls/tutor_cs_states.h @@ -34,7 +34,7 @@ public: CCSTutorStateSystem(); virtual ~CCSTutorStateSystem(); - virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + virtual bool UpdateState(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); virtual const char *GetCurrentStateString(); protected: @@ -47,11 +47,11 @@ public: CCSTutorUndefinedState(); virtual ~CCSTutorUndefinedState(); - virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); virtual const char *GetStateString(); protected: - TutorStateType HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other); + TutorStateType HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther); }; class CCSTutorWaitingForStartState: public CBaseTutorState @@ -60,12 +60,12 @@ public: CCSTutorWaitingForStartState(); virtual ~CCSTutorWaitingForStartState(); - virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); virtual const char *GetStateString(); protected: - TutorStateType HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other); - TutorStateType HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other); + TutorStateType HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther); + TutorStateType HandleBuyTimeStart(CBaseEntity *pEntity, CBaseEntity *pOther); }; class CCSTutorBuyMenuState: public CBaseTutorState @@ -74,9 +74,9 @@ public: CCSTutorBuyMenuState(); virtual ~CCSTutorBuyMenuState(); - virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); virtual const char *GetStateString(); protected: - TutorStateType HandleRoundStart(CBaseEntity *entity, CBaseEntity *other); + TutorStateType HandleRoundStart(CBaseEntity *pEntity, CBaseEntity *pOther); }; diff --git a/regamedll/dlls/tutor_cs_tutor.cpp b/regamedll/dlls/tutor_cs_tutor.cpp index c239d3a5..e1a7e1e7 100644 --- a/regamedll/dlls/tutor_cs_tutor.cpp +++ b/regamedll/dlls/tutor_cs_tutor.cpp @@ -752,7 +752,7 @@ NOXREF void CCSTutor::LookupHotKey(TutorMessageID mid, int paramNum, wchar_t *bu #endif } -TutorMessageEvent *CCSTutor::CreateTutorMessageEvent(TutorMessageID mid, CBaseEntity *entity, CBaseEntity *other) +TutorMessageEvent *CCSTutor::CreateTutorMessageEvent(TutorMessageID mid, CBaseEntity *pEntity, CBaseEntity *pOther) { char enemyList[2048]; char teammateList[2048]; @@ -892,9 +892,9 @@ void CCSTutor::AddToEventList(TutorMessageEvent *event) } } -void CCSTutor::CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *pEntity, CBaseEntity *pOther) { - auto event = CreateTutorMessageEvent(mid, entity, other); + auto event = CreateTutorMessageEvent(mid, pEntity, pOther); if (event) { auto message = GetTutorMessageDefinition(mid); @@ -906,7 +906,7 @@ void CCSTutor::CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *entity, m_lastScenarioEvent = nullptr; } - m_lastScenarioEvent = CreateTutorMessageEvent(mid, entity, other); + m_lastScenarioEvent = CreateTutorMessageEvent(mid, pEntity, pOther); } AddToEventList(event); @@ -1093,197 +1093,197 @@ void CCSTutor::ConstructMessageAndDisplay() } } -void CCSTutor::CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::CallEventHandler(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { switch (event) { case EVENT_WEAPON_FIRED: - HandleWeaponFired(entity, other); + HandleWeaponFired(pEntity, pOther); break; case EVENT_WEAPON_FIRED_ON_EMPTY: - HandleWeaponFiredOnEmpty(entity, other); + HandleWeaponFiredOnEmpty(pEntity, pOther); break; case EVENT_WEAPON_RELOADED: - HandleWeaponReloaded(entity, other); + HandleWeaponReloaded(pEntity, pOther); break; case EVENT_BEING_SHOT_AT: - HandleBeingShotAt(entity, other); + HandleBeingShotAt(pEntity, pOther); break; case EVENT_PLAYER_BLINDED_BY_FLASHBANG: - HandlePlayerBlindedByFlashbang(entity, other); + HandlePlayerBlindedByFlashbang(pEntity, pOther); break; case EVENT_PLAYER_DIED: - HandlePlayerDied(entity, other); + HandlePlayerDied(pEntity, pOther); break; case EVENT_PLAYER_TOOK_DAMAGE: - HandlePlayerTookDamage(entity, other); + HandlePlayerTookDamage(pEntity, pOther); break; case EVENT_HOSTAGE_DAMAGED: - HandleHostageDamaged(entity, other); + HandleHostageDamaged(pEntity, pOther); break; case EVENT_HOSTAGE_KILLED: - HandleHostageKilled(entity, other); + HandleHostageKilled(pEntity, pOther); break; case EVENT_BOMB_PLANTED: - HandleBombPlanted(entity, other); + HandleBombPlanted(pEntity, pOther); break; case EVENT_BOMB_DEFUSING: - HandleBombDefusing(entity, other); + HandleBombDefusing(pEntity, pOther); break; case EVENT_BOMB_DEFUSED: - HandleBombDefused(entity, other); + HandleBombDefused(pEntity, pOther); break; case EVENT_BOMB_EXPLODED: - HandleBombExploded(entity, other); + HandleBombExploded(pEntity, pOther); break; case EVENT_HOSTAGE_USED: - HandleHostageUsed(entity, other); + HandleHostageUsed(pEntity, pOther); break; case EVENT_HOSTAGE_RESCUED: - HandleHostageRescued(entity, other); + HandleHostageRescued(pEntity, pOther); break; case EVENT_ALL_HOSTAGES_RESCUED: - HandleAllHostagesRescued(entity, other); + HandleAllHostagesRescued(pEntity, pOther); break; case EVENT_TERRORISTS_WIN: - HandleTWin(entity, other); + HandleTWin(pEntity, pOther); break; case EVENT_CTS_WIN: - HandleCTWin(entity, other); + HandleCTWin(pEntity, pOther); break; case EVENT_ROUND_DRAW: - HandleRoundDraw(entity, other); + HandleRoundDraw(pEntity, pOther); break; case EVENT_ROUND_START: - HandleRoundStart(entity, other); + HandleRoundStart(pEntity, pOther); break; case EVENT_PLAYER_SPAWNED: - HandlePlayerSpawned(entity, other); + HandlePlayerSpawned(pEntity, pOther); break; case EVENT_PLAYER_LEFT_BUY_ZONE: - HandlePlayerLeftBuyZone(entity, other); + HandlePlayerLeftBuyZone(pEntity, pOther); break; case EVENT_DEATH_CAMERA_START: - HandleDeathCameraStart(entity, other); + HandleDeathCameraStart(pEntity, pOther); break; case EVENT_TUTOR_BUY_MENU_OPENNED: - HandleBuyMenuOpenned(entity, other); + HandleBuyMenuOpenned(pEntity, pOther); break; case EVENT_TUTOR_AUTOBUY: - HandleAutoBuy(entity, other); + HandleAutoBuy(pEntity, pOther); break; case EVENT_TUTOR_NOT_BUYING_ANYTHING: - HandleNotBuyingAnything(entity, other); + HandleNotBuyingAnything(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_PRIMARY_WEAPON: - HandleNeedToBuyPrimaryWeapon(entity, other); + HandleNeedToBuyPrimaryWeapon(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_PRIMARY_AMMO: - HandleNeedToBuyPrimaryAmmo(entity, other); + HandleNeedToBuyPrimaryAmmo(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_SECONDARY_AMMO: - HandleNeedToBuySecondaryAmmo(entity, other); + HandleNeedToBuySecondaryAmmo(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_ARMOR: - HandleNeedToBuyArmor(entity, other); + HandleNeedToBuyArmor(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_DEFUSE_KIT: - HandleNeedToBuyDefuseKit(entity, other); + HandleNeedToBuyDefuseKit(pEntity, pOther); break; case EVENT_TUTOR_NEED_TO_BUY_GRENADE: - HandleNeedToBuyGrenade(entity, other); + HandleNeedToBuyGrenade(pEntity, pOther); break; case EVENT_CAREER_TASK_DONE: - HandleCareerTaskDone(entity, other); + HandleCareerTaskDone(pEntity, pOther); break; case EVENT_RADIO_COVER_ME: - HandleRadioCoverMe(entity, other); + HandleRadioCoverMe(pEntity, pOther); break; case EVENT_RADIO_YOU_TAKE_THE_POINT: - HandleRadioYouTakeThePoint(entity, other); + HandleRadioYouTakeThePoint(pEntity, pOther); break; case EVENT_RADIO_HOLD_THIS_POSITION: - HandleRadioHoldThisPosition(entity, other); + HandleRadioHoldThisPosition(pEntity, pOther); break; case EVENT_RADIO_REGROUP_TEAM: - HandleRadioRegroupTeam(entity, other); + HandleRadioRegroupTeam(pEntity, pOther); break; case EVENT_RADIO_FOLLOW_ME: - HandleRadioFollowMe(entity, other); + HandleRadioFollowMe(pEntity, pOther); break; case EVENT_RADIO_TAKING_FIRE: - HandleRadioTakingFire(entity, other); + HandleRadioTakingFire(pEntity, pOther); break; case EVENT_RADIO_GO_GO_GO: - HandleRadioGoGoGo(entity, other); + HandleRadioGoGoGo(pEntity, pOther); break; case EVENT_RADIO_TEAM_FALL_BACK: - HandleRadioTeamFallBack(entity, other); + HandleRadioTeamFallBack(pEntity, pOther); break; case EVENT_RADIO_STICK_TOGETHER_TEAM: - HandleRadioStickTogetherTeam(entity, other); + HandleRadioStickTogetherTeam(pEntity, pOther); break; case EVENT_RADIO_GET_IN_POSITION_AND_WAIT: - HandleRadioGetInPositionAndWait(entity, other); + HandleRadioGetInPositionAndWait(pEntity, pOther); break; case EVENT_RADIO_STORM_THE_FRONT: - HandleRadioStormTheFront(entity, other); + HandleRadioStormTheFront(pEntity, pOther); break; case EVENT_RADIO_REPORT_IN_TEAM: - HandleRadioReportInTeam(entity, other); + HandleRadioReportInTeam(pEntity, pOther); break; case EVENT_RADIO_AFFIRMATIVE: - HandleRadioAffirmative(entity, other); + HandleRadioAffirmative(pEntity, pOther); break; case EVENT_RADIO_ENEMY_SPOTTED: - HandleRadioEnemySpotted(entity, other); + HandleRadioEnemySpotted(pEntity, pOther); break; case EVENT_RADIO_NEED_BACKUP: - HandleRadioNeedBackup(entity, other); + HandleRadioNeedBackup(pEntity, pOther); break; case EVENT_RADIO_SECTOR_CLEAR: - HandleRadioSectorClear(entity, other); + HandleRadioSectorClear(pEntity, pOther); break; case EVENT_RADIO_IN_POSITION: - HandleRadioInPosition(entity, other); + HandleRadioInPosition(pEntity, pOther); break; case EVENT_RADIO_REPORTING_IN: - HandleRadioReportingIn(entity, other); + HandleRadioReportingIn(pEntity, pOther); break; case EVENT_RADIO_GET_OUT_OF_THERE: - HandleRadioGetOutOfThere(entity, other); + HandleRadioGetOutOfThere(pEntity, pOther); break; case EVENT_RADIO_NEGATIVE: - HandleRadioNegative(entity, other); + HandleRadioNegative(pEntity, pOther); break; case EVENT_RADIO_ENEMY_DOWN: - HandleRadioEnemyDown(entity, other); + HandleRadioEnemyDown(pEntity, pOther); break; default: break; } } -void CCSTutor::HandleWeaponFired(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleWeaponFired(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer || !pLocalPlayer->IsAlive()) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer == pLocalPlayer) { CheckForNeedToReload(); } } -void CCSTutor::HandleWeaponFiredOnEmpty(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleWeaponFiredOnEmpty(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer) { CBasePlayerWeapon *pCurrentWeapon = static_cast(pPlayer->m_pActiveItem); @@ -1300,23 +1300,23 @@ void CCSTutor::HandleWeaponFiredOnEmpty(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleWeaponReloaded(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleWeaponReloaded(CBaseEntity *pEntity, CBaseEntity *pOther) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == UTIL_GetLocalPlayer()) { CancelEvent(YOU_SHOULD_RELOAD); } } -void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandlePlayerDied(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pVictim = static_cast(entity); - CBasePlayer *pAttacker = static_cast(other); + CBasePlayer *pVictim = static_cast(pEntity); + CBasePlayer *pAttacker = static_cast(pOther); if (pVictim && !pVictim->IsPlayer()) { @@ -1332,7 +1332,7 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { if (pLocalPlayer->m_bKilledByBomb) { - CreateAndAddEventToList(YOU_DIED, entity, other); + CreateAndAddEventToList(YOU_DIED, pEntity, pOther); } else { @@ -1345,7 +1345,7 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) if (pVictim == pAttacker && pVictim == pLocalPlayer) { - CreateAndAddEventToList(YOU_DIED, entity, other); + CreateAndAddEventToList(YOU_DIED, pEntity, pOther); return; } @@ -1356,7 +1356,7 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { if (pVictim->m_iTeam == pAttacker->m_iTeam) { - CreateAndAddEventToList(YOU_KILLED_A_TEAMMATE, entity, other); + CreateAndAddEventToList(YOU_KILLED_A_TEAMMATE, pEntity, pOther); return; } @@ -1368,9 +1368,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numT) { - case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY_HEADSHOT, entity, other); break; - case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT, entity, other); break; + case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY_HEADSHOT, pEntity, pOther); break; + case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT, pEntity, pOther); break; } break; } @@ -1378,9 +1378,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numCT) { - case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY_HEADSHOT, entity, other); break; - case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT, entity, other); break; + case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY_HEADSHOT, pEntity, pOther); break; + case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(YOU_KILLED_PLAYER_HEADSHOT, pEntity, pOther); break; } break; } @@ -1394,9 +1394,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numT) { - case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY, entity, other); break; - case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(YOU_KILLED_PLAYER, entity, other); break; + case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY, pEntity, pOther); break; + case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(YOU_KILLED_PLAYER, pEntity, pOther); break; } break; } @@ -1404,9 +1404,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numCT) { - case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY, entity, other); break; - case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(YOU_KILLED_PLAYER, entity, other); break; + case 0: CreateAndAddEventToList(YOU_KILLED_LAST_ENEMY, pEntity, pOther); break; + case 1: CreateAndAddEventToList(YOU_KILLED_PLAYER_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(YOU_KILLED_PLAYER, pEntity, pOther); break; } break; } @@ -1415,7 +1415,7 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) } else if (pVictim == pLocalPlayer) { - CreateAndAddEventToList(pVictim->m_bHeadshotKilled ? YOU_DIED_HEADSHOT : YOU_DIED, entity, other); + CreateAndAddEventToList(pVictim->m_bHeadshotKilled ? YOU_DIED_HEADSHOT : YOU_DIED, pEntity, pOther); } else if (pVictim->m_iTeam == pLocalPlayer->m_iTeam) { @@ -1427,26 +1427,26 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { if (numCT == 1) { - CreateAndAddEventToList(LAST_TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(LAST_TEAMMATE_KILLED, pEntity, pOther); } else if (numCT == 2) { - CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, pEntity, pOther); } else { - CreateAndAddEventToList(TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED, pEntity, pOther); } } else { if (numCT == 1) { - CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, pEntity, pOther); } else if (numCT > 1) { - CreateAndAddEventToList(TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED, pEntity, pOther); } } break; @@ -1457,26 +1457,26 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { if (numT == 1) { - CreateAndAddEventToList(LAST_TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(LAST_TEAMMATE_KILLED, pEntity, pOther); } else if (numT == 2) { - CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, pEntity, pOther); } else { - CreateAndAddEventToList(TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED, pEntity, pOther); } } else { if (numT == 1) { - CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED_ONE_LEFT, pEntity, pOther); } else if (numT > 1) { - CreateAndAddEventToList(TEAMMATE_KILLED, entity, other); + CreateAndAddEventToList(TEAMMATE_KILLED, pEntity, pOther); } } break; @@ -1491,9 +1491,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numT) { - case 0: CreateAndAddEventToList(LAST_ENEMY_KILLED, entity, other); break; - case 1: CreateAndAddEventToList(ENEMY_KILLED_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(ENEMY_KILLED, entity, other); break; + case 0: CreateAndAddEventToList(LAST_ENEMY_KILLED, pEntity, pOther); break; + case 1: CreateAndAddEventToList(ENEMY_KILLED_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(ENEMY_KILLED, pEntity, pOther); break; } break; } @@ -1501,9 +1501,9 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) { switch (numCT) { - case 0: CreateAndAddEventToList(LAST_ENEMY_KILLED, entity, other); break; - case 1: CreateAndAddEventToList(ENEMY_KILLED_ONE_LEFT, entity, other); break; - default: CreateAndAddEventToList(ENEMY_KILLED, entity, other); break; + case 0: CreateAndAddEventToList(LAST_ENEMY_KILLED, pEntity, pOther); break; + case 1: CreateAndAddEventToList(ENEMY_KILLED_ONE_LEFT, pEntity, pOther); break; + default: CreateAndAddEventToList(ENEMY_KILLED, pEntity, pOther); break; } break; } @@ -1511,14 +1511,14 @@ void CCSTutor::HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandlePlayerTookDamage(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandlePlayerTookDamage(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pVictim = static_cast(entity); - CBasePlayer *pAttacker = static_cast(other); + CBasePlayer *pVictim = static_cast(pEntity); + CBasePlayer *pAttacker = static_cast(pOther); if (pVictim && !pVictim->IsPlayer()) { @@ -1540,33 +1540,33 @@ void CCSTutor::HandlePlayerTookDamage(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandlePlayerBlindedByFlashbang(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandlePlayerBlindedByFlashbang(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer) { CreateAndAddEventToList(YOU_ARE_BLIND_FROM_FLASHBANG); } } -void CCSTutor::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (!pPlayer || !pPlayer->IsPlayer() || pPlayer != UTIL_GetLocalPlayer()) return; m_haveSpawned = true; m_lastInGameHintShown = INGAME_HINT_BEGIN; - CreateAndAddEventToList(YOU_SPAWNED, entity, other); + CreateAndAddEventToList(YOU_SPAWNED, pEntity, pOther); } -NOXREF void CCSTutor::HandleClientCorpseSpawned(CBaseEntity *entity, CBaseEntity *other) +NOXREF void CCSTutor::HandleClientCorpseSpawned(CBaseEntity *pEntity, CBaseEntity *pOther) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (!pPlayer || !pPlayer->IsPlayer()) return; @@ -1578,7 +1578,7 @@ NOXREF void CCSTutor::HandleClientCorpseSpawned(CBaseEntity *entity, CBaseEntity m_clientCorpseList.push_back(corpse); } -void CCSTutor::HandleBuyMenuOpenned(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBuyMenuOpenned(CBaseEntity *pEntity, CBaseEntity *pOther) { if (m_currentlyShownMessageID == BUY_TIME_BEGIN) { @@ -1587,7 +1587,7 @@ void CCSTutor::HandleBuyMenuOpenned(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleAutoBuy(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleAutoBuy(CBaseEntity *pEntity, CBaseEntity *pOther) { if (m_currentlyShownMessageID == BUY_TIME_BEGIN) { @@ -1595,12 +1595,12 @@ void CCSTutor::HandleAutoBuy(CBaseEntity *entity, CBaseEntity *other) } } -NOXREF void CCSTutor::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other) +NOXREF void CCSTutor::HandleBuyTimeStart(CBaseEntity *pEntity, CBaseEntity *pOther) { ; } -void CCSTutor::HandlePlayerLeftBuyZone(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandlePlayerLeftBuyZone(CBaseEntity *pEntity, CBaseEntity *pOther) { m_messageTypeMask = (TUTORMESSAGETYPE_DEFAULT | TUTORMESSAGETYPE_FRIEND_DEATH | TUTORMESSAGETYPE_ENEMY_DEATH | TUTORMESSAGETYPE_SCENARIO | TUTORMESSAGETYPE_CAREER | TUTORMESSAGETYPE_INGAME_HINT | TUTORMESSAGETYPE_END_GAME); @@ -1615,7 +1615,7 @@ void CCSTutor::HandlePlayerLeftBuyZone(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleBombPlanted(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBombPlanted(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) @@ -1623,21 +1623,21 @@ void CCSTutor::HandleBombPlanted(CBaseEntity *entity, CBaseEntity *other) if (pLocalPlayer->IsAlive() && pLocalPlayer->m_iTeam == CT) { - CreateAndAddEventToList(BOMB_PLANTED_CT, entity, other); + CreateAndAddEventToList(BOMB_PLANTED_CT, pEntity, pOther); } else { - CreateAndAddEventToList(BOMB_PLANTED_T, entity, other); + CreateAndAddEventToList(BOMB_PLANTED_T, pEntity, pOther); } } -void CCSTutor::HandleBombDefused(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBombDefused(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pDefuser = static_cast(entity); + CBasePlayer *pDefuser = static_cast(pEntity); if (pDefuser && pDefuser->IsPlayer() && pDefuser == pLocalPlayer) { CreateAndAddEventToList(YOU_DEFUSED_BOMB); @@ -1652,20 +1652,20 @@ void CCSTutor::HandleBombDefused(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleBombDefusing(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBombDefusing(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer && !pPlayer->m_bHasDefuser) { CreateAndAddEventToList(DEFUSING_WITHOUT_KIT); } } -void CCSTutor::HandleBombExploded(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBombExploded(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) @@ -1679,7 +1679,7 @@ void CCSTutor::HandleBombExploded(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRoundStart(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); @@ -1697,7 +1697,7 @@ void CCSTutor::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other) case TERRORIST: { if (pLocalPlayer->m_bHasC4) - CreateAndAddEventToList(YOU_ARE_BOMB_CARRIER, entity, other); + CreateAndAddEventToList(YOU_ARE_BOMB_CARRIER, pEntity, pOther); else CreateAndAddEventToList(ROUND_START_DE_T); break; @@ -1714,26 +1714,26 @@ void CCSTutor::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleBeingShotAt(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleBeingShotAt(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer && pLocalPlayer->IsAlive()) { - CreateAndAddEventToList(YOU_HAVE_BEEN_SHOT_AT, entity, other); + CreateAndAddEventToList(YOU_HAVE_BEEN_SHOT_AT, pEntity, pOther); } } -void CCSTutor::HandleHostageUsed(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleHostageUsed(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pActivator = static_cast(entity); + CBasePlayer *pActivator = static_cast(pEntity); if (pActivator && pActivator->IsPlayer()) { bool unusedHostages = !CheckForAllHostagesFollowingSomeone(); @@ -1752,13 +1752,13 @@ void CCSTutor::HandleHostageUsed(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleHostageRescued(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleHostageRescued(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pRescuer = static_cast(entity); + CBasePlayer *pRescuer = static_cast(pEntity); if (pRescuer && pRescuer->IsPlayer()) { switch (pLocalPlayer->m_iTeam) @@ -1769,7 +1769,7 @@ void CCSTutor::HandleHostageRescued(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleAllHostagesRescued(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleAllHostagesRescued(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) @@ -1782,20 +1782,20 @@ void CCSTutor::HandleAllHostagesRescued(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleHostageDamaged(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleHostageDamaged(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pAttacker = static_cast(other); - if (entity && pAttacker && pAttacker->IsPlayer() && pLocalPlayer == pAttacker) + CBasePlayer *pAttacker = static_cast(pOther); + if (pEntity && pAttacker && pAttacker->IsPlayer() && pLocalPlayer == pAttacker) { CreateAndAddEventToList(YOU_DAMAGED_HOSTAGE); } } -void CCSTutor::HandleHostageKilled(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleHostageKilled(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) @@ -1803,8 +1803,8 @@ void CCSTutor::HandleHostageKilled(CBaseEntity *entity, CBaseEntity *other) CheckForAllHostagesDead(); - CBasePlayer *pAttacker = static_cast(other); - if (entity && pAttacker && pAttacker->IsPlayer()) + CBasePlayer *pAttacker = static_cast(pOther); + if (pEntity && pAttacker && pAttacker->IsPlayer()) { bool unusedHostages = CheckForAllHostagesFollowingSomeone(); if (pLocalPlayer == pAttacker) @@ -1823,7 +1823,7 @@ void CCSTutor::HandleHostageKilled(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleRoundDraw(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRoundDraw(CBaseEntity *pEntity, CBaseEntity *pOther) { if (CSGameRules()->m_iTotalRoundsPlayed) { @@ -1833,25 +1833,25 @@ void CCSTutor::HandleRoundDraw(CBaseEntity *entity, CBaseEntity *other) ResetPlayerDeathInfo(); } -void CCSTutor::HandleCTWin(CBaseEntity *entith, CBaseEntity *other) +void CCSTutor::HandleCTWin(CBaseEntity *entith, CBaseEntity *pOther) { CreateAndAddEventToList(CT_WIN); ResetPlayerDeathInfo(); } -void CCSTutor::HandleTWin(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleTWin(CBaseEntity *pEntity, CBaseEntity *pOther) { CreateAndAddEventToList(T_WIN); ResetPlayerDeathInfo(); } -void CCSTutor::HandleDeathCameraStart(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleDeathCameraStart(CBaseEntity *pEntity, CBaseEntity *pOther) { CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer(); if (!pLocalPlayer) return; - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer) { m_messageTypeMask = (TUTORMESSAGETYPE_FRIEND_DEATH | TUTORMESSAGETYPE_ENEMY_DEATH | TUTORMESSAGETYPE_HINT | TUTORMESSAGETYPE_END_GAME); @@ -1859,147 +1859,147 @@ void CCSTutor::HandleDeathCameraStart(CBaseEntity *entity, CBaseEntity *other) } } -void CCSTutor::HandleRadioCoverMe(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioCoverMe(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_COVER_ME, entity, other); + CreateAndAddEventToList(RADIO_COVER_ME, pEntity, pOther); } -void CCSTutor::HandleRadioYouTakeThePoint(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioYouTakeThePoint(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_YOU_TAKE_THE_POINT, entity, other); + CreateAndAddEventToList(RADIO_YOU_TAKE_THE_POINT, pEntity, pOther); } -void CCSTutor::HandleRadioHoldThisPosition(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioHoldThisPosition(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_HOLD_THIS_POSITION, entity, other); + CreateAndAddEventToList(RADIO_HOLD_THIS_POSITION, pEntity, pOther); } -void CCSTutor::HandleRadioRegroupTeam(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioRegroupTeam(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_REGROUP_TEAM, entity, other); + CreateAndAddEventToList(RADIO_REGROUP_TEAM, pEntity, pOther); } -void CCSTutor::HandleRadioFollowMe(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioFollowMe(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_FOLLOW_ME, entity, other); + CreateAndAddEventToList(RADIO_FOLLOW_ME, pEntity, pOther); } -void CCSTutor::HandleRadioTakingFire(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioTakingFire(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_TAKING_FIRE, entity, other); + CreateAndAddEventToList(RADIO_TAKING_FIRE, pEntity, pOther); } -void CCSTutor::HandleRadioGoGoGo(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioGoGoGo(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_GO_GO_GO, entity, other); + CreateAndAddEventToList(RADIO_GO_GO_GO, pEntity, pOther); } -void CCSTutor::HandleRadioTeamFallBack(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioTeamFallBack(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_TEAM_FALL_BACK, entity, other); + CreateAndAddEventToList(RADIO_TEAM_FALL_BACK, pEntity, pOther); } -void CCSTutor::HandleRadioStickTogetherTeam(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioStickTogetherTeam(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_STICK_TOGETHER_TEAM, entity, other); + CreateAndAddEventToList(RADIO_STICK_TOGETHER_TEAM, pEntity, pOther); } -void CCSTutor::HandleRadioGetInPositionAndWait(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioGetInPositionAndWait(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_GET_IN_POSITION_AND_WAIT, entity, other); + CreateAndAddEventToList(RADIO_GET_IN_POSITION_AND_WAIT, pEntity, pOther); } -void CCSTutor::HandleRadioStormTheFront(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioStormTheFront(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_STORM_THE_FRONT, entity, other); + CreateAndAddEventToList(RADIO_STORM_THE_FRONT, pEntity, pOther); } -void CCSTutor::HandleRadioReportInTeam(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioReportInTeam(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_REPORT_IN_TEAM, entity, other); + CreateAndAddEventToList(RADIO_REPORT_IN_TEAM, pEntity, pOther); } -void CCSTutor::HandleRadioAffirmative(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioAffirmative(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_AFFIRMATIVE, entity, other); + CreateAndAddEventToList(RADIO_AFFIRMATIVE, pEntity, pOther); } -void CCSTutor::HandleRadioEnemySpotted(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioEnemySpotted(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_ENEMY_SPOTTED, entity, other); + CreateAndAddEventToList(RADIO_ENEMY_SPOTTED, pEntity, pOther); } -void CCSTutor::HandleRadioNeedBackup(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioNeedBackup(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_NEED_BACKUP, entity, other); + CreateAndAddEventToList(RADIO_NEED_BACKUP, pEntity, pOther); } -void CCSTutor::HandleRadioSectorClear(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioSectorClear(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_SECTOR_CLEAR, entity, other); + CreateAndAddEventToList(RADIO_SECTOR_CLEAR, pEntity, pOther); } -void CCSTutor::HandleRadioInPosition(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioInPosition(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_IN_POSITION, entity, other); + CreateAndAddEventToList(RADIO_IN_POSITION, pEntity, pOther); } -void CCSTutor::HandleRadioReportingIn(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioReportingIn(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_REPORTING_IN, entity, other); + CreateAndAddEventToList(RADIO_REPORTING_IN, pEntity, pOther); } -void CCSTutor::HandleRadioGetOutOfThere(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioGetOutOfThere(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_GET_OUT_OF_THERE, entity, other); + CreateAndAddEventToList(RADIO_GET_OUT_OF_THERE, pEntity, pOther); } -void CCSTutor::HandleRadioNegative(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioNegative(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_NEGATIVE, entity, other); + CreateAndAddEventToList(RADIO_NEGATIVE, pEntity, pOther); } -void CCSTutor::HandleRadioEnemyDown(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleRadioEnemyDown(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(RADIO_ENEMY_DOWN, entity, other); + CreateAndAddEventToList(RADIO_ENEMY_DOWN, pEntity, pOther); } -void CCSTutor::HandleNotBuyingAnything(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNotBuyingAnything(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_TIME_BEGIN, entity, other); + CreateAndAddEventToList(BUY_TIME_BEGIN, pEntity, pOther); } -void CCSTutor::HandleNeedToBuyPrimaryWeapon(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuyPrimaryWeapon(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_PRIMARY, entity, other); + CreateAndAddEventToList(BUY_NEED_PRIMARY, pEntity, pOther); } -void CCSTutor::HandleNeedToBuyPrimaryAmmo(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuyPrimaryAmmo(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_PRIMARY_AMMO, entity, other); + CreateAndAddEventToList(BUY_NEED_PRIMARY_AMMO, pEntity, pOther); } -void CCSTutor::HandleNeedToBuySecondaryAmmo(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuySecondaryAmmo(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_SECONDARY_AMMO, entity, other); + CreateAndAddEventToList(BUY_NEED_SECONDARY_AMMO, pEntity, pOther); } -void CCSTutor::HandleNeedToBuyArmor(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuyArmor(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_ARMOR, entity, other); + CreateAndAddEventToList(BUY_NEED_ARMOR, pEntity, pOther); } -void CCSTutor::HandleNeedToBuyDefuseKit(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuyDefuseKit(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_DEFUSE_KIT, entity, other); + CreateAndAddEventToList(BUY_NEED_DEFUSE_KIT, pEntity, pOther); } -void CCSTutor::HandleNeedToBuyGrenade(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleNeedToBuyGrenade(CBaseEntity *pEntity, CBaseEntity *pOther) { - CreateAndAddEventToList(BUY_NEED_GRENADE, entity, other); + CreateAndAddEventToList(BUY_NEED_GRENADE, pEntity, pOther); } -void CCSTutor::HandleCareerTaskDone(CBaseEntity *entity, CBaseEntity *other) +void CCSTutor::HandleCareerTaskDone(CBaseEntity *pEntity, CBaseEntity *pOther) { int numTasksRemaining = 0; @@ -2263,7 +2263,7 @@ TutorMessageID CCSTutor::CheckForInBombZone() bool CCSTutor::IsBombPlantedInBombsite(CBaseEntity *bombTarget) { CGrenade *pBomb = nullptr; - while ((pBomb = (CGrenade *)UTIL_FindEntityByClassname(pBomb, "grenade"))) + while ((pBomb = UTIL_FindEntityByClassname(pBomb, "grenade"))) { if (pBomb->m_bIsC4 && IsEntityInBombsite(pBomb, bombTarget)) { @@ -2376,7 +2376,7 @@ void CCSTutor::CheckForAllHostagesDead() bool foundLiveOne = false; CHostage *pHostage = nullptr; - while ((pHostage = (CHostage *)UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { if (pHostage->IsAlive()) { @@ -2396,7 +2396,7 @@ bool CCSTutor::CheckForAllHostagesFollowingSomeone() bool foundUnusedOne = false; CHostage *pHostage = nullptr; - while ((pHostage = (CHostage *)UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) + while ((pHostage = UTIL_FindEntityByClassname(pHostage, "hostage_entity"))) { if (pHostage->IsAlive()) { diff --git a/regamedll/dlls/tutor_cs_tutor.h b/regamedll/dlls/tutor_cs_tutor.h index 2349a0cc..b0954684 100644 --- a/regamedll/dlls/tutor_cs_tutor.h +++ b/regamedll/dlls/tutor_cs_tutor.h @@ -275,13 +275,13 @@ public: virtual ~CCSTutor(); virtual void TutorThink(float time); virtual void PurgeMessages(); - virtual void CallEventHandler(GameEventType event, CBaseEntity *entity, CBaseEntity *other); + virtual void CallEventHandler(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther); virtual void ShowTutorMessage(TutorMessageEvent *event); virtual void HandleShotFired(Vector source, Vector target); virtual TutorMessage *GetTutorMessageDefinition(int messageID); - void CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); - TutorMessageEvent *CreateTutorMessageEvent(TutorMessageID mid, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); + void CreateAndAddEventToList(TutorMessageID mid, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); + TutorMessageEvent *CreateTutorMessageEvent(TutorMessageID mid, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); void AddToEventList(TutorMessageEvent *event); void DeleteEventFromEventList(TutorMessageEvent *event); void ClearEventList(); @@ -307,62 +307,62 @@ public: bool IsHostageMap(); public: - void HandleWeaponFired(CBaseEntity *entity, CBaseEntity *other); - void HandleWeaponFiredOnEmpty(CBaseEntity *entity, CBaseEntity *other); - void HandleWeaponReloaded(CBaseEntity *entity, CBaseEntity *other); - void HandlePlayerDied(CBaseEntity *entity, CBaseEntity *other); - void HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other); - void HandleClientCorpseSpawned(CBaseEntity *entity, CBaseEntity *other); - void HandlePlayerTookDamage(CBaseEntity *entity, CBaseEntity *other); - void HandlePlayerBlindedByFlashbang(CBaseEntity *entity, CBaseEntity *other); - void HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other); - void HandlePlayerLeftBuyZone(CBaseEntity *entity, CBaseEntity *other); - void HandleBombPlanted(CBaseEntity *entity, CBaseEntity *other); - void HandleRoundStart(CBaseEntity *entity, CBaseEntity *other); - void HandleBombDefused(CBaseEntity *entity, CBaseEntity *other); - void HandleBombExploded(CBaseEntity *entity, CBaseEntity *other); - void HandleHostageUsed(CBaseEntity *entity, CBaseEntity *other); - void HandleHostageRescued(CBaseEntity *entity, CBaseEntity *other); - void HandleHostageDamaged(CBaseEntity *entity, CBaseEntity *other); - void HandleHostageKilled(CBaseEntity *entity, CBaseEntity *other); - void HandleAllHostagesRescued(CBaseEntity *entity, CBaseEntity *other); - void HandleBeingShotAt(CBaseEntity *entity, CBaseEntity *other); - void HandleRoundDraw(CBaseEntity *entity, CBaseEntity *other); - void HandleCTWin(CBaseEntity *entity, CBaseEntity *other); - void HandleTWin(CBaseEntity *entity, CBaseEntity *other); - void HandleDeathCameraStart(CBaseEntity *entity, CBaseEntity *other); - void HandleBombDefusing(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioCoverMe(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioYouTakeThePoint(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioHoldThisPosition(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioRegroupTeam(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioFollowMe(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioTakingFire(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioGoGoGo(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioTeamFallBack(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioStickTogetherTeam(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioGetInPositionAndWait(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioStormTheFront(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioReportInTeam(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioAffirmative(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioEnemySpotted(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioNeedBackup(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioSectorClear(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioInPosition(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioReportingIn(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioGetOutOfThere(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioNegative(CBaseEntity *entity, CBaseEntity *other); - void HandleRadioEnemyDown(CBaseEntity *entity, CBaseEntity *other); - void HandleBuyMenuOpenned(CBaseEntity *entity, CBaseEntity *other); - void HandleAutoBuy(CBaseEntity *entity, CBaseEntity *other); - void HandleNotBuyingAnything(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuyPrimaryWeapon(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuyPrimaryAmmo(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuySecondaryAmmo(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuyArmor(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuyDefuseKit(CBaseEntity *entity, CBaseEntity *other); - void HandleNeedToBuyGrenade(CBaseEntity *entity, CBaseEntity *other); - void HandleCareerTaskDone(CBaseEntity *entity, CBaseEntity *other); + void HandleWeaponFired(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleWeaponFiredOnEmpty(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleWeaponReloaded(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandlePlayerDied(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandlePlayerSpawned(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleClientCorpseSpawned(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandlePlayerTookDamage(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandlePlayerBlindedByFlashbang(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBuyTimeStart(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandlePlayerLeftBuyZone(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBombPlanted(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRoundStart(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBombDefused(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBombExploded(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleHostageUsed(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleHostageRescued(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleHostageDamaged(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleHostageKilled(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleAllHostagesRescued(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBeingShotAt(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRoundDraw(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleCTWin(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleTWin(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleDeathCameraStart(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBombDefusing(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioCoverMe(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioYouTakeThePoint(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioHoldThisPosition(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioRegroupTeam(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioFollowMe(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioTakingFire(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioGoGoGo(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioTeamFallBack(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioStickTogetherTeam(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioGetInPositionAndWait(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioStormTheFront(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioReportInTeam(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioAffirmative(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioEnemySpotted(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioNeedBackup(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioSectorClear(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioInPosition(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioReportingIn(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioGetOutOfThere(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioNegative(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleRadioEnemyDown(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleBuyMenuOpenned(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleAutoBuy(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNotBuyingAnything(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuyPrimaryWeapon(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuyPrimaryAmmo(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuySecondaryAmmo(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuyArmor(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuyDefuseKit(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleNeedToBuyGrenade(CBaseEntity *pEntity, CBaseEntity *pOther); + void HandleCareerTaskDone(CBaseEntity *pEntity, CBaseEntity *pOther); void GetNumPlayersAliveOnTeams(int &numT, int &numCT); void CheckForBombViewable(); @@ -384,7 +384,7 @@ public: bool IsBombPlantedInBombZone(const char *pszBombZone); void ReadTutorMessageFile(); void ApplyPersistentDecay(); - CBaseEntity *GetEntityForMessageID(int messageID, CBaseEntity *last = NULL); + CBaseEntity *GetEntityForMessageID(int messageID, CBaseEntity *last = nullptr); void ResetPlayerDeathInfo(); void ConstructRecentDeathsList(TeamName team, char *buf, int buflen, TutorMessageEvent *event); diff --git a/regamedll/dlls/util.cpp b/regamedll/dlls/util.cpp index fb199acf..1ae62bd9 100644 --- a/regamedll/dlls/util.cpp +++ b/regamedll/dlls/util.cpp @@ -919,7 +919,7 @@ float UTIL_Approach(float target, float value, float speed) return value; } -float_precision UTIL_ApproachAngle(float target, float value, float speed) +real_t UTIL_ApproachAngle(float target, float value, float speed) { target = UTIL_AngleMod(target); @@ -948,9 +948,9 @@ float_precision UTIL_ApproachAngle(float target, float value, float speed) return value; } -float_precision UTIL_AngleDistance(float next, float cur) +real_t UTIL_AngleDistance(float next, float cur) { - float_precision delta; + real_t delta; delta = next - cur; @@ -1617,7 +1617,7 @@ bool UTIL_IsGame(const char *pszGameName) return false; } -float_precision UTIL_GetPlayerGaitYaw(int playerIndex) +real_t UTIL_GetPlayerGaitYaw(int playerIndex) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(playerIndex); if (pPlayer) diff --git a/regamedll/dlls/util.h b/regamedll/dlls/util.h index 8874e1aa..3066eecc 100644 --- a/regamedll/dlls/util.h +++ b/regamedll/dlls/util.h @@ -88,7 +88,7 @@ #define VEC_DUCK_VIEW Vector(0, 0, 12) #define PRECACHE_SOUND_ARRAY(a) \ - { for (int i = 0; i < ARRAYSIZE(a); ++i) PRECACHE_SOUND((char *)a[i]); } + { for (int i = 0; i < ARRAYSIZE(a); i++) PRECACHE_SOUND((char *)a[i]); } #define PLAYBACK_EVENT(flags, who, index)\ PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0) @@ -251,8 +251,8 @@ float UTIL_VecToYaw(const Vector &vec); void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin); void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount); float UTIL_Approach(float target, float value, float speed); -float_precision UTIL_ApproachAngle(float target, float value, float speed); -float_precision UTIL_AngleDistance(float next, float cur); +real_t UTIL_ApproachAngle(float target, float value, float speed); +real_t UTIL_AngleDistance(float next, float cur); float UTIL_SplineFraction(float value, float scale); char *UTIL_VarArgs(char *format, ...); Vector UTIL_GetAimVector(edict_t *pent, float flSpeed); @@ -289,7 +289,7 @@ void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd); char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd); int GetPlayerTeam(int index); bool UTIL_IsGame(const char *pszGameName); -float_precision UTIL_GetPlayerGaitYaw(int playerIndex); +real_t UTIL_GetPlayerGaitYaw(int playerIndex); int UTIL_ReadFlags(const char *c); bool UTIL_AreBotsAllowed(); bool UTIL_AreHostagesImprov(); @@ -351,9 +351,9 @@ public: int UTIL_CountPlayersInBrushVolume(bool bOnlyAlive, CBaseEntity *pBrushEntity, int &playersInCount, int &playersOutCount, CPlayerInVolumeAdapter *pAdapter = nullptr); -inline float_precision UTIL_FixupAngle(float_precision v) +inline real_t UTIL_FixupAngle(real_t v) { - float_precision angle = v; + real_t angle = v; while (angle < 0) angle += 360; diff --git a/regamedll/dlls/vector.h b/regamedll/dlls/vector.h index 3f933f65..eae95bf5 100644 --- a/regamedll/dlls/vector.h +++ b/regamedll/dlls/vector.h @@ -71,15 +71,15 @@ public: // Methods inline void CopyToArray(float *rgfl) const { *(int *)&rgfl[0] = *(int *)&x; *(int *)&rgfl[1] = *(int *)&y; } - inline float_precision Length() const { return Q_sqrt(float_precision(x * x + y * y)); } // Get the vector's magnitude - inline float LengthSquared() const { return (x * x + y * y); } // Get the vector's magnitude squared + inline real_t Length() const { return Q_sqrt(real_t(x * x + y * y)); } // Get the vector's magnitude + inline float LengthSquared() const { return (x * x + y * y); } // Get the vector's magnitude squared operator float*() { return &x; } // Vectors will now automatically convert to float * when needed operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed Vector2D Normalize() const { - float_precision flLen = Length(); + real_t flLen = Length(); if (!flLen) return Vector2D(0, 0); @@ -93,9 +93,9 @@ public: } inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); } inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); } - float_precision NormalizeInPlace() + real_t NormalizeInPlace() { - float_precision flLen = Length(); + real_t flLen = Length(); if (flLen > 0.0) { x = vec_t(1 / flLen * x); @@ -118,7 +118,7 @@ public: vec_t x, y; }; -inline float_precision DotProduct(const Vector2D &a, const Vector2D &b) +inline real_t DotProduct(const Vector2D &a, const Vector2D &b) { return (a.x * b.x + a.y * b.y); } @@ -179,17 +179,17 @@ public: } // Get the vector's magnitude - float_precision Length() const + real_t Length() const { - float_precision x1 = float_precision(x); - float_precision y1 = float_precision(y); - float_precision z1 = float_precision(z); + real_t x1 = real_t(x); + real_t y1 = real_t(y); + real_t z1 = real_t(z); return Q_sqrt(x1 * x1 + y1 * y1 + z1 * z1); } // Get the vector's magnitude squared - float_precision LengthSquared() const { return (x * x + y * y + z * z); } + real_t LengthSquared() const { return (x * x + y * y + z * z); } operator float*() { return &x; } // Vectors will now automatically convert to float * when needed operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed @@ -207,7 +207,7 @@ public: #else Vector Normalize() { - float_precision flLen = Length(); + real_t flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); @@ -221,7 +221,7 @@ public: #ifndef PLAY_GAMEDLL return Normalize(); #else - float_precision flLen = Length(); + real_t flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); @@ -237,14 +237,14 @@ public: return Vec2; } - float_precision Length2D() const { return Q_sqrt(float_precision(x * x + y * y)); } + real_t Length2D() const { return Q_sqrt(real_t(x * x + y * y)); } inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); } inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); } #ifdef PLAY_GAMEDLL - template - float_precision NormalizeInPlace() + template + real_t NormalizeInPlace() { T flLen = Length(); @@ -298,12 +298,12 @@ inline Vector operator*(float fl, const Vector &v) return v * fl; } -inline float_precision DotProduct(const Vector &a, const Vector &b) +inline real_t DotProduct(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y + a.z * b.z); } -inline float_precision DotProduct2D(const Vector &a, const Vector &b) +inline real_t DotProduct2D(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y); } @@ -325,7 +325,7 @@ inline LenType LengthSubtract(Vector vecStart, Vector vecDest) Y floatY = (vecDest.y - vecStart.y); Z floatZ = (vecDest.z - vecStart.z); - return Q_sqrt(float_precision(floatX * floatX + floatY * floatY + floatZ * floatZ)); + return Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ)); } template< @@ -344,7 +344,7 @@ inline Vector NormalizeSubtract(Vector vecStart, Vector vecDest) Y floatY = (vecDest.y - vecStart.y); Z floatZ = (vecDest.z - vecStart.z); - LenType flLen = Q_sqrt(float_precision(floatX * floatX + floatY * floatY + floatZ * floatZ)); + LenType flLen = Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ)); if (flLen == 0.0) { diff --git a/regamedll/dlls/vehicle.cpp b/regamedll/dlls/vehicle.cpp index 28fda9b9..6dadc17e 100644 --- a/regamedll/dlls/vehicle.cpp +++ b/regamedll/dlls/vehicle.cpp @@ -154,7 +154,7 @@ void CFuncVehicle::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u pev->avelocity = g_vecZero; StopSound(); - SetThink(NULL); + SetThink(nullptr); } } @@ -171,7 +171,7 @@ void CFuncVehicle::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE u } } - float_precision flSpeedRatio = delta; + real_t flSpeedRatio = delta; if (delta > 0) { @@ -297,7 +297,7 @@ void CFuncVehicle::UpdateSound() void CFuncVehicle::CheckTurning() { - float_precision maxspeed; + real_t maxspeed; TraceResult tr; bool bTurnIntoWall = false; @@ -566,7 +566,7 @@ void CFuncVehicle::Next() Vector vTargetAngle, vAngle; float vx; - float_precision vy; + real_t vy; m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, gpGlobals->v_forward); m_vVehicleDirection = CrossProduct(m_vSurfaceNormal, m_vVehicleDirection); @@ -766,7 +766,7 @@ void CFuncVehicle::NearestPath() { CPathTrack *pTrack = nullptr; CPathTrack *pNearest = nullptr; - float_precision dist; + real_t dist; float closest = 1024.0f; while ((pTrack = UTIL_FindEntityInSphere(pTrack, pev->origin, 1024.0f))) @@ -787,7 +787,7 @@ void CFuncVehicle::NearestPath() if (!pNearest) { ALERT(at_console, "Can't find a nearby track !!!\n"); - SetThink(NULL); + SetThink(nullptr); return; } diff --git a/regamedll/dlls/weapons.cpp b/regamedll/dlls/weapons.cpp index 73ff6055..7a960af0 100644 --- a/regamedll/dlls/weapons.cpp +++ b/regamedll/dlls/weapons.cpp @@ -677,7 +677,7 @@ bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim) void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change) { - float_precision flKickUp; + real_t flKickUp; float flKickLateral; if (m_iShotsFired == 1) @@ -2083,7 +2083,7 @@ void CArmoury::Restart() return; } - float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalGrenadeCount) * float_precision(CSGameRules()->m_iNumTerrorist) * 1.75; + float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGrenadeCount) * real_t(CSGameRules()->m_iNumTerrorist) * 1.75; m_iCount = int(flRatio); } else if (m_iItem == ARMOURY_KEVLAR || m_iItem == ARMOURY_ASSAULT) @@ -2097,7 +2097,7 @@ void CArmoury::Restart() return; } - float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalArmourCount) * float_precision(CSGameRules()->m_iNumTerrorist); + float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalArmourCount) * real_t(CSGameRules()->m_iNumTerrorist); m_iCount = int(flRatio); } else @@ -2111,7 +2111,7 @@ void CArmoury::Restart() return; } - float flRatio = float_precision(m_iInitialCount / CSGameRules()->m_iTotalGunCount) * float_precision(CSGameRules()->m_iNumTerrorist) * 0.85; + float flRatio = real_t(m_iInitialCount / CSGameRules()->m_iTotalGunCount) * real_t(CSGameRules()->m_iNumTerrorist) * 0.85; m_iCount = int(flRatio); } } @@ -2206,13 +2206,13 @@ void CArmoury::ArmouryTouch(CBaseEntity *pOther) if (!pOther->IsPlayer()) return; - CBasePlayer *p = static_cast(pOther); + CBasePlayer *pToucher = static_cast(pOther); - if (p->m_bIsVIP) + if (pToucher->m_bIsVIP) return; #ifdef REGAMEDLL_ADD - if (p->HasRestrictItem(GetItemIdByArmoury(m_iItem), ITEM_TYPE_TOUCHED)) + if (pToucher->HasRestrictItem(GetItemIdByArmoury(m_iItem), ITEM_TYPE_TOUCHED)) return; #endif @@ -2223,32 +2223,32 @@ void CArmoury::ArmouryTouch(CBaseEntity *pOther) #endif )) { - if (p->m_bHasPrimary) + if (pToucher->m_bHasPrimary) return; m_iCount--; auto item = &armouryItemInfo[m_iItem]; #ifdef REGAMEDLL_FIXES - p->GiveNamedItemEx(item->entityName); + pToucher->GiveNamedItemEx(item->entityName); #else - p->GiveNamedItem(item->entityName); + pToucher->GiveNamedItem(item->entityName); #endif - p->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); + pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); } #ifdef REGAMEDLL_ADD // secondary weapons (pistols) else if (m_iCount > 0 && m_iItem >= ARMOURY_GLOCK18) { - if (p->m_rgpPlayerItems[PISTOL_SLOT]) + if (pToucher->m_rgpPlayerItems[PISTOL_SLOT]) return; m_iCount--; auto item = &armouryItemInfo[m_iItem]; - p->GiveNamedItemEx(item->entityName); - p->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); + pToucher->GiveNamedItemEx(item->entityName); + pToucher->GiveAmmo(item->giveAmount, item->ammoName, item->maxRounds); } #endif // items & grenades @@ -2258,56 +2258,56 @@ void CArmoury::ArmouryTouch(CBaseEntity *pOther) { case ARMOURY_FLASHBANG: { - if (p->AmmoInventory(AMMO_FLASHBANG) >= MaxAmmoCarry(WEAPON_FLASHBANG)) + if (pToucher->AmmoInventory(AMMO_FLASHBANG) >= MaxAmmoCarry(WEAPON_FLASHBANG)) return; - p->GiveNamedItem("weapon_flashbang"); + pToucher->GiveNamedItem("weapon_flashbang"); m_iCount--; break; } case ARMOURY_HEGRENADE: { - if (p->AmmoInventory(AMMO_HEGRENADE) >= MaxAmmoCarry(WEAPON_HEGRENADE)) + if (pToucher->AmmoInventory(AMMO_HEGRENADE) >= MaxAmmoCarry(WEAPON_HEGRENADE)) return; - p->GiveNamedItem("weapon_hegrenade"); + pToucher->GiveNamedItem("weapon_hegrenade"); m_iCount--; break; } case ARMOURY_KEVLAR: { - if (p->m_iKevlar == ARMOR_KEVLAR) + if (pToucher->m_iKevlar == ARMOR_KEVLAR) return; - p->GiveNamedItem("item_kevlar"); + pToucher->GiveNamedItem("item_kevlar"); m_iCount--; break; } case ARMOURY_ASSAULT: { - if (p->m_iKevlar == ARMOR_VESTHELM) + if (pToucher->m_iKevlar == ARMOR_VESTHELM) return; - p->GiveNamedItem("item_assaultsuit"); + pToucher->GiveNamedItem("item_assaultsuit"); m_iCount--; break; } case ARMOURY_SMOKEGRENADE: { - if (p->AmmoInventory(AMMO_SMOKEGRENADE) >= MaxAmmoCarry(WEAPON_SMOKEGRENADE)) + if (pToucher->AmmoInventory(AMMO_SMOKEGRENADE) >= MaxAmmoCarry(WEAPON_SMOKEGRENADE)) return; - p->GiveNamedItem("weapon_smokegrenade"); + pToucher->GiveNamedItem("weapon_smokegrenade"); m_iCount--; break; } #ifdef REGAMEDLL_ADD case ARMOURY_SHIELD: { - if (p->m_bHasPrimary || (p->m_rgpPlayerItems[PISTOL_SLOT] && p->GetItemById(WEAPON_ELITE))) + if (pToucher->m_bHasPrimary || (pToucher->m_rgpPlayerItems[PISTOL_SLOT] && pToucher->GetItemById(WEAPON_ELITE))) return; - p->GiveNamedItemEx("weapon_shield"); + pToucher->GiveNamedItemEx("weapon_shield"); m_iCount--; break; } diff --git a/regamedll/dlls/weapons.h b/regamedll/dlls/weapons.h index 5c6b7076..4fa70e53 100644 --- a/regamedll/dlls/weapons.h +++ b/regamedll/dlls/weapons.h @@ -272,7 +272,7 @@ public: virtual int PrimaryAmmoIndex() { return -1; } virtual int SecondaryAmmoIndex() { return -1; } virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; } - virtual CBasePlayerItem *GetWeaponPtr() { return NULL; } + virtual CBasePlayerItem *GetWeaponPtr() { return nullptr; } virtual float GetMaxSpeed() { return 260.0f; } virtual int iItemSlot() { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud @@ -443,7 +443,7 @@ public: public: BOOL IsEmpty(); - int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = NULL); + int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = nullptr); void EXPORT Kill(); void EXPORT BombThink(); diff --git a/regamedll/dlls/wpn_shared/wpn_flashbang.cpp b/regamedll/dlls/wpn_shared/wpn_flashbang.cpp index 514ccfb1..1a6a5067 100644 --- a/regamedll/dlls/wpn_shared/wpn_flashbang.cpp +++ b/regamedll/dlls/wpn_shared/wpn_flashbang.cpp @@ -183,7 +183,7 @@ void CFlashbang::WeaponIdle() else angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0); - float_precision flVel = (90.0f - angThrow.x) * 6.0f; + real_t flVel = (90.0f - angThrow.x) * 6.0f; if (flVel > 750.0f) flVel = 750.0f; diff --git a/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp b/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp index 39d307aa..f0a95f3d 100644 --- a/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp +++ b/regamedll/dlls/wpn_shared/wpn_g3sg1.cpp @@ -39,7 +39,7 @@ int CG3SG1::GetItemInfo(ItemInfo *p) p->pszName = STRING(pev->classname); p->pszAmmo1 = "762Nato"; p->iMaxAmmo1 = MAX_AMMO_762NATO; - p->pszAmmo2 = NULL; + p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = G3SG1_MAX_CLIP; p->iSlot = 0; @@ -73,7 +73,7 @@ void CG3SG1::SecondaryAttack() m_pPlayer->ResetMaxSpeed(); - if (TheBots != NULL) + if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_ZOOMED, m_pPlayer); } @@ -136,7 +136,7 @@ void CG3SG1::G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) m_flNextPrimaryAttack = GetNextAttackDelay(0.2); } - if (TheBots != NULL) + if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } diff --git a/regamedll/dlls/wpn_shared/wpn_knife.cpp b/regamedll/dlls/wpn_shared/wpn_knife.cpp index 53e55c48..a94b2585 100644 --- a/regamedll/dlls/wpn_shared/wpn_knife.cpp +++ b/regamedll/dlls/wpn_shared/wpn_knife.cpp @@ -129,7 +129,7 @@ void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, fl if (tmpTrace.flFraction < 1.0f) { - float_precision thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); + real_t thisDistance = (tmpTrace.vecEndPos - vecSrc).Length(); if (thisDistance < distance) { diff --git a/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp b/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp index d3b67f23..09fcface 100644 --- a/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp +++ b/regamedll/dlls/wpn_shared/wpn_smokegrenade.cpp @@ -185,7 +185,7 @@ void CSmokeGrenade::WeaponIdle() else angThrow.x = -10 + angThrow.x * ((90 + 10) / 90.0); - float_precision flVel = (90.0f - angThrow.x) * 6.0f; + real_t flVel = (90.0f - angThrow.x) * 6.0f; if (flVel > 750.0f) flVel = 750.0f; diff --git a/regamedll/dlls/wpn_shared/wpn_xm1014.cpp b/regamedll/dlls/wpn_shared/wpn_xm1014.cpp index c2931da9..9ff27a0d 100644 --- a/regamedll/dlls/wpn_shared/wpn_xm1014.cpp +++ b/regamedll/dlls/wpn_shared/wpn_xm1014.cpp @@ -37,7 +37,7 @@ int CXM1014::GetItemInfo(ItemInfo *p) p->pszName = STRING(pev->classname); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = MAX_AMMO_BUCKSHOT; - p->pszAmmo2 = NULL; + p->pszAmmo2 = nullptr; p->iMaxAmmo2 = -1; p->iMaxClip = XM1014_MAX_CLIP; p->iSlot = 0; @@ -76,7 +76,7 @@ void CXM1014::PrimaryAttack() PlayEmptySound(); } - if (TheBots != NULL) + if (TheBots) { TheBots->OnEvent(EVENT_WEAPON_FIRED_ON_EMPTY, m_pPlayer); } diff --git a/regamedll/game_shared/GameEvent.h b/regamedll/game_shared/GameEvent.h index 252cd838..78483f72 100644 --- a/regamedll/game_shared/GameEvent.h +++ b/regamedll/game_shared/GameEvent.h @@ -31,9 +31,9 @@ enum GameEventType { EVENT_INVALID = 0, - EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL) - EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL) - EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL) + EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL) + EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL) + EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL) EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL) EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin) @@ -50,35 +50,35 @@ enum GameEventType EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer) EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer) - EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL) - EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL) - EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL) - EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL) - EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL) - EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL) + EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL) + EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL) + EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL) + EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL) + EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL) + EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL) - EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL) - EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL) - EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL) - EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL) - EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL) - EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL) - EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL) - EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL) + EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL) + EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL) + EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL) + EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL) + EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL) + EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL) + EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL) + EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL) - EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL) - EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *)) - EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL) + EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL) + EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *)) + EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL) - EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL) - EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL) - EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL) - EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL) - EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL) - EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL) - EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL) - EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL) - EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL) + EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL) + EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL) + EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL) + EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL) + EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL) + EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL) + EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL) + EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL) + EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL) EVENT_CLIENT_CORPSE_SPAWNED, EVENT_BUY_TIME_START, EVENT_PLAYER_LEFT_BUY_ZONE, diff --git a/regamedll/game_shared/bitvec.h b/regamedll/game_shared/bitvec.h index 8fed6f12..a6955931 100644 --- a/regamedll/game_shared/bitvec.h +++ b/regamedll/game_shared/bitvec.h @@ -104,14 +104,14 @@ inline int CBitVec::GetNumBits() template inline CBitVec::CBitVec() { - for (int i = 0; i < NUM_DWORDS; ++i) + for (int i = 0; i < NUM_DWORDS; i++) m_DWords[i] = 0; } template inline void CBitVec::Init(int val) { - for (int i = 0; i < GetNumBits(); ++i) + for (int i = 0; i < GetNumBits(); i++) { (*this)[i] = val; } @@ -134,7 +134,7 @@ inline CBitVecAccessor CBitVec::operator[](int i) template inline bool CBitVec::operator==(CBitVec const &other) { - for (int i = 0; i < NUM_DWORDS; ++i) + for (int i = 0; i < NUM_DWORDS; i++) { if (m_DWords[i] != other.m_DWords[i]) return false; diff --git a/regamedll/game_shared/bot/bot.cpp b/regamedll/game_shared/bot/bot.cpp index 557fd589..7f14485a 100644 --- a/regamedll/game_shared/bot/bot.cpp +++ b/regamedll/game_shared/bot/bot.cpp @@ -316,20 +316,20 @@ void CBot::ClientCommand(const char *cmd, const char *arg1, const char *arg2, co #endif // Returns TRUE if given entity is our enemy -bool CBot::IsEnemy(CBaseEntity *ent) const +bool CBot::IsEnemy(CBaseEntity *pEntity) const { // only Players (real and AI) can be enemies - if (!ent->IsPlayer()) + if (!pEntity->IsPlayer()) return false; // corpses are no threat - if (!ent->IsAlive()) + if (!pEntity->IsAlive()) return false; - CBasePlayer *player = static_cast(ent); + CBasePlayer *pPlayer = static_cast(pEntity); // if they are on our team, they are our friends - if (BotRelationship(player) == BOT_TEAMMATE) + if (BotRelationship(pPlayer) == BOT_TEAMMATE) return false; // yep, we hate 'em @@ -340,25 +340,25 @@ bool CBot::IsEnemy(CBaseEntity *ent) const int CBot::GetEnemiesRemaining() const { int count = 0; - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBaseEntity *player = UTIL_PlayerByIndex(i); - if (!player) + CBaseEntity *pPlayer = UTIL_PlayerByIndex(i); + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; - if (!IsEnemy(player)) + if (!IsEnemy(pPlayer)) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; - ++count; + count++; } return count; @@ -368,28 +368,28 @@ int CBot::GetEnemiesRemaining() const int CBot::GetFriendsRemaining() const { int count = 0; - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBaseEntity *player = UTIL_PlayerByIndex(i); - if (!player) + CBaseEntity *pPlayer = UTIL_PlayerByIndex(i); + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; - if (IsEnemy(player)) + if (IsEnemy(pPlayer)) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; - if (player == static_cast(const_cast(this))) + if (pPlayer == static_cast(const_cast(this))) continue; - ++count; + count++; } return count; @@ -403,13 +403,13 @@ bool CBot::IsLocalPlayerWatchingMe() const int myIndex = const_cast(this)->entindex(); - CBasePlayer *player = UTIL_GetLocalPlayer(); - if (!player) + CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); + if (!pPlayer) return false; - if (((player->pev->flags & FL_SPECTATOR) || player->m_iTeam == SPECTATOR) && player->pev->iuser2 == myIndex) + if (((pPlayer->pev->flags & FL_SPECTATOR) || pPlayer->m_iTeam == SPECTATOR) && pPlayer->pev->iuser2 == myIndex) { - switch (player->pev->iuser1) + switch (pPlayer->pev->iuser1) { case OBS_CHASE_LOCKED: case OBS_CHASE_FREE: diff --git a/regamedll/game_shared/bot/bot.h b/regamedll/game_shared/bot/bot.h index e26f280b..9b2b0d93 100644 --- a/regamedll/game_shared/bot/bot.h +++ b/regamedll/game_shared/bot/bot.h @@ -45,7 +45,7 @@ T *CreateBot(const BotProfile *profile) if (UTIL_ClientsInGame() >= gpGlobals->maxClients) { CONSOLE_ECHO("Unable to create bot: Server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients); - return NULL; + return nullptr; } char netname[64]; @@ -55,11 +55,11 @@ T *CreateBot(const BotProfile *profile) if (FNullEnt(pentBot)) { CONSOLE_ECHO("Unable to create bot: pfnCreateFakeClient() returned null.\n"); - return NULL; + return nullptr; } else { - T *pBot = NULL; + T *pBot = nullptr; FREE_PRIVATE(pentBot); pBot = GetClassPtr((T *)VARS(pentBot)); pBot->Initialize(profile); @@ -131,13 +131,13 @@ public: virtual void Reload(); // invoked when event occurs in the game (some events have NULL entities) - virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL) {}; + virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr) {}; // return true if we can see the point virtual bool IsVisible(const Vector *pos, bool testFOV = false) const = 0; // return true if we can see any part of the player - virtual bool IsVisible(CBasePlayer *player, bool testFOV = false, unsigned char *visParts = NULL) const = 0; + virtual bool IsVisible(CBasePlayer *pPlayer, bool testFOV = false, unsigned char *visParts = nullptr) const = 0; enum VisiblePartType : uint8 { @@ -153,10 +153,10 @@ public: virtual bool IsEnemyPartVisible(VisiblePartType part) const = 0; // return true if player is facing towards us - virtual bool IsPlayerFacingMe(CBasePlayer *other) const; + virtual bool IsPlayerFacingMe(CBasePlayer *pOther) const; // returns true if other player is pointing right at us - virtual bool IsPlayerLookingAtMe(CBasePlayer *other) const; + virtual bool IsPlayerLookingAtMe(CBasePlayer *pOther) const; virtual void ExecuteCommand(); virtual void SetModel(const char *modelName); @@ -197,7 +197,7 @@ public: bool IsUsingScope() const; // returns TRUE if given entity is our enemy - bool IsEnemy(CBaseEntity *ent) const; + bool IsEnemy(CBaseEntity *pEntity) const; // return number of enemies left alive int GetEnemiesRemaining() const; @@ -238,7 +238,7 @@ public: protected: #ifndef REGAMEDLL_FIXES // Do a "client command" - useful for invoking menu choices, etc. - void ClientCommand(const char *cmd, const char *arg1 = NULL, const char *arg2 = NULL, const char *arg3 = NULL); + void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr); #endif // the "personality" profile of this bot @@ -320,20 +320,20 @@ inline CBasePlayerWeapon *CBot::GetActiveWeapon() const inline bool CBot::IsActiveWeaponReloading() const { - CBasePlayerWeapon *weapon = GetActiveWeapon(); - if (weapon == NULL) + CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); + if (!pCurrentWeapon) return false; - return (weapon->m_fInReload || weapon->m_fInSpecialReload) != 0; + return (pCurrentWeapon->m_fInReload || pCurrentWeapon->m_fInSpecialReload) != 0; } inline bool CBot::IsActiveWeaponRecoilHigh() const { - CBasePlayerWeapon *weapon = GetActiveWeapon(); - if (weapon != NULL) + CBasePlayerWeapon *pCurrentWeapon = GetActiveWeapon(); + if (pCurrentWeapon) { const float highRecoil = 0.4f; - return (weapon->m_flAccuracy > highRecoil) != 0; + return (pCurrentWeapon->m_flAccuracy > highRecoil) != 0; } return false; @@ -343,40 +343,42 @@ inline void CBot::PushPostureContext() { if (m_postureStackIndex == MAX_POSTURE_STACK) { - if (pev != NULL) + if (pev) { PrintIfWatched("PushPostureContext() overflow error!\n"); } + return; } m_postureStack[m_postureStackIndex].isRunning = m_isRunning; m_postureStack[m_postureStackIndex].isCrouching = m_isCrouching; - ++m_postureStackIndex; + m_postureStackIndex++; } inline void CBot::PopPostureContext() { if (m_postureStackIndex == 0) { - if (pev != NULL) + if (pev) { PrintIfWatched("PopPostureContext() underflow error!\n"); } + m_isRunning = true; m_isCrouching = false; return; } - --m_postureStackIndex; + m_postureStackIndex--; m_isRunning = m_postureStack[m_postureStackIndex].isRunning; m_isCrouching = m_postureStack[m_postureStackIndex].isCrouching; } -inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const +inline bool CBot::IsPlayerFacingMe(CBasePlayer *pOther) const { - Vector toOther = other->pev->origin - pev->origin; - UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle); + Vector toOther = pOther->pev->origin - pev->origin; + UTIL_MakeVectors(pOther->pev->v_angle + pOther->pev->punchangle); Vector otherDir = gpGlobals->v_forward; if (otherDir.x * toOther.x + otherDir.y * toOther.y < 0.0f) @@ -385,18 +387,18 @@ inline bool CBot::IsPlayerFacingMe(CBasePlayer *other) const return false; } -inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *other) const +inline bool CBot::IsPlayerLookingAtMe(CBasePlayer *pOther) const { - Vector toOther = other->pev->origin - pev->origin; + Vector toOther = pOther->pev->origin - pev->origin; toOther.NormalizeInPlace(); - UTIL_MakeVectors(other->pev->v_angle + other->pev->punchangle); + UTIL_MakeVectors(pOther->pev->v_angle + pOther->pev->punchangle); Vector otherDir = gpGlobals->v_forward; const float lookAtCos = 0.9f; if (otherDir.x * toOther.x + otherDir.y * toOther.y < -lookAtCos) { - Vector vec(other->EyePosition()); + Vector vec(pOther->EyePosition()); if (IsVisible(&vec)) return true; } diff --git a/regamedll/game_shared/bot/bot_manager.cpp b/regamedll/game_shared/bot/bot_manager.cpp index ac7aa61f..6e75cef7 100644 --- a/regamedll/game_shared/bot/bot_manager.cpp +++ b/regamedll/game_shared/bot/bot_manager.cpp @@ -216,41 +216,41 @@ const char *CBotManager::GetNavMapFilename() const // Invoked when given player does given event (some events have NULL player). // Events are propogated to all bots. // TODO: This has become the game-wide event dispatcher. We should restructure this. -void CBotManager::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) +void CBotManager::OnEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) { // propogate event to all bots for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (player == NULL) + if (!pPlayer) continue; - if (FNullEnt(player->pev)) + if (FNullEnt(pPlayer->pev)) continue; - if (FStrEq(STRING(player->pev->netname), "")) + if (FStrEq(STRING(pPlayer->pev->netname), "")) continue; - if (!player->IsBot()) + if (!pPlayer->IsBot()) continue; // do not send self-generated event - if (entity == player) + if (pEntity == pPlayer) continue; - CBot *bot = static_cast(player); - bot->OnEvent(event, entity, other); + CBot *bot = static_cast(pPlayer); + bot->OnEvent(event, pEntity, pOther); } - if (TheTutor != NULL) + if (TheTutor) { - TheTutor->OnEvent(event, entity, other); + TheTutor->OnEvent(event, pEntity, pOther); } - if (g_pHostages != NULL) + if (g_pHostages) { - g_pHostages->OnEvent(event, entity, other); + g_pHostages->OnEvent(event, pEntity, pOther); } } @@ -265,14 +265,12 @@ void CBotManager::AddGrenade(int type, CGrenade *grenade) // The grenade entity in the world is going away void CBotManager::RemoveGrenade(CGrenade *grenade) { - for (auto iter = m_activeGrenadeList.begin(); iter != m_activeGrenadeList.end(); iter++) + for (auto ag : m_activeGrenadeList) { - ActiveGrenade *ag = (*iter); - if (ag->IsEntity(grenade)) { ag->OnEntityGone(); - return; + break; } } } diff --git a/regamedll/game_shared/bot/bot_manager.h b/regamedll/game_shared/bot/bot_manager.h index 131d7623..afb95049 100644 --- a/regamedll/game_shared/bot/bot_manager.h +++ b/regamedll/game_shared/bot/bot_manager.h @@ -78,8 +78,8 @@ public: virtual void StartFrame(); // Events are propogated to all bots. - virtual void OnEvent(GameEventType event, CBaseEntity *entity = nullptr, CBaseEntity *other = nullptr); // Invoked when event occurs in the game (some events have NULL entity). - virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri) + virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr); // Invoked when event occurs in the game (some events have NULL entity). + virtual unsigned int GetPlayerPriority(CBasePlayer *pPlayer) const = 0; // return priority of player (0 = max pri) public: const char *GetNavMapFilename() const; // return the filename for this map's "nav" file diff --git a/regamedll/game_shared/bot/bot_util.cpp b/regamedll/game_shared/bot/bot_util.cpp index 663a2162..fc195762 100644 --- a/regamedll/game_shared/bot/bot_util.cpp +++ b/regamedll/game_shared/bot/bot_util.cpp @@ -393,12 +393,44 @@ bool UTIL_IsVisibleToTeam(const Vector &spot, int team, float maxRange) return false; } +// Return the local player CBasePlayer *UTIL_GetLocalPlayer() { - if (!IS_DEDICATED_SERVER()) - return UTIL_PlayerByIndex(1); + // no "local player" if this is a dedicated server or a single player game + if (IS_DEDICATED_SERVER()) + { +#ifdef _DEBUG + // just try to find any player + for (int iIndex = 1; iIndex <= gpGlobals->maxClients; iIndex++) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex(iIndex); - return nullptr; + if (!pPlayer) + continue; + + if (FNullEnt(pPlayer->pev)) + continue; + + if (FStrEq(STRING(pPlayer->pev->netname), "")) + continue; + + if (pPlayer->IsBot()) + continue; + + if (pPlayer->m_iTeam != TERRORIST && pPlayer->m_iTeam != CT) + continue; + + if (pPlayer->m_iJoiningState != JOINED) + continue; + + return pPlayer; + } +#endif + + return nullptr; + } + + return UTIL_PlayerByIndex(1); } NOXREF Vector UTIL_ComputeOrigin(entvars_t *pevVars) @@ -563,7 +595,7 @@ void InitBotTrig() { for (int i = 0; i < COS_TABLE_SIZE; i++) { - float_precision angle = 2.0f * M_PI * float(i) / float(COS_TABLE_SIZE - 1); + real_t angle = 2.0f * M_PI * float(i) / float(COS_TABLE_SIZE - 1); cosTable[i] = Q_cos(angle); } } @@ -583,11 +615,11 @@ float BotSIN(float angle) } // Determine if this event is audible, and if so, return its audible range and priority -bool IsGameEventAudible(GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile) +bool IsGameEventAudible(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther, float *range, PriorityType *priority, bool *isHostile) { - CBasePlayer *pPlayer = static_cast(entity); + CBasePlayer *pPlayer = static_cast(pEntity); - if (!entity || !pPlayer->IsPlayer()) + if (!pEntity || !pPlayer->IsPlayer()) pPlayer = nullptr; const float ShortRange = 1000.0f; diff --git a/regamedll/game_shared/bot/bot_util.h b/regamedll/game_shared/bot/bot_util.h index e29cbe8f..45fc271a 100644 --- a/regamedll/game_shared/bot/bot_util.h +++ b/regamedll/game_shared/bot/bot_util.h @@ -89,7 +89,7 @@ inline bool IsEntityValid(CBaseEntity *pEntity) if (FStrEq(STRING(pEntity->pev->netname), "")) return false; - if (pEntity->pev->flags & FL_DORMANT) + if (pEntity->IsDormant()) return false; return true; @@ -143,7 +143,7 @@ inline bool IsIntersecting2D(const Vector &startA, const Vector &endA, const Vec template bool ForEachPlayer(Functor &func) { - for (int i = 1; i <= gpGlobals->maxClients; ++i) + for (int i = 1; i <= gpGlobals->maxClients; i++) { CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); if (!IsEntityValid(pPlayer)) @@ -193,5 +193,5 @@ void BotPrecache(); void InitBotTrig(); float BotCOS(float angle); float BotSIN(float angle); -bool IsGameEventAudible(enum GameEventType event, CBaseEntity *entity, CBaseEntity *other, float *range, PriorityType *priority, bool *isHostile); +bool IsGameEventAudible(enum GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther, float *range, PriorityType *priority, bool *isHostile); void HintMessageToAllPlayers(const char *message); diff --git a/regamedll/game_shared/bot/improv.h b/regamedll/game_shared/bot/improv.h index a72d102a..758a9b53 100644 --- a/regamedll/game_shared/bot/improv.h +++ b/regamedll/game_shared/bot/improv.h @@ -83,7 +83,7 @@ public: virtual void StartLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0; // invoked when a ladder is encountered while following a path virtual bool TraverseLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0; // traverse given ladder - virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0; // find "simple" ground height, treating current nav area as part of the floor + virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = nullptr) = 0; // find "simple" ground height, treating current nav area as part of the floor virtual void Run() = 0; virtual void Walk() = 0; @@ -109,16 +109,16 @@ public: virtual bool CanRun() const = 0; virtual bool CanCrouch() const = 0; virtual bool CanJump() const = 0; - virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if improv can see position - virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0; // return true if 'other' is looking right at me - virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; // return player on given team that is looking right at me (team == 0 means any team), NULL otherwise + virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if improv can see position + virtual bool IsPlayerLookingAtMe(CBasePlayer *pOther, float cosTolerance = 0.95f) const = 0; // return true if 'other' is looking right at me + virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; // return player on given team that is looking right at me (team == 0 means any team), NULL otherwise - virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0; // return actual travel distance to closest player on given team (team == 0 means any team) + virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = nullptr) const = 0; // return actual travel distance to closest player on given team (team == 0 means any team) virtual CNavArea *GetLastKnownArea() const = 0; virtual void OnUpdate(float deltaT) = 0; // a less frequent, full update 'tick' virtual void OnUpkeep(float deltaT) = 0; // a frequent, lightweight update 'tick' virtual void OnReset() = 0; // reset improv to initial state - virtual void OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; // invoked when an event occurs in the game - virtual void OnTouch(CBaseEntity *other) = 0; // "other" has touched us + virtual void OnGameEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) = 0; // invoked when an event occurs in the game + virtual void OnTouch(CBaseEntity *pOther) = 0; // "other" has touched us }; diff --git a/regamedll/game_shared/bot/nav.h b/regamedll/game_shared/bot/nav.h index 5a127008..af60c426 100644 --- a/regamedll/game_shared/bot/nav.h +++ b/regamedll/game_shared/bot/nav.h @@ -69,7 +69,6 @@ enum NavAttributeType NAV_JUMP = 0x02, // must jump to traverse this area NAV_PRECISE = 0x04, // do not adjust for obstacles, just move along area NAV_NO_JUMP = 0x08, // inhibit discontinuity jumping - NAV_WALK = 0x10, // must not run through this area }; enum NavDirType @@ -251,7 +250,7 @@ inline float DirectionToAngle(NavDirType dir) return 0.0f; } -inline NavDirType AngleToDirection(float_precision angle) +inline NavDirType AngleToDirection(real_t angle) { while (angle < 0.0f) angle += 360.0f; @@ -314,7 +313,7 @@ inline float SnapToGrid(float value) return c * GenerationStepSize; } -inline float_precision NormalizeAngle(float_precision angle) +inline real_t NormalizeAngle(real_t angle) { while (angle < -180.0f) angle += 360.0f; @@ -371,14 +370,14 @@ inline bool VectorsAreEqual(const Vector *a, const Vector *b, float tolerance = return false; } -inline bool IsEntityWalkable(entvars_t *entity, unsigned int flags) +inline bool IsEntityWalkable(entvars_t *pev, unsigned int flags) { // if we hit a door, assume its walkable because it will open when we touch it - if (FClassnameIs(entity, "func_door") || FClassnameIs(entity, "func_door_rotating")) + if (FClassnameIs(pev, "func_door") || FClassnameIs(pev, "func_door_rotating")) return (flags & WALK_THRU_DOORS) ? true : false; // if we hit a breakable object, assume its walkable because we will shoot it when we touch it - if (FClassnameIs(entity, "func_breakable") && entity->takedamage == DAMAGE_YES) + else if (FClassnameIs(pev, "func_breakable") && pev->takedamage == DAMAGE_YES) return (flags & WALK_THRU_BREAKABLES) ? true : false; return false; @@ -395,16 +394,20 @@ inline bool IsWalkableTraceLineClear(Vector &from, Vector &to, unsigned int flag { UTIL_TraceLine(useFrom, to, ignore_monsters, pEntIgnore, &result); - if (result.flFraction != 1.0f && IsEntityWalkable(VARS(result.pHit), flags)) + // if we hit a walkable entity, try again + if (result.flFraction != 1.0f && (result.pHit && IsEntityWalkable(VARS(result.pHit), flags))) { pEntIgnore = result.pHit; + // start from just beyond where we hit to avoid infinite loops Vector dir = to - from; dir.NormalizeInPlace(); useFrom = result.vecEndPos + 5.0f * dir; } else + { break; + } } if (result.flFraction == 1.0f) diff --git a/regamedll/game_shared/bot/nav_area.cpp b/regamedll/game_shared/bot/nav_area.cpp index 50f4445d..2ad67bb7 100644 --- a/regamedll/game_shared/bot/nav_area.cpp +++ b/regamedll/game_shared/bot/nav_area.cpp @@ -827,11 +827,12 @@ bool CNavArea::MergeEdit(CNavArea *adj) // check that these areas can be merged const float tolerance = 1.0f; bool merge = false; - if (abs(m_extent.lo.x - adj->m_extent.lo.x) < tolerance && abs(m_extent.hi.x - adj->m_extent.hi.x) < tolerance) + if (Q_abs(m_extent.lo.x - adj->m_extent.lo.x) < tolerance && + Q_abs(m_extent.hi.x - adj->m_extent.hi.x) < tolerance) merge = true; - if (abs(m_extent.lo.y - adj->m_extent.lo.y) < tolerance && - abs(m_extent.hi.y - adj->m_extent.hi.y) < tolerance) + if (Q_abs(m_extent.lo.y - adj->m_extent.lo.y) < tolerance && + Q_abs(m_extent.hi.y - adj->m_extent.hi.y) < tolerance) merge = true; if (merge == false) @@ -2363,19 +2364,6 @@ void CNavArea::Draw(byte red, byte green, byte blue, int duration) UTIL_DrawBeamPoints(down, left, duration, red, green, blue); UTIL_DrawBeamPoints(left, up, duration, red, green, blue); } - - if (GetAttributes() & NAV_WALK) - { - float size = 8.0f; - Vector up(m_center.x - size, m_center.y - size, m_center.z + cv_bot_nav_zdraw.value); - Vector down(m_center.x + size, m_center.y + size, m_center.z + cv_bot_nav_zdraw.value); - Vector left(m_center.x - size, m_center.y + size, m_center.z + cv_bot_nav_zdraw.value); - Vector right(m_center.x + size, m_center.y - size, m_center.z + cv_bot_nav_zdraw.value); - UTIL_DrawBeamPoints(up, right, duration, red, green, blue); - UTIL_DrawBeamPoints(right, down, duration, red, green, blue); - UTIL_DrawBeamPoints(down, left, duration, red, green, blue); - UTIL_DrawBeamPoints(left, up, duration, red, green, blue); - } } // Draw selected corner for debugging @@ -3085,25 +3073,25 @@ void DrawDanger() } // If a player is at the given spot, return true -bool IsSpotOccupied(CBaseEntity *me, const Vector *pos) +bool IsSpotOccupied(CBaseEntity *pEntity, const Vector *pos) { const float closeRange = 75.0f; // is there a player in this spot float range; - CBasePlayer *player = UTIL_GetClosestPlayer(pos, &range); + CBasePlayer *pClosest = UTIL_GetClosestPlayer(pos, &range); - if (player != me) + if (pEntity != pClosest) { - if (player && range < closeRange) + if (pClosest && range < closeRange) return true; } // is there is a hostage in this spot if (g_pHostages) { - CHostage *hostage = g_pHostages->GetClosestHostage(*pos, &range); - if (hostage && hostage != me && range < closeRange) + CHostage *pHostage = g_pHostages->GetClosestHostage(*pos, &range); + if (pHostage && pEntity != pHostage && range < closeRange) return true; } @@ -3264,31 +3252,31 @@ const Vector *FindNearbyHidingSpot(CBaseEntity *me, const Vector *pos, CNavArea // Return true if moving from "start" to "finish" will cross a player's line of fire // The path from "start" to "finish" is assumed to be a straight line // "start" and "finish" are assumed to be points on the ground -bool IsCrossingLineOfFire(const Vector &start, const Vector &finish, CBaseEntity *ignore, int ignoreTeam) +bool IsCrossingLineOfFire(const Vector &start, const Vector &finish, CBaseEntity *pEntIgnore, int ignoreTeam) { - for (int p = 1; p <= gpGlobals->maxClients; p++) + for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(p); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (!IsEntityValid(player)) + if (!IsEntityValid(pPlayer)) continue; - if (player == ignore) + if (pPlayer == pEntIgnore) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; - if (ignoreTeam && player->m_iTeam == ignoreTeam) + if (ignoreTeam && pPlayer->m_iTeam == ignoreTeam) continue; - UTIL_MakeVectors(player->pev->v_angle + player->pev->punchangle); + UTIL_MakeVectors(pPlayer->pev->v_angle + pPlayer->pev->punchangle); const float longRange = 5000.0f; - Vector playerTarget = player->pev->origin + longRange * gpGlobals->v_forward; + Vector playerTarget = pPlayer->pev->origin + longRange * gpGlobals->v_forward; Vector result; - if (IsIntersecting2D(start, finish, player->pev->origin, playerTarget, &result)) + if (IsIntersecting2D(start, finish, pPlayer->pev->origin, playerTarget, &result)) { float loZ, hiZ; if (start.z < finish.z) @@ -3409,28 +3397,28 @@ const Vector *FindNearbyRetreatSpot(CBaseEntity *me, const Vector *start, CNavAr // Return number of players with given teamID in this area (teamID == 0 means any/all) // TODO: Keep pointers to contained Players to make this a zero-time query -int CNavArea::GetPlayerCount(int teamID, CBasePlayer *ignore) const +int CNavArea::GetPlayerCount(int teamID, CBasePlayer *pEntIgnore) const { int nCount = 0; for (int i = 1; i <= gpGlobals->maxClients; i++) { - CBasePlayer *player = UTIL_PlayerByIndex(i); + CBasePlayer *pPlayer = UTIL_PlayerByIndex(i); - if (player == ignore) + if (pPlayer == pEntIgnore) continue; - if (!IsEntityValid(player)) + if (!IsEntityValid(pPlayer)) continue; - if (!player->IsPlayer()) + if (!pPlayer->IsPlayer()) continue; - if (!player->IsAlive()) + if (!pPlayer->IsAlive()) continue; - if (teamID == UNASSIGNED || player->m_iTeam == teamID) + if (teamID == UNASSIGNED || pPlayer->m_iTeam == teamID) { - if (Contains(&player->pev->origin)) + if (Contains(&pPlayer->pev->origin)) nCount++; } } @@ -3841,12 +3829,11 @@ void EditNavAreas(NavEditCmdType cmd) } else { - Q_sprintf(attrib, "%s%s%s%s%s", - (area->GetAttributes() & NAV_CROUCH) ? "CROUCH " : "", - (area->GetAttributes() & NAV_JUMP) ? "JUMP " : "", + Q_sprintf(attrib, "%s%s%s%s", + (area->GetAttributes() & NAV_CROUCH) ? "CROUCH " : "", + (area->GetAttributes() & NAV_JUMP) ? "JUMP " : "", (area->GetAttributes() & NAV_PRECISE) ? "PRECISE " : "", - (area->GetAttributes() & NAV_NO_JUMP) ? "NO_JUMP " : "", - (area->GetAttributes() & NAV_WALK) ? "WALK " : ""); + (area->GetAttributes() & NAV_NO_JUMP) ? "NO_JUMP " : ""); } Q_sprintf(buffer, "Area #%d %s %s\n", area->GetID(), locName, attrib); @@ -3990,10 +3977,6 @@ void EditNavAreas(NavEditCmdType cmd) EMIT_SOUND_DYN(ENT(pLocalPlayer->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100); area->SetAttributes(area->GetAttributes() ^ NAV_PRECISE); break; - case EDIT_ATTRIB_WALK: - EMIT_SOUND_DYN(ENT(UTIL_GetLocalPlayer()->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100); - area->SetAttributes(area->GetAttributes() ^ NAV_WALK); - break; case EDIT_ATTRIB_NO_JUMP: EMIT_SOUND_DYN(ENT(pLocalPlayer->pev), CHAN_ITEM, "buttons/bell1.wav", 1, ATTN_NORM, 0, 100); area->SetAttributes(area->GetAttributes() ^ NAV_NO_JUMP); @@ -4314,11 +4297,10 @@ bool GetGroundHeight(const Vector *pos, float *height, Vector *normal) UTIL_TraceLine(from, to, ignore_monsters, dont_ignore_glass, ignore, &result); - if (result.pHit) + if (result.flFraction != 1.0f && result.pHit) { - if (FClassnameIs(VARS(result.pHit), "func_door") - || FClassnameIs(VARS(result.pHit), "func_door_rotating") - || (FClassnameIs(VARS(result.pHit), "func_breakable") && VARS(result.pHit)->takedamage == DAMAGE_YES)) + // ignoring any entities that we can walk through + if (IsEntityWalkable(VARS(result.pHit), WALK_THRU_DOORS | WALK_THRU_BREAKABLES)) { ignore = result.pHit; continue; diff --git a/regamedll/game_shared/bot/nav_area.h b/regamedll/game_shared/bot/nav_area.h index 4cb2532f..d67e3ad4 100644 --- a/regamedll/game_shared/bot/nav_area.h +++ b/regamedll/game_shared/bot/nav_area.h @@ -50,7 +50,6 @@ enum NavEditCmdType EDIT_ATTRIB_CROUCH, // toggle crouch attribute on current area EDIT_ATTRIB_JUMP, // toggle jump attribute on current area EDIT_ATTRIB_PRECISE, // toggle precise attribute on current area - EDIT_ATTRIB_WALK, // toggle walk attribute on current area EDIT_ATTRIB_NO_JUMP, // toggle inhibiting discontinuity jumping in current area EDIT_BEGIN_AREA, // begin creating a new nav area EDIT_END_AREA, // end creation of the new nav area @@ -635,7 +634,7 @@ bool NavAreaBuildPath(CNavArea *startArea, CNavArea *goalArea, const Vector *goa // TODO: Cost might work as "manhattan distance" startArea->SetTotalCost((*startArea->GetCenter() - actualGoalPos).Length()); - float_precision initCost = costFunc(startArea, nullptr, nullptr); + real_t initCost = costFunc(startArea, nullptr, nullptr); if (initCost < 0.0f) return false; @@ -781,7 +780,7 @@ bool NavAreaBuildPath(CNavArea *startArea, CNavArea *goalArea, const Vector *goa if (newArea == area) continue; - float_precision newCostSoFar = costFunc(newArea, area, ladder); + real_t newCostSoFar = costFunc(newArea, area, ladder); // check if cost functor says this area is a dead-end if (newCostSoFar < 0.0f) @@ -795,7 +794,7 @@ bool NavAreaBuildPath(CNavArea *startArea, CNavArea *goalArea, const Vector *goa else { // compute estimate of distance left to go - float_precision newCostRemaining = (*newArea->GetCenter() - actualGoalPos).Length(); + real_t newCostRemaining = (*newArea->GetCenter() - actualGoalPos).Length(); // track closest area to goal in case path fails if (closestArea && newCostRemaining < closestAreaDist) @@ -830,7 +829,7 @@ bool NavAreaBuildPath(CNavArea *startArea, CNavArea *goalArea, const Vector *goa // Compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'. template -float_precision NavAreaTravelDistance(CNavArea *startArea, CNavArea *endArea, CostFunctor &costFunc) +real_t NavAreaTravelDistance(CNavArea *startArea, CNavArea *endArea, CostFunctor &costFunc) { if (!startArea) return -1.0f; @@ -846,7 +845,7 @@ float_precision NavAreaTravelDistance(CNavArea *startArea, CNavArea *endArea, Co return -1.0f; // compute distance along path - float_precision distance = 0.0f; + real_t distance = 0.0f; for (CNavArea *area = endArea; area->GetParent(); area = area->GetParent()) { distance += (*area->GetCenter() - *area->GetParent()->GetCenter()).Length(); @@ -863,7 +862,7 @@ float NavAreaTravelDistance(const Vector *startPos, CNavArea *startArea, const V return -1.0f; // compute path between areas using given cost heuristic - CNavArea *goalArea = NULL; + CNavArea *goalArea = nullptr; if (NavAreaBuildPath(startArea, TheNavAreaGrid.GetNearestNavArea(goalPos), goalPos, costFunc, &goalArea) == false) return -1.0f; diff --git a/regamedll/game_shared/bot/nav_file.cpp b/regamedll/game_shared/bot/nav_file.cpp index 7c5ff78c..667819e9 100644 --- a/regamedll/game_shared/bot/nav_file.cpp +++ b/regamedll/game_shared/bot/nav_file.cpp @@ -130,13 +130,12 @@ void CNavArea::Save(FILE *fp) const fprintf(fp, "v %f %f %f\n", m_extent.lo.x, m_extent.hi.y, m_swZ); static int base = 1; - fprintf(fp, "\n\ng %04dArea%s%s%s%s%s\n", m_id, + fprintf(fp, "\n\ng %04dArea%s%s%s%s\n", m_id, (GetAttributes() & NAV_CROUCH) ? "CROUCH" : "", (GetAttributes() & NAV_JUMP) ? "JUMP" : "", - (GetAttributes() & NAV_PRECISE) ? "PRECISE" : "", (GetAttributes() & NAV_NO_JUMP) ? "NO_JUMP" : "", - (GetAttributes() & NAV_WALK) ? "NAV_WALK" : ""); + (GetAttributes() & NAV_PRECISE) ? "PRECISE" : "", (GetAttributes() & NAV_NO_JUMP) ? "NO_JUMP" : ""); - fprintf(fp, "f %d %d %d %d %d\n\n", base, base + 1, base + 2, base + 3, base + 4); - base += 5; + fprintf(fp, "f %d %d %d %d\n\n", base, base + 1, base + 2, base + 3); + base += 4; } void CNavArea::Save(int fd, unsigned int version) diff --git a/regamedll/game_shared/bot/nav_node.cpp b/regamedll/game_shared/bot/nav_node.cpp index e8af03f5..39d347ca 100644 --- a/regamedll/game_shared/bot/nav_node.cpp +++ b/regamedll/game_shared/bot/nav_node.cpp @@ -42,9 +42,9 @@ const CNavNode *CNavNode::GetNode(const Vector *pos) const float tolerance = 0.45f * GenerationStepSize; for (const CNavNode *node = m_list; node; node = node->m_next) { - float dx = abs(node->m_pos.x - pos->x); - float dy = abs(node->m_pos.y - pos->y); - float dz = abs(node->m_pos.z - pos->z); + float dx = Q_abs(node->m_pos.x - pos->x); + float dy = Q_abs(node->m_pos.y - pos->y); + float dz = Q_abs(node->m_pos.z - pos->z); if (dx < tolerance && dy < tolerance && dz < tolerance) return node; diff --git a/regamedll/game_shared/bot/nav_node.h b/regamedll/game_shared/bot/nav_node.h index 785f5d9e..a1f73923 100644 --- a/regamedll/game_shared/bot/nav_node.h +++ b/regamedll/game_shared/bot/nav_node.h @@ -51,10 +51,10 @@ public: void ConnectTo(CNavNode *node, NavDirType dir); CNavNode *GetParent() const; - void MarkAsVisited(NavDirType dir); // mark the given direction as having been visited - BOOL HasVisited(NavDirType dir); // return TRUE if the given direction has already been searched - BOOL IsBiLinked(NavDirType dir) const; // node is bidirectionally linked to another node in the given direction - BOOL IsClosedCell() const; // node is the NW corner of a bi-linked quad of nodes + void MarkAsVisited(NavDirType dir); // mark the given direction as having been visited + BOOL HasVisited(NavDirType dir); // return TRUE if the given direction has already been searched + BOOL IsBiLinked(NavDirType dir) const; // node is bidirectionally linked to another node in the given direction + BOOL IsClosedCell() const; // node is the NW corner of a bi-linked quad of nodes void Cover() { m_isCovered = true; } // TODO: Should pass in area that is covering BOOL IsCovered() const { return m_isCovered; } // return true if this node has been covered by an area @@ -70,14 +70,14 @@ private: Vector m_pos; // position of this node in the world Vector m_normal; // surface normal at this location - CNavNode *m_to[NUM_DIRECTIONS]; // links to north, south, east, and west. NULL if no link + CNavNode *m_to[NUM_DIRECTIONS]; // links to north, south, east, and west. NULL if no link unsigned int m_id; // unique ID of this node unsigned char m_attributeFlags; // set of attribute bit flags (see NavAttributeType) static CNavNode *m_list; // the master list of all nodes for this map static unsigned int m_listLength; - CNavNode *m_next; // next link in master list + CNavNode *m_next; // next link in master list // below are only needed when generating // flags for automatic node generation. If direction bit is clear, that direction hasn't been explored yet. diff --git a/regamedll/game_shared/bot/nav_path.cpp b/regamedll/game_shared/bot/nav_path.cpp index 041b7db0..77ed8f17 100644 --- a/regamedll/game_shared/bot/nav_path.cpp +++ b/regamedll/game_shared/bot/nav_path.cpp @@ -307,22 +307,22 @@ void CNavPath::Draw() // Check line of sight from 'anchor' node on path to subsequent nodes until // we find a node that can't been seen from 'anchor' -int CNavPath::FindNextOccludedNode(int anchor_) +int CNavPath::FindNextOccludedNode(int anchor) { - int lastVisible = anchor_; - for (int i = anchor_ + 1; i < m_segmentCount; i++) + int lastVisible = anchor; + for (int i = anchor + 1; i < m_segmentCount; i++) { // don't remove ladder nodes if (m_path[i].ladder) return i; - if (!IsWalkableTraceLineClear(m_path[anchor_].pos, m_path[i].pos)) + if (!IsWalkableTraceLineClear(m_path[anchor].pos, m_path[i].pos)) { // cant see this node from anchor node return i; } - Vector anchorPlusHalf = m_path[anchor_].pos + Vector(0, 0, HalfHumanHeight); + Vector anchorPlusHalf = m_path[anchor].pos + Vector(0, 0, HalfHumanHeight); Vector iPlusHalf = m_path[i].pos + Vector(0, 0, HalfHumanHeight); if (!IsWalkableTraceLineClear(anchorPlusHalf, iPlusHalf)) { @@ -330,7 +330,7 @@ int CNavPath::FindNextOccludedNode(int anchor_) return i; } - Vector anchorPlusFull = m_path[anchor_].pos + Vector(0, 0, HumanHeight); + Vector anchorPlusFull = m_path[anchor].pos + Vector(0, 0, HumanHeight); Vector iPlusFull = m_path[i].pos + Vector(0, 0, HumanHeight); if (!IsWalkableTraceLineClear(anchorPlusFull, iPlusFull)) { @@ -350,16 +350,16 @@ void CNavPath::Optimize() if (m_segmentCount < 3) return; - int anchor_ = 0; - while (anchor_ < m_segmentCount) + int anchor = 0; + while (anchor < m_segmentCount) { - int occluded = FindNextOccludedNode(anchor_); + int occluded = FindNextOccludedNode(anchor); int nextAnchor = occluded - 1; - if (nextAnchor > anchor_) + if (nextAnchor > anchor) { // remove redundant nodes between anchor and nextAnchor - int removeCount = nextAnchor - anchor_ - 1; + int removeCount = nextAnchor - anchor - 1; if (removeCount > 0) { for (int i = nextAnchor; i < m_segmentCount; i++) @@ -370,7 +370,7 @@ void CNavPath::Optimize() } } - anchor_++; + anchor++; } #endif } @@ -590,11 +590,11 @@ int CNavPathFollower::FindOurPositionOnPath(Vector *close, bool local) const Vector eyes = m_improv->GetEyes(); Vector pos; const Vector *from, *to; - float_precision length; + real_t length; float closeLength; float closeDistSq = 1.0e10; int closeIndex = -1; - float_precision distSq; + real_t distSq; int start, end; if (!m_path->IsValid()) @@ -921,7 +921,7 @@ void CNavPathFollower::FeelerReflexAdjustment(Vector *goalPosition, float height dir.NormalizeInPlace(); #else // TODO: fix test demo - float_precision flLen = dir.Length(); + real_t flLen = dir.Length(); if (flLen > 0) dir = dir * float(1 / flLen); @@ -984,7 +984,7 @@ void CNavPathFollower::FeelerReflexAdjustment(Vector *goalPosition, float height UTIL_DrawBeamPoints(from, to, 1, 255, 0, 0); } - const float_precision avoidRange = (m_improv->IsCrouching()) ? 150.0f : 300.0f; + const real_t avoidRange = (m_improv->IsCrouching()) ? 150.0f : 300.0f; if (!rightClear) { diff --git a/regamedll/game_shared/bot/nav_path.h b/regamedll/game_shared/bot/nav_path.h index 6c34accf..b60ce8d5 100644 --- a/regamedll/game_shared/bot/nav_path.h +++ b/regamedll/game_shared/bot/nav_path.h @@ -153,7 +153,7 @@ private: bool ComputePathPositions(); // determine actual path positions bool BuildTrivialPath(const Vector *start, const Vector *goal); // utility function for when start and goal are in the same area - int FindNextOccludedNode(int anchor_); // used by Optimize() + int FindNextOccludedNode(int anchor); // used by Optimize() }; // Monitor improv movement and determine if it becomes stuck diff --git a/regamedll/game_shared/counter.h b/regamedll/game_shared/counter.h index 0b55e02c..83fa1d43 100644 --- a/regamedll/game_shared/counter.h +++ b/regamedll/game_shared/counter.h @@ -174,7 +174,7 @@ inline double CCounter::GetCurTime() struct timeval tp; static int secbase = 0; - gettimeofday(&tp, NULL); + gettimeofday(&tp, nullptr); if (!secbase) { diff --git a/regamedll/msvc/ReGameDLL.vcxproj b/regamedll/msvc/ReGameDLL.vcxproj index 21ca9637..6e1541e9 100644 --- a/regamedll/msvc/ReGameDLL.vcxproj +++ b/regamedll/msvc/ReGameDLL.vcxproj @@ -905,8 +905,8 @@ Level3 Disabled true - REGAMEDLL_ADD;REGAMEDLL_API;REGAMEDLL_FIXES;REGAMEDLL_SELF;UNICODE_FIXES;REGAMEDLL_CHECKS;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;_DEBUG;_ITERATOR_DEBUG_LEVEL=0;%(PreprocessorDefinitions) - Precise + REGAMEDLL_ADD;REGAMEDLL_API;REGAMEDLL_FIXES;REGAMEDLL_SELF;UNICODE_FIXES;REGAMEDLL_CHECKS;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;_DEBUG;%(PreprocessorDefinitions) + Fast /arch:IA32 %(AdditionalOptions) MultiThreadedDebug Use @@ -941,7 +941,7 @@ Level3 Full true - REGAMEDLL_ADD;REGAMEDLL_API;REGAMEDLL_FIXES;REGAMEDLL_SELF;REGAMEDLL_CHECKS;UNICODE_FIXES;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;NDEBUG;_ITERATOR_DEBUG_LEVEL=0;%(PreprocessorDefinitions) + REGAMEDLL_ADD;REGAMEDLL_API;REGAMEDLL_FIXES;REGAMEDLL_SELF;REGAMEDLL_CHECKS;UNICODE_FIXES;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;NDEBUG;%(PreprocessorDefinitions) Fast /arch:IA32 %(AdditionalOptions) MultiThreaded @@ -986,7 +986,7 @@ Level3 Full true - PLAY_GAMEDLL;REGAMEDLL_SELF;REGAMEDLL_API;REGAMEDLL_CHECKS;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;NDEBUG;_ITERATOR_DEBUG_LEVEL=0;%(PreprocessorDefinitions) + PLAY_GAMEDLL;REGAMEDLL_SELF;REGAMEDLL_API;REGAMEDLL_CHECKS;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;NDEBUG;%(PreprocessorDefinitions) Precise /arch:IA32 %(AdditionalOptions) MultiThreaded @@ -1031,7 +1031,7 @@ Level3 Disabled true - PLAY_GAMEDLL;REGAMEDLL_SELF;REGAMEDLL_CHECKS;REGAMEDLL_API;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;_DEBUG;_ITERATOR_DEBUG_LEVEL=0;%(PreprocessorDefinitions) + PLAY_GAMEDLL;REGAMEDLL_SELF;REGAMEDLL_CHECKS;REGAMEDLL_API;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;USE_QSTRING;DEDICATED;_CRT_SECURE_NO_WARNINGS;_DEBUG;%(PreprocessorDefinitions) Precise /arch:IA32 %(AdditionalOptions) MultiThreadedDebug @@ -1067,7 +1067,7 @@ Level3 Disabled true - REGAMEDLL_FIXES;REGAMEDLL_SELF;UNICODE_FIXES;_BUILD_FROM_IDE;USE_BREAKPAD_HANDLER;USE_QSTRING;_CRT_SECURE_NO_WARNINGS;_ITERATOR_DEBUG_LEVEL=0;_DEBUG;%(PreprocessorDefinitions) + REGAMEDLL_FIXES;REGAMEDLL_SELF;UNICODE_FIXES;_BUILD_FROM_IDE;USE_BREAKPAD_HANDLER;USE_QSTRING;_CRT_SECURE_NO_WARNINGS;_DEBUG;%(PreprocessorDefinitions) MultiThreadedDebug Use precompiled.h diff --git a/regamedll/pm_shared/pm_debug.cpp b/regamedll/pm_shared/pm_debug.cpp index 14866fef..b75a9605 100644 --- a/regamedll/pm_shared/pm_debug.cpp +++ b/regamedll/pm_shared/pm_debug.cpp @@ -65,7 +65,7 @@ void PM_ParticleLine(vec3_t start, vec3_t end, int pcolor, float life, float ver curdist = 0; while (curdist <= len) { - for (i = 0; i < 3; ++i) + for (i = 0; i < 3; i++) curpos[i] = start[i] + curdist * diff[i]; pmove->PM_Particle(curpos, pcolor, life, 0, vert); @@ -101,7 +101,7 @@ void PM_DrawPhysEntBBox(int num, int pcolor, float life) VectorCopy(pe->origin, org); pmove->PM_GetModelBounds(pe->model, modelmins, modelmaxs); - for (j = 0; j < 8; ++j) + for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? modelmins[0] - gap : modelmaxs[0] + gap; tmp[1] = (j & 2) ? modelmins[1] - gap : modelmaxs[1] + gap; @@ -116,7 +116,7 @@ void PM_DrawPhysEntBBox(int num, int pcolor, float life) vec3_t forward, right, up; AngleVectorsTranspose(pe->angles, forward, right, up); - for (j = 0; j < 8; ++j) + for (j = 0; j < 8; j++) { VectorCopy(p[j], tmp); p[j][0] = DotProduct(tmp, forward); @@ -126,10 +126,10 @@ void PM_DrawPhysEntBBox(int num, int pcolor, float life) } // Offset by entity origin, if any. - for (j = 0; j < 8; ++j) + for (j = 0; j < 8; j++) VectorAdd(p[j], org, p[j]); - for (j = 0; j < 6; ++j) + for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], @@ -141,7 +141,7 @@ void PM_DrawPhysEntBBox(int num, int pcolor, float life) } else { - for (j = 0; j < 8; ++j) + for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? pe->mins[0] : pe->maxs[0]; tmp[1] = (j & 2) ? pe->mins[1] : pe->maxs[1]; @@ -151,7 +151,7 @@ void PM_DrawPhysEntBBox(int num, int pcolor, float life) VectorCopy(tmp, p[j]); } - for (j = 0; j < 6; ++j) + for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], @@ -171,7 +171,7 @@ void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life vec3_t p[8]; float gap = BOX_GAP; - for (j = 0; j < 8; ++j) + for (j = 0; j < 8; j++) { tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap; tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap; @@ -181,7 +181,7 @@ void PM_DrawBBox(vec3_t mins, vec3_t maxs, vec3_t origin, int pcolor, float life VectorCopy(tmp, p[j]); } - for (j = 0; j < 6; ++j) + for (j = 0; j < 6; j++) { PM_DrawRectangle( p[PM_boxpnt[j][1]], @@ -216,7 +216,7 @@ void PM_ViewEntity() VectorCopy(pmove->origin, origin); - fup = 0.5 * (pmove->_player_mins[pmove->usehull][2] + pmove->_player_maxs[pmove->usehull][2]); + fup = 0.5 * (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]); fup += pmove->view_ofs[2]; fup -= 4; diff --git a/regamedll/pm_shared/pm_defs.h b/regamedll/pm_shared/pm_defs.h index 67b82e61..b90ca7c8 100644 --- a/regamedll/pm_shared/pm_defs.h +++ b/regamedll/pm_shared/pm_defs.h @@ -159,8 +159,8 @@ typedef struct playermove_s pmtrace_t touchindex[MAX_PHYSENTS]; char physinfo[MAX_PHYSINFO_STRING]; // Physics info string struct movevars_s *movevars; - vec_t _player_mins[4][3]; - vec_t _player_maxs[4][3]; + vec_t player_mins[4][3]; + vec_t player_maxs[4][3]; const char *(*PM_Info_ValueForKey)(const char *s, const char *key); void (*PM_Particle)(float *origin, int color, float life, int zpos, int zvel); diff --git a/regamedll/pm_shared/pm_math.cpp b/regamedll/pm_shared/pm_math.cpp index 2abe56ba..ecb08c79 100644 --- a/regamedll/pm_shared/pm_math.cpp +++ b/regamedll/pm_shared/pm_math.cpp @@ -13,18 +13,18 @@ void AngleVectors(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up) { float sr, sp, sy, cr, cp; - float_precision cy; - float_precision angle; + real_t cy; + real_t angle; - angle = float_precision(angles[YAW] * (M_PI * 2 / 360)); + angle = real_t(angles[YAW] * (M_PI * 2 / 360)); sy = Q_sin(angle); cy = Q_cos(angle); - angle = float_precision(angles[PITCH] * (M_PI * 2 / 360)); + angle = real_t(angles[PITCH] * (M_PI * 2 / 360)); sp = Q_sin(angle); cp = Q_cos(angle); - angle = float_precision(angles[ROLL] * (M_PI * 2 / 360)); + angle = real_t(angles[ROLL] * (M_PI * 2 / 360)); sr = Q_sin(angle); cr = Q_cos(angle); @@ -85,18 +85,18 @@ void AngleVectorsTranspose(const vec_t *angles, vec_t *forward, vec_t *right, ve void AngleMatrix(const vec_t *angles, float (*matrix)[4]) { - float_precision angle; - float_precision sr, sp, sy, cr, cp, cy; + real_t angle; + real_t sr, sp, sy, cr, cp, cy; - angle = float_precision(angles[ROLL] * (M_PI * 2 / 360)); + angle = real_t(angles[ROLL] * (M_PI * 2 / 360)); sy = Q_sin(angle); cy = Q_cos(angle); - angle = float_precision(angles[YAW] * (M_PI * 2 / 360)); + angle = real_t(angles[YAW] * (M_PI * 2 / 360)); sp = Q_sin(angle); cp = Q_cos(angle); - angle = float_precision(angles[PITCH] * (M_PI * 2 / 360)); + angle = real_t(angles[PITCH] * (M_PI * 2 / 360)); sr = Q_sin(angle); cr = Q_cos(angle); @@ -149,9 +149,8 @@ void AngleIMatrix(const vec_t *angles, float (*matrix)[4]) void NormalizeAngles(float *angles) { - int i; // Normalize angles - for (i = 0; i < 3; ++i) + for (int i = 0; i < 3; i++) { if (angles[i] > 180.0) { @@ -176,7 +175,7 @@ void InterpolateAngles(float *start, float *end, float *output, float frac) NormalizeAngles(start); NormalizeAngles(end); - for (i = 0; i < 3; ++i) + for (i = 0; i < 3; i++) { ang1 = start[i]; ang2 = end[i]; @@ -221,7 +220,7 @@ void VectorTransform(const vec_t *in1, float (*in2)[4], vec_t *out) int VectorCompare(const vec_t *v1, const vec_t *v2) { - for (int i = 0; i < 3; ++i) + for (int i = 0; i < 3; i++) { if (v1[i] != v2[i]) return 0; @@ -237,7 +236,7 @@ void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc) vecc[2] = veca[2] + scale * vecb[2]; } -float_precision _DotProduct(const vec_t *v1, const vec_t *v2) +real_t _DotProduct(const vec_t *v1, const vec_t *v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } @@ -270,11 +269,11 @@ void CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross) cross[2] = v1[0] * v2[1] - v1[1] * v2[0]; } -float_precision Length(const vec_t *v) +real_t Length(const vec_t *v) { - float_precision length = 0.0f; + real_t length = 0.0f; - for (int i = 0; i < 3; ++i) + for (int i = 0; i < 3; i++) length += v[i] * v[i]; return Q_sqrt(length); @@ -287,12 +286,12 @@ float Distance(const vec_t *v1, const vec_t *v2) return Length(d); } -float_precision VectorNormalize(vec_t *v) +real_t VectorNormalize(vec_t *v) { - float_precision length; - float_precision ilength; + real_t length; + real_t ilength; - length = Q_sqrt(float_precision(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])); + length = Q_sqrt(real_t(v[0] * v[0] + v[1] * v[1] + v[2] * v[2])); if (length) { @@ -324,7 +323,7 @@ int Q_log2(int val) { int answer = 0; while (val >>= 1) - ++answer; + answer++; return answer; } diff --git a/regamedll/pm_shared/pm_math.h b/regamedll/pm_shared/pm_math.h index 22aeb39b..ca0da467 100644 --- a/regamedll/pm_shared/pm_math.h +++ b/regamedll/pm_shared/pm_math.h @@ -49,15 +49,15 @@ void VectorTransform(const vec_t *in1, float *in2, vec_t *out); int VectorCompare(const vec_t *v1, const vec_t *v2); void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc); -float_precision _DotProduct(const vec_t *v1, const vec_t *v2); +real_t _DotProduct(const vec_t *v1, const vec_t *v2); void _VectorSubtract(vec_t *veca, vec_t *vecb, vec_t *out); void _VectorAdd(vec_t *veca, vec_t *vecb, vec_t *out); void _VectorCopy(vec_t *in, vec_t *out); void CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross); -float_precision Length(const vec_t *v); +real_t Length(const vec_t *v); float Distance(const vec_t *v1, const vec_t *v2); -float_precision VectorNormalize(vec_t *v); +real_t VectorNormalize(vec_t *v); void VectorInverse(vec_t *v); void VectorScale(const vec_t *in, vec_t scale, vec_t *out); diff --git a/regamedll/pm_shared/pm_shared.cpp b/regamedll/pm_shared/pm_shared.cpp index 6dd8d2e1..0e742f69 100644 --- a/regamedll/pm_shared/pm_shared.cpp +++ b/regamedll/pm_shared/pm_shared.cpp @@ -408,7 +408,7 @@ void EXT_FUNC __API_HOOK(PM_UpdateStepSound)() VectorCopy(pmove->origin, knee); VectorCopy(pmove->origin, feet); - height = pmove->_player_maxs[pmove->usehull][2] - pmove->_player_mins[pmove->usehull][2]; + height = pmove->player_maxs[pmove->usehull][2] - pmove->player_mins[pmove->usehull][2]; knee[2] = pmove->origin[2] - 0.3 * height; feet[2] = pmove->origin[2] - 0.5 * height; @@ -557,8 +557,8 @@ void PM_CheckVelocity() int PM_ClipVelocity(vec_t *in, vec_t *normal, vec_t *out, float overbounce) { float change; - float_precision angle; - float_precision backoff; + real_t angle; + real_t backoff; int i, blocked; angle = normal[2]; @@ -600,7 +600,7 @@ int PM_ClipVelocity(vec_t *in, vec_t *normal, vec_t *out, float overbounce) void PM_AddCorrectGravity() { - float_precision ent_gravity; + real_t ent_gravity; if (pmove->waterjumptime) return; @@ -622,7 +622,7 @@ void PM_AddCorrectGravity() void PM_FixupGravityVelocity() { - float_precision ent_gravity; + real_t ent_gravity; if (pmove->waterjumptime) return; @@ -671,7 +671,7 @@ int PM_FlyMove() // end point. for (i = 0; i < 3; i++) { - float_precision flScale = time_left * pmove->velocity[i]; + real_t flScale = time_left * pmove->velocity[i]; end[i] = pmove->origin[i] + flScale; } @@ -815,13 +815,13 @@ int PM_FlyMove() return blocked; } -void PM_Accelerate(vec_t *wishdir, float_precision wishspeed, float accel) +void PM_Accelerate(vec_t *wishdir, real_t wishspeed, float accel) { int i; float addspeed; - float_precision currentspeed; - float_precision accelspeed; + real_t currentspeed; + real_t accelspeed; // Dead player's don't accelerate if (pmove->dead) @@ -863,10 +863,10 @@ void PM_WalkMove() int i; vec3_t wishvel; - float_precision spd; + real_t spd; float fmove, smove; vec3_t wishdir; - float_precision wishspeed; + real_t wishspeed; //vec3_t start; // TODO: unused vec3_t dest; @@ -878,7 +878,7 @@ void PM_WalkMove() if (pmove->fuser2 > 0.0) { - float_precision flRatio = (100 - pmove->fuser2 * 0.001 * 19) * 0.01; + real_t flRatio = (100 - pmove->fuser2 * 0.001 * 19) * 0.01; pmove->velocity[0] *= flRatio; pmove->velocity[1] *= flRatio; @@ -1048,7 +1048,7 @@ void PM_Friction() { float *vel; float speed; - float_precision newspeed, control, friction, drop; + real_t newspeed, control, friction, drop; vec3_t newvel; // If we are in water jump cycle, don't apply friction @@ -1059,7 +1059,7 @@ void PM_Friction() vel = pmove->velocity; // Calculate speed - speed = Q_sqrt(float_precision(vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2])); + speed = Q_sqrt(real_t(vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2])); // If too slow, return if (speed < 0.1f) @@ -1078,7 +1078,7 @@ void PM_Friction() start[0] = stop[0] = pmove->origin[0] + vel[0] / speed * 16; start[1] = stop[1] = pmove->origin[1] + vel[1] / speed * 16; - start[2] = pmove->origin[2] + pmove->_player_mins[pmove->usehull][2]; + start[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2]; stop[2] = start[2] - 34; trace = pmove->PM_PlayerTrace(start, stop, PM_NORMAL, -1); @@ -1133,8 +1133,8 @@ void PM_AirAccelerate(vec_t *wishdir, float wishspeed, float accel) float addspeed; float wishspd = wishspeed; - float_precision currentspeed; - float_precision accelspeed; + real_t currentspeed; + real_t accelspeed; if (pmove->dead || pmove->waterjumptime) return; @@ -1176,7 +1176,7 @@ void PM_WaterMove() vec3_t temp; pmtrace_t trace; - float_precision speed, accelspeed, wishspeed; + real_t speed, accelspeed, wishspeed; float newspeed, addspeed; // user intentions @@ -1350,9 +1350,9 @@ qboolean PM_CheckWater() float heightover2; // Pick a spot just above the players feet. - point[0] = pmove->origin[0] + (pmove->_player_mins[pmove->usehull][0] + pmove->_player_maxs[pmove->usehull][0]) * 0.5; - point[1] = pmove->origin[1] + (pmove->_player_mins[pmove->usehull][1] + pmove->_player_maxs[pmove->usehull][1]) * 0.5; - point[2] = pmove->origin[2] + pmove->_player_mins[pmove->usehull][2] + 1; + point[0] = pmove->origin[0] + (pmove->player_mins[pmove->usehull][0] + pmove->player_maxs[pmove->usehull][0]) * 0.5f; + point[1] = pmove->origin[1] + (pmove->player_mins[pmove->usehull][1] + pmove->player_maxs[pmove->usehull][1]) * 0.5f; + point[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2] + 1; // Assume that we are not in water at all. pmove->waterlevel = 0; @@ -1370,7 +1370,7 @@ qboolean PM_CheckWater() // We are at least at level one pmove->waterlevel = 1; - height = (pmove->_player_mins[pmove->usehull][2] + pmove->_player_maxs[pmove->usehull][2]); + height = (pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2]); heightover2 = height * 0.5; // Now check a point that is at the player hull midpoint. @@ -1503,7 +1503,7 @@ qboolean PM_CheckStuck() vec3_t test; int hitent; int idx; - float_precision fTime; + real_t fTime; int i; pmtrace_t traceresult; @@ -1616,15 +1616,15 @@ qboolean PM_CheckStuck() void PM_SpectatorMove() { - float_precision speed, drop, friction; - float_precision control, newspeed; + real_t speed, drop, friction; + real_t control, newspeed; float currentspeed, addspeed; - float_precision accelspeed; + real_t accelspeed; int i; vec3_t wishvel; float fmove, smove; vec3_t wishdir; - float_precision wishspeed; + real_t wishspeed; // this routine keeps track of the spectators psoition // there a two different main move types : track player or moce freely (OBS_ROAMING) @@ -1748,7 +1748,7 @@ void PM_SpectatorMove() // Used by ducking code. float PM_SplineFraction(float value, float scale) { - float_precision valueSquared; + real_t valueSquared; value = scale * value; valueSquared = value * value; @@ -1807,7 +1807,7 @@ void PM_UnDuck() { #ifdef REGAMEDLL_FIXES vec3_t offset; - VectorSubtract(pmove->_player_mins[1], pmove->_player_mins[0], offset); + VectorSubtract(pmove->player_mins[1], pmove->player_mins[0], offset); VectorAdd(newOrigin, offset, newOrigin); #else newOrigin[2] += 18.0; @@ -1913,7 +1913,7 @@ void PM_Duck() { #ifdef REGAMEDLL_FIXES vec3_t newOrigin; - VectorSubtract(pmove->_player_mins[1], pmove->_player_mins[0], newOrigin); + VectorSubtract(pmove->player_mins[1], pmove->player_mins[0], newOrigin); VectorSubtract(pmove->origin, newOrigin, pmove->origin); #else pmove->origin[2] = pmove->origin[2] - 18.0; @@ -1928,8 +1928,8 @@ void PM_Duck() } else { - float_precision duckFraction = PM_VEC_VIEW; - float_precision time = (1.0 - pmove->flDuckTime / 1000.0); + real_t duckFraction = PM_VEC_VIEW; + real_t time = (1.0 - pmove->flDuckTime / 1000.0); // Calc parametric time if (time >= 0.0) { @@ -1937,7 +1937,7 @@ void PM_Duck() } #ifdef REGAMEDLL_FIXES - float fMore = (pmove->_player_mins[1][2] - pmove->_player_mins[0][2]); + float fMore = (pmove->player_mins[1][2] - pmove->player_mins[0][2]); #else float fMore = (PM_VEC_DUCK_HULL_MIN - PM_VEC_HULL_MIN); #endif @@ -1973,7 +1973,7 @@ void PM_LadderMove(physent_t *pLadder) // On ladder, convert movement to be relative to the ladder VectorCopy(pmove->origin, floor); - floor[2] += pmove->_player_mins[pmove->usehull][2] - 1; + floor[2] += pmove->player_mins[pmove->usehull][2] - 1; if (pmove->PM_PointContents(floor, nullptr) == CONTENTS_SOLID) onFloor = true; @@ -2304,7 +2304,7 @@ void PM_NoClip() void PM_PreventMegaBunnyJumping() { // Current player speed - float_precision spd; + real_t spd; // If we have to crop, apply this cropping fraction to velocity float fraction; // Speed at which bunny jumping is limited @@ -2414,7 +2414,7 @@ void PM_Jump() PM_PreventMegaBunnyJumping(); - float_precision fvel = Length(pmove->velocity); + real_t fvel = Length(pmove->velocity); float fvol = 1.0f; if (fvel >= 150.0f) @@ -2458,7 +2458,7 @@ void PM_Jump() if (pmove->fuser2 > 0.0f) { // NOTE: don't do it in .f (float) - float_precision flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01; + real_t flRatio = (100.0 - pmove->fuser2 * 0.001 * 19.0) * 0.01; pmove->velocity[2] *= flRatio; } @@ -2524,9 +2524,9 @@ void PM_CheckWaterJump() tr = pmove->PM_PlayerTrace(vecStart, vecEnd, PM_NORMAL, -1); // Facing a near vertical wall? - if (tr.fraction < 1.0f && Q_fabs(float_precision(tr.plane.normal[2])) < 0.1f) + if (tr.fraction < 1.0f && Q_fabs(real_t(tr.plane.normal[2])) < 0.1f) { - vecStart[2] += pmove->_player_maxs[savehull][2] - WJ_HEIGHT; + vecStart[2] += pmove->player_maxs[savehull][2] - WJ_HEIGHT; VectorMA(vecStart, 24, flatforward, vecEnd); VectorMA(vec3_origin, -50, tr.plane.normal, pmove->movedir); @@ -2621,7 +2621,7 @@ void PM_PlayWaterSounds() float PM_CalcRoll(vec_t *angles, vec_t *velocity, float rollangle, float rollspeed) { float sign; - float_precision side; + real_t side; float value; vec3_t forward, right, up; @@ -2647,7 +2647,7 @@ float PM_CalcRoll(vec_t *angles, vec_t *velocity, float rollangle, float rollspe void PM_DropPunchAngle(vec_t *punchangle) { - float_precision len; + real_t len; len = VectorNormalize(punchangle); len -= (10.0 + len * 0.5) * pmove->frametime; @@ -2662,21 +2662,21 @@ void PM_DropPunchAngle(vec_t *punchangle) void PM_CheckParameters() { float spd; - float_precision maxspeed; + real_t maxspeed; vec3_t v_angle; - spd = Q_sqrt(float_precision(pmove->cmd.sidemove * pmove->cmd.sidemove + pmove->cmd.forwardmove * pmove->cmd.forwardmove + pmove->cmd.upmove * pmove->cmd.upmove)); + spd = Q_sqrt(real_t(pmove->cmd.sidemove * pmove->cmd.sidemove + pmove->cmd.forwardmove * pmove->cmd.forwardmove + pmove->cmd.upmove * pmove->cmd.upmove)); maxspeed = pmove->clientmaxspeed; if (maxspeed != 0.0f) { - pmove->maxspeed = Q_min(maxspeed, float_precision(pmove->maxspeed)); + pmove->maxspeed = Q_min(maxspeed, real_t(pmove->maxspeed)); } - if (spd != 0.0f && spd > float_precision(pmove->maxspeed)) + if (spd != 0.0f && spd > real_t(pmove->maxspeed)) { - float_precision fRatio = pmove->maxspeed / spd; + real_t fRatio = pmove->maxspeed / spd; pmove->cmd.forwardmove *= fRatio; pmove->cmd.sidemove *= fRatio; diff --git a/regamedll/public/MemPool.cpp b/regamedll/public/MemPool.cpp index 4c92794c..6304768e 100644 --- a/regamedll/public/MemPool.cpp +++ b/regamedll/public/MemPool.cpp @@ -74,7 +74,7 @@ void CMemoryPool::AddNewBlob() newBlob = (void **)newBlob[0]; } - newBlob[0] = NULL; + newBlob[0] = nullptr; _numElements += nElements; _numBlobs++; @@ -90,7 +90,7 @@ void *CMemoryPool::Alloc(unsigned int amount) { void *returnBlock; if (amount > (unsigned int)_blockSize) - return NULL; + return nullptr; _blocksAllocated++; _peakAlloc = Q_max(_peakAlloc, _blocksAllocated); diff --git a/regamedll/public/tier0/dbg.cpp b/regamedll/public/tier0/dbg.cpp index f93e56d4..88f8c92b 100644 --- a/regamedll/public/tier0/dbg.cpp +++ b/regamedll/public/tier0/dbg.cpp @@ -165,7 +165,7 @@ SpewRetval_t _SpewMessage(SpewType_t spewType, const char *pMsgFormat, va_list a // break; case SPEW_ABORT: - // MessageBox(NULL,"Error in _SpewMessage","Error",MB_OK); + // MessageBox(nullptr, "Error in _SpewMessage", "Error", MB_OK); exit(0); default: break; diff --git a/regamedll/public/utlvector.h b/regamedll/public/utlvector.h index a409f7f6..d341292a 100644 --- a/regamedll/public/utlvector.h +++ b/regamedll/public/utlvector.h @@ -439,7 +439,7 @@ inline int CUtlVector::InsertMultipleBefore(int elem, int num, const T *pToIn ShiftElementsRight(elem, num); // Invoke default constructors - for (int i = 0; i < num; ++i) + for (int i = 0; i < num; i++) { Construct(&Element(elem+i)); } diff --git a/shared_icc.gradle b/shared_icc.gradle index 4399458c..afa5aaec 100644 --- a/shared_icc.gradle +++ b/shared_icc.gradle @@ -33,7 +33,7 @@ rootProject.ext.createIccConfig = { boolean release, BinaryKind binKind -> ) ) } else { - //debug + // debug cfg = new GccToolchainConfig( compilerOptions: new GccToolchainConfig.CompilerOptions( optimizationLevel: OptimizationLevel.DISABLE, @@ -45,7 +45,6 @@ rootProject.ext.createIccConfig = { boolean release, BinaryKind binKind -> asmBlocks: true, extraDefines: [ - '_ITERATOR_DEBUG_LEVEL': 0, // for std::list, disable debug iterator in debug mode '_GLIBCXX_USE_CXX11_ABI': 0, // don't use specific c++11 features from GCC 5.X for backward compatibility to earlier version ABI libstdc++.so.6 ] ), diff --git a/shared_msvc.gradle b/shared_msvc.gradle index 260e5db7..0a832e17 100644 --- a/shared_msvc.gradle +++ b/shared_msvc.gradle @@ -61,7 +61,7 @@ rootProject.ext.createMsvcConfig = { boolean release, BinaryKind binKind -> generatePdb: true ) } else { - //debug + // debug cfg = new MsvcToolchainConfig( compilerOptions: new MsvcToolchainConfig.CompilerOptions( codeGeneration: CodeGenerationKind.MULTITHREADED_DEBUG, @@ -89,7 +89,6 @@ rootProject.ext.createMsvcConfig = { boolean release, BinaryKind binKind -> 'WIN32': null, '_MBCS': null, '_DEBUG': null, - '_ITERATOR_DEBUG_LEVEL': 0, // for std::list, disable debug iterator in debug mode ] ), linkerOptions: new MsvcToolchainConfig.LinkerOptions(