ALIEN_JL Posted August 9, 2002 Share Posted August 9, 2002 How do i ask that from JK2 ??? (If bot can mean something else too then with bot I mean non-human controlled player...) And what i want to do is simply change some settings so that they are different for bots and for hmm... humans... ---------- FILE bg_pmove.c ------------ ============================================= /* ============== PM_Weapon Generates weapon events and modifes the weapon counter ============== */ static void PM_Weapon( void ) { ......... ...... .... ...... ......... ---if (user of this damn gun = BOT) ---{ ------if (pm->ps->weapon == WP_BLASTER && addTime != 0) ------{ ---------addTime *= 2.5; ------} ------else if (pm->ps->weapon == WP_BRYAR_PISTOL && addTime != 0) ------{ ---------addTime *= 4.0; ------} ---} ---pm->ps->weaponTime += addTime; } ============================================= ... How ?? Link to comment Share on other sites More sharing options...
Jaii der Herr Posted August 9, 2002 Share Posted August 9, 2002 if( ent->r.svFlags & SVF_BOT ) Link to comment Share on other sites More sharing options...
Jaii der Herr Posted August 10, 2002 Share Posted August 10, 2002 hm, good question... I do not know if the shered code ( everey thing with PlayerMove ( pm )) has a indicator for bots. If not, you must add one. And add code to the funktion wich create a playermove structure. I have drunk too many alkohol to answer this questeion yet.., Link to comment Share on other sites More sharing options...
ALIEN_JL Posted August 10, 2002 Author Share Posted August 10, 2002 ??? ??? ??? Link to comment Share on other sites More sharing options...
Jaii der Herr Posted August 11, 2002 Share Posted August 11, 2002 try as I said add something like qboolean isBot to the playermove structure and add pm.isBot = ( ent->r.svFlags & SVF_BOT ); where the playerstruct is set. ( somewhere in Server and Clientcode ) than you can user your isBot in pm functions... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.