diff --git a/dlls/bot/cs_bot_update.cpp b/dlls/bot/cs_bot_update.cpp index 133a8b81..0c929a1b 100644 --- a/dlls/bot/cs_bot_update.cpp +++ b/dlls/bot/cs_bot_update.cpp @@ -604,8 +604,7 @@ void CCSBot::Update() && GetProfile()->GetTeamwork() > minAutoFollowTeamwork && CanAutoFollow() && !IsBusy() - && !IsFollowing() - && !GetGameState()->IsAtPlantedBombsite()) + && !IsFollowing()) { // chance of following is proportional to teamwork attribute if (GetProfile()->GetTeamwork() > RANDOM_FLOAT(0.0f, 1.0f)) diff --git a/dlls/bot/cs_gamestate.cpp b/dlls/bot/cs_gamestate.cpp index 63043a8f..2c1b1877 100644 --- a/dlls/bot/cs_gamestate.cpp +++ b/dlls/bot/cs_gamestate.cpp @@ -5,9 +5,10 @@ CSGameState::CSGameState(CCSBot *owner) m_owner = owner; m_isRoundOver = false; // m_bombState = MOVING; - +#if 0 m_lastSawBomber.Invalidate(); m_lastSawLooseBomb.Invalidate(); +#endif m_validateInterval.Invalidate(); // m_isPlantedBombPosKnown = false; // m_plantedBombsite = UNKNOWN; @@ -36,12 +37,11 @@ void CSGameState::Reset() CCSBotManager *ctrl = TheCSBots(); m_isRoundOver = false; - +#if 0 // bomb m_bombState = MOVING; m_lastSawBomber.Invalidate(); m_lastSawLooseBomb.Invalidate(); -#if 0 m_bombsiteCount = ctrl->GetZoneCount(); m_isPlantedBombPosKnown = false; @@ -110,7 +110,7 @@ bool CSGameState::IsRoundOver() const { return m_isRoundOver; } - +#if 0 void CSGameState::SetBombState(BombState state) { // if state changed, reset "last seen" timestamps @@ -309,6 +309,7 @@ bool CSGameState::IsBombsiteClear(int zoneIndex) const #endif return false; } +#endif #if 0 void CSGameState::InitializeHostageInfo() { @@ -692,4 +693,4 @@ void CSGameState::AllHostagesGone() for (int i = 0; i < m_hostageCount; ++i) m_hostage[i].isValid = false; } -#endif \ No newline at end of file +#endif diff --git a/dlls/bot/cs_gamestate.h b/dlls/bot/cs_gamestate.h index 16e44831..04ab4a8e 100644 --- a/dlls/bot/cs_gamestate.h +++ b/dlls/bot/cs_gamestate.h @@ -44,7 +44,7 @@ public: void Reset(); void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling bool IsRoundOver() const; // true if round has been won or lost (but not yet reset) - +#if 0 // bomb defuse scenario enum BombState { @@ -81,14 +81,14 @@ public: void ClearBombsite(int zoneIndex); // mark bombsite as clear const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know - +#endif // hostage rescue scenario //enum ValidateStatusType:unsigned char //C++11 feature private: CCSBot *m_owner; // who owns this gamestate bool m_isRoundOver; // true if round is over, but no yet reset - +#if 0 // bomb defuse scenario void SetBombState(BombState state); BombState GetBombState() { return m_bombState; } @@ -100,7 +100,7 @@ private: IntervalTimer m_lastSawLooseBomb; Vector m_looseBombPos; - +#endif CountdownTimer m_validateInterval; };