ah, i got it compiling now btw with interface.cpp, i forgot a path in msvc
Code:
void BotSense (player_t *pPlayer)
{
// this is the first step of the bot Think() trilogy. In nature, every behaviour that can be
// associated to intelligence is resulting of three invariable steps :
// 1 - sensing the environment and the character's state
// 2 - working out the changes to commit onto the environment and the character's state
// 3 - performing these changes, and experiencing this action, looping back to step 1.
// Here we deal with the first step, sensing, which is a correlation of three "input vectors"
// (actually there are more of them but these three together are sufficient to be said
// symptomatic of the human behaviour), respectively in order of importance the sight, the
// hearing, and the touch feeling. Since FPS players experience this last one mainly by proxy,
// the game simulating it by visual and auditive means, the touch feeling of the bot will be
// a little more efficient than those of the players, giving them a slight advantage in this
// particular domain. But since we're very far from emulating the two other vectors (vision
// and hearing) as accurately as their human equivalents, it's just fair that way :)
////////////////////////////////////////////////////////////////////////////////////////////////
//// CUT AND PASTE THIS CODE WHERE YOU WANT THE BOT TO BREAK INTO THE DEBUGGER ON COMMAND ////
//// ////
if (DebugLevel.is_broke) _asm int 3; // x86 code only ////
////////////////////////////////////////////////////////////////////////////////////////////////
BotSee (pPlayer); // make bot see
BotHear (pPlayer); // make bot hear
BotTouch (pPlayer); // make bot touch
return;
}
i especially like the comments at the top. Exactly the same as my principle on RealBot
Yay!