From 5c0efda0ef811b2bafedb2b4f53b083a9b90e1b4 Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Tue, 16 May 2006 20:41:57 +0000 Subject: * Removal of bot code * Refactored botlib parsing code into qcommon --- src/server/sv_init.c | 47 ++++------------------------------------------- 1 file changed, 4 insertions(+), 43 deletions(-) (limited to 'src/server/sv_init.c') diff --git a/src/server/sv_init.c b/src/server/sv_init.c index 76cb8297..22f45729 100644 --- a/src/server/sv_init.c +++ b/src/server/sv_init.c @@ -348,7 +348,6 @@ This is NOT called for map_restart void SV_SpawnServer( char *server, qboolean killBots ) { int i; int checksum; - qboolean isBot; char systemInfo[16384]; const char *p; @@ -441,7 +440,6 @@ void SV_SpawnServer( char *server, qboolean killBots ) { for (i = 0;i < 3; i++) { VM_Call (gvm, GAME_RUN_FRAME, sv.time); - SV_BotFrame (sv.time); sv.time += 100; svs.time += 100; } @@ -454,51 +452,22 @@ void SV_SpawnServer( char *server, qboolean killBots ) { if (svs.clients[i].state >= CS_CONNECTED) { char *denied; - if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { - if ( killBots ) { - SV_DropClient( &svs.clients[i], "" ); - continue; - } - isBot = qtrue; - } - else { - isBot = qfalse; - } - // connect the client again - denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse + denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse ) ); // firstTime = qfalse if ( denied ) { // this generally shouldn't happen, because the client // was connected before the level change SV_DropClient( &svs.clients[i], denied ); } else { - if( !isBot ) { - // when we get the next packet from a connected client, - // the new gamestate will be sent - svs.clients[i].state = CS_CONNECTED; - } - else { - client_t *client; - sharedEntity_t *ent; - - client = &svs.clients[i]; - client->state = CS_ACTIVE; - ent = SV_GentityNum( i ); - ent->s.number = i; - client->gentity = ent; - - client->deltaMessage = -1; - client->nextSnapshotTime = svs.time; // generate a snapshot immediately - - VM_Call( gvm, GAME_CLIENT_BEGIN, i ); - } + // when we get the next packet from a connected client, + // the new gamestate will be sent + svs.clients[i].state = CS_CONNECTED; } } } // run another frame to allow things to look at all the players VM_Call (gvm, GAME_RUN_FRAME, sv.time); - SV_BotFrame (sv.time); sv.time += 100; svs.time += 100; @@ -558,8 +527,6 @@ SV_Init Only called at main exe startup, not for each game =============== */ -void SV_BotInitBotLib(void); - void SV_Init (void) { SV_AddOperatorCommands (); @@ -605,12 +572,6 @@ void SV_Init (void) { sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM); sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE ); sv_dequeuePeriod = Cvar_Get ("sv_dequeuePeriod", "500", CVAR_ARCHIVE ); - - // initialize bot cvars so they are listed and can be set before loading the botlib - SV_BotInitCvars(); - - // init the botlib here because we need the pre-compiler in the UI - SV_BotInitBotLib(); } -- cgit