// waypoint editor enable
set g_waypointeditor 0
set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them"
-set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axys of symmetry; -2: use custom axys (g_waypointeditor_symmetrical_axys)"
+set g_waypointeditor_symmetrical 0 "Enable symmetrical editing of waypoints on symmetrical CTF maps (NOTE: it assumes that the map is perfectly symmetrical). 1: automatically determine origin of symmetry; -1: use custom origin (g_waypointeditor_symmetrical_origin); 2: automatically determine axis of symmetry; -2: use custom axis (g_waypointeditor_symmetrical_axis)"
set g_waypointeditor_symmetrical_origin "0 0" "Custom origin of symmetry (x y)"
-set g_waypointeditor_symmetrical_order 0 "apply rotational symmetry (around origin of symmetry) of this order instead of the default 2 (minimum value)"
-set g_waypointeditor_symmetrical_axys "0 0" "Custom axys of symmetry (m q parameters of y = mx + q)"
+set g_waypointeditor_symmetrical_order 0 "if >= 2 apply rotational symmetry (around origin of symmetry) of this order, otherwise apply autodetected order of symmetry"
+set g_waypointeditor_symmetrical_axis "0 0" "Custom axis of symmetry (m q parameters of y = mx + q)"
set bot_ignore_bots 0 "When set, bots don't shoot at other bots"
set bot_join_empty 0 "When set, bots also play if no player has joined the server"
set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game"
bool autocvar_g_waypointeditor_symmetrical;
vector autocvar_g_waypointeditor_symmetrical_origin;
int autocvar_g_waypointeditor_symmetrical_order;
-vector autocvar_g_waypointeditor_symmetrical_axys;
+vector autocvar_g_waypointeditor_symmetrical_axis;
bool autocvar_g_waypoints_for_items;
#define autocvar_g_weapon_stay cvar("g_weapon_stay")
bool autocvar_g_weapon_throwable;
vector havocbot_middlepoint;
float havocbot_middlepoint_radius;
-vector havocbot_symmetryaxys_equation;
+vector havocbot_symmetryaxis_equation;
.entity bot_basewaypoint;
.bool navigation_dynamicgoal;
}
else if (fabs(autocvar_g_waypointeditor_symmetrical) == 2)
{
- float m = havocbot_symmetryaxys_equation.x;
- float q = havocbot_symmetryaxys_equation.y;
+ float m = havocbot_symmetryaxis_equation.x;
+ float q = havocbot_symmetryaxis_equation.y;
if (autocvar_g_waypointeditor_symmetrical == -2)
{
- m = autocvar_g_waypointeditor_symmetrical_axys.x;
- q = autocvar_g_waypointeditor_symmetrical_axys.y;
+ m = autocvar_g_waypointeditor_symmetrical_axis.x;
+ q = autocvar_g_waypointeditor_symmetrical_axis.y;
}
new_org.x = (1 / (1 + m*m)) * ((1 - m*m) * org.x + 2 * m * org.y - 2 * m * q);
entity e;
vector org = this.origin;
bool sym = boolean(autocvar_g_waypointeditor_symmetrical);
- int ctf_flags = havocbot_symmetryaxys_equation.z;
+ int ctf_flags = havocbot_symmetryaxis_equation.z;
int order = ctf_flags;
if(autocvar_g_waypointeditor_symmetrical_order >= 2)
{
if (!autocvar_g_waypointeditor) return;
entity e = navigation_findnearestwaypoint(this, false);
bool sym = boolean(autocvar_g_waypointeditor_symmetrical);
- int ctf_flags = havocbot_symmetryaxys_equation.z;
+ int ctf_flags = havocbot_symmetryaxis_equation.z;
int order = ctf_flags;
if(autocvar_g_waypointeditor_symmetrical_order >= 2)
{
havocbot_middlepoint = s / n;
havocbot_middlepoint_radius = vlen(fo - havocbot_middlepoint);
- havocbot_symmetryaxys_equation = '0 0 0';
+ havocbot_symmetryaxis_equation = '0 0 0';
if(n == 2)
{
// for symmetrical editing of waypoints
entity f2 = f1.ctf_worldflagnext;
float m = -(f1.origin.y - f2.origin.y) / (f1.origin.x - f2.origin.x);
float q = havocbot_middlepoint.y - m * havocbot_middlepoint.x;
- havocbot_symmetryaxys_equation.x = m;
- havocbot_symmetryaxys_equation.y = q;
+ havocbot_symmetryaxis_equation.x = m;
+ havocbot_symmetryaxis_equation.y = q;
}
// store number of flags in this otherwise unused vector component
- havocbot_symmetryaxys_equation.z = n;
+ havocbot_symmetryaxis_equation.z = n;
}