/* ============== BotAIShutdown ============== */ int BotAIShutdown( int restart ) { int i; //if the game is restarted for a tournament if ( restart ) { //shutdown all the bots in the botlib for (i = 0; i < level.maxplayers; i++) { if (botstates[i] && botstates[i]->inuse) { BotAIShutdownPlayer(botstates[i]->playernum, restart); } } //don't shutdown the bot library } else { trap_BotLibShutdown(); } // BotShutdownCharacters(); //ai_char.c BotShutdownMoveAI(); //ai_move.c BotShutdownGoalAI(); //ai_goal.c BotShutdownWeaponAI(); //ai_weap.c BotShutdownWeights(); //ai_weight.c BotShutdownChatAI(); //ai_chat_sys.c //shut down bot elemantary actions EA_Shutdown(); return qtrue; }
/* ============== BotAIShutdown ============== */ int BotAIShutdown( int restart ) { int i; //if the game is restarted for a tournament if ( restart ) { //shutdown all the bots in the botlib for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( botstates[i] && botstates[i]->inuse ) { BotAIShutdownClient( botstates[i]->client ); } } //don't shutdown the bot library } else { trap_BotLibShutdown(); } return qtrue; }
/* * BotAIShutdown */ int BotAIShutdown(int restart) { int i; /* if the game is restarted for a tournament */ if(restart){ /* shutdown all the bots in the botlib */ for(i = 0; i < MAX_CLIENTS; i++) if(botstates[i] && botstates[i]->inuse) BotAIShutdownClient(botstates[i]->client, restart); /* don't shutdown the bot library */ }else trap_BotLibShutdown(); return qtrue; }