slipher

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> You may want to call `G_BotFill(true);` Probably not. Doing stuff in the very first frame is usually a bad idea. And the filling will happen after 2 seconds anyway.

> > And the filling will happen after 2 seconds anyway > > Even with "immediately = true" ? No, I'm saying you don't need to fill it immediately because...

The code as currently written does not work for setting the number of the bots in the current game. This means it would not work in a map config. So...

It's often considered that the appropriate number of players is different for different maps. So it could make sense to set a different fill number depending on the map. Therefore...

LGTM could use squashing

> Fixing this would probably mean getting the team in ui/hud_chargebar.rml, but to be honest I'm not sure how. I guess one could write some lua and check the `p_team`...

We already have e.g. `MedipadComponent::GetAll()` if you want to iterate through every `MedipadComponent*`. Or if you want to iterate over `Entity`s instead of components, a wrapper could be made around...

iterate_entities, iterate_client_entities, and iterate_buildable_entities are all *exact duplicates* of functionality provided by ForEntities. We do not need yet another API that does the same thing as existing ones.

> bots also ignore doors and try to run through them That's basically what I do too. Especially with high ping 😛

We just went over beacon durations and increased some of them. https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir/pull/122