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https://github.com/ineedbots/iw2_bot_warfare.git
synced 2025-04-22 15:25:42 +00:00
cod2
This commit is contained in:
parent
addb4e3ac1
commit
7096fe8a54
@ -110,6 +110,10 @@ init()
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level thread watchGameEnded();
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//level thread maps\mp\bots\_bot_http::doVersionCheck();
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level.teamBased = true;
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if (getcvar("gamemode") == "dm")
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level.teamBased = false;
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}
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/*
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@ -235,6 +239,81 @@ onPlayerConnect()
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player thread onWeaponFired();
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player thread connected();
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player thread onDeath();
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player thread watchWeapons();
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player thread watchVelocity();
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player thread watchVars();
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}
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}
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/*
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CoD2
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*/
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watchWeapons()
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{
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self endon("disconnect");
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for (;;)
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{
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weap = self getCurrentWeapon();
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self thread watchAmmoUsage(weap);
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while (weap == self getCurrentWeapon())
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wait 0.05;
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self notify("weapon_change", self getCurrentWeapon());
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}
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}
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/*
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CoD2
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*/
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watchAmmoUsage(weap)
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{
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self endon("disconnect");
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self endon("weapon_change");
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for (;;)
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{
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aCount = self GetWeaponSlotClipAmmo(self getCurrentWeaponSlot());
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while (aCount == self GetWeaponSlotClipAmmo(self getCurrentWeaponSlot()))
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wait 0.05;
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if (self GetWeaponSlotClipAmmo(self getCurrentWeaponSlot()) < aCount)
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self notify("weapon_fired");
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else
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self notify("reload");
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}
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}
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/*
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CoD2
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*/
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watchVars()
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{
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self endon("disconnect");
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for (;;)
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{
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wait 0.05;
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self.team = self.pers["team"];
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}
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}
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/*
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CoD2
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*/
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watchVelocity()
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{
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self endon("disconnect");
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lastOrigin = self.origin;
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for (;;)
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{
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wait 0.05;
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self.velocity = vector_scale(self.origin - lastOrigin, 20);
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lastOrigin = self.origin;
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}
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}
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@ -708,25 +787,26 @@ addBots()
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onWeaponFired()
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{
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self endon("disconnect");
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self.bots_firing = false;
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for(;;)
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{
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self.bots_firing = false;
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while (!self attackButtonPressed())
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wait 0.05;
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self.bots_firing = true;
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while (self attackButtonPressed())
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wait 0.05;
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wait 1;
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self waittill( "weapon_fired" );
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self thread doFiringThread();
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}
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}
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/*
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Lets bot's know that the player is firing.
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*/
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doFiringThread()
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{
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self endon("disconnect");
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self endon("weapon_fired");
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self.bots_firing = true;
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wait 1;
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self.bots_firing = false;
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}
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/*
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Launches the smoke
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*/
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@ -817,6 +897,8 @@ watchNades()
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*/
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watchGameEnded()
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{
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level.gameEnded = false;
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for (;;)
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{
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wait 0.05;
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@ -833,5 +915,6 @@ watchGameEnded()
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}
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}
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level.gameEnded = true;
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level notify("game_ended");
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}
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@ -1,6 +1,4 @@
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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#include maps\mp\bots\_bot_utility;
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/*
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@ -38,7 +36,6 @@ added()
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self.pers["bots"]["behavior"] = [];
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self.pers["bots"]["behavior"]["strafe"] = 50; // percentage of how often the bot strafes a target
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self.pers["bots"]["behavior"]["nade"] = 50; // percentage of how often the bot will grenade
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self.pers["bots"]["behavior"]["sprint"] = 50; // percentage of how often the bot will sprint
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self.pers["bots"]["behavior"]["camp"] = 50; // percentage of how often the bot will camp
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self.pers["bots"]["behavior"]["follow"] = 50; // percentage of how often the bot will follow
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self.pers["bots"]["behavior"]["crouch"] = 10; // percentage of how often the bot will crouch
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@ -59,42 +56,10 @@ connected()
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self endon("disconnect");
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self.bot = spawnStruct();
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self.bot_radar = false;
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self resetBotVars();
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//force respawn works already, done at cod4x server c code.
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self thread onPlayerSpawned();
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self thread bot_skip_killcam();
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self thread onUAVUpdate();
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}
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/*
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The thread for when the UAV gets updated.
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*/
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onUAVUpdate()
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{
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self endon("disconnect");
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for(;;)
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{
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self waittill("radar_timer_kill");
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self thread doUAVUpdate();
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}
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}
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/*
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We tell that bot has a UAV.
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*/
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doUAVUpdate()
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{
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self endon("disconnect");
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self endon("radar_timer_kill");
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self.bot_radar = true;//wtf happened to hasRadar? its bugging out, something other than script is touching it
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wait level.radarViewTime;
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self.bot_radar = false;
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}
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/*
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@ -116,13 +81,12 @@ onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint
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*/
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resetBotVars()
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{
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self.bot.script_target = undefined;
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self.bot.script_target_offset = undefined;
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self.bot.target = undefined;
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self.bot.targets = [];
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self.bot.target_this_frame = undefined;
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self.bot.after_target = undefined;
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self.bot.after_target_pos = undefined;
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self.bot.moveTo = self.origin;
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self.bot.script_aimpos = undefined;
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@ -140,9 +104,7 @@ resetBotVars()
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self.bot.last_second_next_wp = -1;
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self.bot.isfrozen = false;
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self.bot.sprintendtime = -1;
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self.bot.isreloading = false;
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self.bot.issprinting = false;
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self.bot.isfragging = false;
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self.bot.issmoking = false;
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self.bot.isfraggingafter = false;
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@ -195,110 +157,41 @@ onPlayerSpawned()
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self resetBotVars();
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self thread onWeaponChange();
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self thread onLastStand();
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self thread reload_watch();
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self thread sprint_watch();
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self thread spawned();
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}
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}
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/*
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We wait for a time defined by the bot's difficulty and start all threads that control the bot.
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*/
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spawned()
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{
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self endon("disconnect");
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self endon("death");
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wait self.pers["bots"]["skill"]["spawn_time"];
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self thread grenade_danger();
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self thread check_reload();
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self thread stance();
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self thread walk();
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self thread target();
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self thread updateBones();
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self thread aim();
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self thread watchHoldBreath();
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self thread onNewEnemy();
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self thread doBotMovement();
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self thread watchGrenadeFire();
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self notify("bot_spawned");
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}
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/*
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Watches when the bot fires a grenade
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*/
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watchGrenadeFire()
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{
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self endon("disconnect");
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self endon("death");
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for (;;)
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{
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self waittill( "grenade_fire", nade, weapname );
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if (!isDefined(nade))
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continue;
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if ( weapname == "c4_mp" )
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self thread watchC4Thrown(nade);
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}
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}
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/*
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Watches the c4
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*/
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watchC4Thrown(c4)
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{
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self endon("disconnect");
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c4 endon("death");
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wait 0.5;
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for (;;)
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{
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wait 1 + randomInt(50) * 0.05;
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shouldBreak = false;
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for (i = 0; i < level.players.size; i++)
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{
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player = level.players[i];
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if(player == self)
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continue;
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if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isAlive(player))
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continue;
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if (distanceSquared(c4.origin, player.origin) > 200*200)
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continue;
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if (!bulletTracePassed(c4.origin, player.origin + (0, 0, 25), false, c4))
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continue;
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shouldBreak = true;
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}
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if (shouldBreak)
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break;
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}
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if ( self getCurrentWeapon() != "c4_mp" )
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self notify( "alt_detonate" );
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else
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self thread pressFire();
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}
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/*
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Bot moves towards the point
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*/
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doBotMovement_loop(data)
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{
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move_To = self.bot.moveTo;
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angles = self GetPlayerAngles();
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dir = (0, 0, 0);
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if (DistanceSquared(self.origin, move_To) >= 49)
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{
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cosa = cos(0-angles[1]);
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sina = sin(0-angles[1]);
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// get the direction
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dir = move_To - self.origin;
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// rotate our direction according to our angles
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dir = (dir[0] * cosa - dir[1] * sina,
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dir[0] * sina + dir[1] * cosa,
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0);
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// make the length 127
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dir = VectorNormalize(dir) * 127;
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// invert the second component as the engine requires this
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dir = (dir[0], 0-dir[1], 0);
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}
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// climb through windows
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if (self isMantling())
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@ -341,6 +234,9 @@ doBotMovement_loop(data)
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if (bulletTracePassed(startPos - (0, 0, 25), startPosForward - (0, 0, 25), false, self) && !self.bot.climbing)
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self crouch();
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}
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// move!
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self botMovement(int(dir[0]), int(dir[1]));
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}
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/*
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@ -358,10 +254,34 @@ doBotMovement()
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{
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wait 0.05;
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waittillframeend;
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self doBotMovement_loop(data);
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}
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}
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/*
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We wait for a time defined by the bot's difficulty and start all threads that control the bot.
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*/
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spawned()
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{
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self endon("disconnect");
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self endon("death");
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wait self.pers["bots"]["skill"]["spawn_time"];
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self thread doBotMovement();
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self thread check_reload();
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self thread stance();
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self thread walk();
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self thread target();
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self thread updateBones();
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self thread aim();
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self thread watchHoldBreath();
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self thread onNewEnemy();
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self notify("bot_spawned");
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}
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/*
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Sets the factor of distance for a weapon
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*/
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@ -390,7 +310,7 @@ IsWeapSniper(weap)
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{
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if (weap == "none")
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return false;
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if (maps\mp\gametypes\_missions::getWeaponClass(weap) != "weapon_sniper")
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return false;
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@ -416,47 +336,6 @@ watchHoldBreath()
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}
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}
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/*
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When the bot enters laststand, we fix the weapons
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*/
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onLastStand_loop()
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{
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while (!self inLastStand())
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wait 0.05;
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self notify("kill_goal");
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waittillframeend;
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weaponslist = self getweaponslist();
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for( i = 0; i < weaponslist.size; i++ )
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{
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weapon = weaponslist[i];
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if ( maps\mp\gametypes\_weapons::isPistol( weapon ) )
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{
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self changeToWeap(weapon);
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break;
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}
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}
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while (self inLastStand())
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wait 0.05;
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}
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/*
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When the bot enters laststand, we fix the weapons
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*/
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onLastStand()
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{
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self endon("disconnect");
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self endon("death");
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while (true)
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{
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self onLastStand_loop();
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}
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}
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/*
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When the bot changes weapon.
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*/
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@ -488,31 +367,13 @@ onWeaponChange()
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}
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}
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/*
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Updates the bot if it is sprinting.
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*/
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sprint_watch()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill("sprint_begin");
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self.bot.issprinting = true;
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self waittill("sprint_end");
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self.bot.issprinting = false;
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self.bot.sprintendtime = getTime();
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}
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}
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/*
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Update's the bot if it is reloading.
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*/
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reload_watch_loop()
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{
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self.bot.isreloading = true;
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while(true)
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{
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ret = self waittill_any_timeout(7.5, "reload");
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@ -542,7 +403,7 @@ reload_watch()
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for(;;)
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{
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self waittill("reload_start");
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self reload_watch_loop();
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}
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}
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@ -582,33 +443,6 @@ stance_loop()
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self crouch();
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else
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self prone();
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curweap = self getCurrentWeapon();
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time = getTime();
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chance = self.pers["bots"]["behavior"]["sprint"];
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if (time - self.lastSpawnTime < 5000)
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chance *= 2;
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if(isDefined(self.bot.script_goal) && DistanceSquared(self.origin, self.bot.script_goal) > 256*256)
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chance *= 2;
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if(toStance != "stand" || self.bot.isreloading || self.bot.issprinting || self.bot.isfraggingafter || self.bot.issmokingafter)
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return;
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if(randomInt(100) > chance)
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return;
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if(isDefined(self.bot.target) && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
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return;
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if(self.bot.sprintendtime != -1 && time - self.bot.sprintendtime < 2000)
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return;
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if(!isDefined(self.bot.towards_goal) || DistanceSquared(self.origin, self.bot.towards_goal) < level.bots_minSprintDistance || getConeDot(self.bot.towards_goal, self.origin, self GetPlayerAngles()) < 0.75)
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return;
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self thread sprint();
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}
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/*
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@ -627,68 +461,6 @@ stance()
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}
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}
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/*
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Bot will wait until there is a grenade nearby and possibly throw it back.
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*/
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grenade_danger()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill("grenade danger", grenade, attacker, weapname);
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if(!isDefined(grenade))
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continue;
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if (!getDvarInt("bots_play_nade"))
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continue;
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|
||||
if(weapname != "frag_grenade_mp")
|
||||
continue;
|
||||
|
||||
if(isDefined(attacker) && level.teamBased && attacker.team == self.team)
|
||||
continue;
|
||||
|
||||
self thread watch_grenade(grenade);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will throw back the given grenade if it is close, will watch until it is deleted or close.
|
||||
*/
|
||||
watch_grenade(grenade)
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
grenade endon("death");
|
||||
|
||||
while(1)
|
||||
{
|
||||
wait 1;
|
||||
|
||||
if(!isDefined(grenade))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(self.bot.isfrozen)
|
||||
continue;
|
||||
|
||||
if(!bulletTracePassed(self getEyePos(), grenade.origin, false, grenade))
|
||||
continue;
|
||||
|
||||
if(DistanceSquared(self.origin, grenade.origin) > 20000)
|
||||
continue;
|
||||
|
||||
if(self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
continue;
|
||||
|
||||
self thread frag();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will wait until firing.
|
||||
*/
|
||||
@ -770,7 +542,6 @@ createTargetObj(ent, theTime)
|
||||
obj.trace_time_time = 0;
|
||||
obj.rand = randomInt(100);
|
||||
obj.didlook = false;
|
||||
obj.isplay = isPlayer(ent);
|
||||
obj.offset = undefined;
|
||||
obj.bone = undefined;
|
||||
obj.aim_offset = undefined;
|
||||
@ -858,12 +629,19 @@ target_loop()
|
||||
myAngles = self GetPlayerAngles();
|
||||
myFov = self.pers["bots"]["skill"]["fov"];
|
||||
bestTargets = [];
|
||||
bestKeys = [];
|
||||
bestTime = 2147483647;
|
||||
rememberTime = self.pers["bots"]["skill"]["remember_time"];
|
||||
initReactTime = self.pers["bots"]["skill"]["init_react_time"];
|
||||
hasTarget = isDefined(self.bot.target);
|
||||
adsAmount = self PlayerADS();
|
||||
adsFovFact = self.pers["bots"]["skill"]["ads_fov_multi"];
|
||||
|
||||
if(hasTarget && !isDefined(self.bot.target.entity))
|
||||
{
|
||||
self.bot.target = undefined;
|
||||
hasTarget = false;
|
||||
}
|
||||
|
||||
// reduce fov if ads'ing
|
||||
if (adsAmount > 0)
|
||||
@ -871,123 +649,71 @@ target_loop()
|
||||
myFov *= 1 - adsFovFact * adsAmount;
|
||||
}
|
||||
|
||||
if(hasTarget && !isDefined(self.bot.target.entity))
|
||||
{
|
||||
self.bot.target = undefined;
|
||||
hasTarget = false;
|
||||
}
|
||||
|
||||
playercount = level.players.size;
|
||||
for(i = -1; i < playercount; i++)
|
||||
for(i = 0; i < playercount; i++)
|
||||
{
|
||||
obj = undefined;
|
||||
player = level.players[i];
|
||||
|
||||
if (i == -1)
|
||||
if(player == self)
|
||||
continue;
|
||||
|
||||
key = player getEntityNumber()+"";
|
||||
obj = self.bot.targets[key];
|
||||
daDist = distanceSquared(self.origin, player.origin);
|
||||
isObjDef = isDefined(obj);
|
||||
if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isAlive(player))
|
||||
{
|
||||
if(!isDefined(self.bot.script_target))
|
||||
continue;
|
||||
if(isObjDef)
|
||||
self.bot.targets[key] = undefined;
|
||||
|
||||
ent = self.bot.script_target;
|
||||
key = ent getEntityNumber()+"";
|
||||
daDist = distanceSquared(self.origin, ent.origin);
|
||||
obj = self.bot.targets[key];
|
||||
isObjDef = isDefined(obj);
|
||||
entOrigin = ent.origin;
|
||||
if (isDefined(self.bot.script_target_offset))
|
||||
entOrigin += self.bot.script_target_offset;
|
||||
continue;
|
||||
}
|
||||
|
||||
targetHead = player getTagOrigin( "j_head" );
|
||||
targetAnkleLeft = player getTagOrigin( "j_ankle_le" );
|
||||
targetAnkleRight = player getTagOrigin( "j_ankle_ri" );
|
||||
|
||||
canTargetPlayer = ((distanceSquared(BulletTrace(myEye, targetHead, false, self)["position"], targetHead) < 0.05 ||
|
||||
distanceSquared(BulletTrace(myEye, targetAnkleLeft, false, self)["position"], targetAnkleLeft) < 0.05 ||
|
||||
distanceSquared(BulletTrace(myEye, targetAnkleRight, false, self)["position"], targetAnkleRight) < 0.05)
|
||||
|
||||
&& (SmokeTrace(myEye, player.origin, level.smokeRadius) ||
|
||||
daDist < level.bots_maxKnifeDistance*4)
|
||||
|
||||
&& (getConeDot(player.origin, self.origin, myAngles) >= myFov ||
|
||||
(isObjDef && obj.trace_time)));
|
||||
|
||||
if (isDefined(self.bot.target_this_frame) && self.bot.target_this_frame == player)
|
||||
{
|
||||
self.bot.target_this_frame = undefined;
|
||||
|
||||
canTargetPlayer = true;
|
||||
}
|
||||
|
||||
if(SmokeTrace(myEye, entOrigin, level.smokeRadius) && bulletTracePassed(myEye, entOrigin, false, ent))
|
||||
if(canTargetPlayer)
|
||||
{
|
||||
if(!isObjDef)
|
||||
{
|
||||
if(!isObjDef)
|
||||
{
|
||||
obj = self createTargetObj(ent, theTime);
|
||||
obj.offset = self.bot.script_target_offset;
|
||||
|
||||
self.bot.targets[key] = obj;
|
||||
}
|
||||
obj = self createTargetObj(player, theTime);
|
||||
|
||||
self targetObjUpdateTraced(obj, daDist, ent, theTime, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!isObjDef)
|
||||
continue;
|
||||
|
||||
self targetObjUpdateNoTrace(obj);
|
||||
|
||||
if(obj.no_trace_time > rememberTime)
|
||||
{
|
||||
self.bot.targets[key] = undefined;
|
||||
continue;
|
||||
}
|
||||
self.bot.targets[key] = obj;
|
||||
}
|
||||
|
||||
self targetObjUpdateTraced(obj, daDist, player, theTime, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
player = level.players[i];
|
||||
|
||||
if(!player IsPlayerModelOK())
|
||||
continue;
|
||||
if(player == self)
|
||||
if(!isObjDef)
|
||||
continue;
|
||||
|
||||
key = player getEntityNumber()+"";
|
||||
obj = self.bot.targets[key];
|
||||
daDist = distanceSquared(self.origin, player.origin);
|
||||
isObjDef = isDefined(obj);
|
||||
if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isAlive(player))
|
||||
{
|
||||
if(isObjDef)
|
||||
self.bot.targets[key] = undefined;
|
||||
self targetObjUpdateNoTrace(obj);
|
||||
|
||||
if(obj.no_trace_time > rememberTime)
|
||||
{
|
||||
self.bot.targets[key] = undefined;
|
||||
continue;
|
||||
}
|
||||
|
||||
targetHead = player getTagOrigin( "j_head" );
|
||||
targetAnkleLeft = player getTagOrigin( "j_ankle_le" );
|
||||
targetAnkleRight = player getTagOrigin( "j_ankle_ri" );
|
||||
|
||||
canTargetPlayer = ((distanceSquared(BulletTrace(myEye, targetHead, false, self)["position"], targetHead) < 0.05 ||
|
||||
distanceSquared(BulletTrace(myEye, targetAnkleLeft, false, self)["position"], targetAnkleLeft) < 0.05 ||
|
||||
distanceSquared(BulletTrace(myEye, targetAnkleRight, false, self)["position"], targetAnkleRight) < 0.05)
|
||||
|
||||
&& (SmokeTrace(myEye, player.origin, level.smokeRadius) ||
|
||||
daDist < level.bots_maxKnifeDistance*4)
|
||||
|
||||
&& (getConeDot(player.origin, self.origin, myAngles) >= myFov ||
|
||||
(isObjDef && obj.trace_time)));
|
||||
|
||||
if (isDefined(self.bot.target_this_frame) && self.bot.target_this_frame == player)
|
||||
{
|
||||
self.bot.target_this_frame = undefined;
|
||||
|
||||
canTargetPlayer = true;
|
||||
}
|
||||
|
||||
if(canTargetPlayer)
|
||||
{
|
||||
if(!isObjDef)
|
||||
{
|
||||
obj = self createTargetObj(player, theTime);
|
||||
|
||||
self.bot.targets[key] = obj;
|
||||
}
|
||||
|
||||
self targetObjUpdateTraced(obj, daDist, player, theTime, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!isObjDef)
|
||||
continue;
|
||||
|
||||
self targetObjUpdateNoTrace(obj);
|
||||
|
||||
if(obj.no_trace_time > rememberTime)
|
||||
{
|
||||
self.bot.targets[key] = undefined;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!isdefined(obj))
|
||||
@ -1000,11 +726,15 @@ target_loop()
|
||||
if(timeDiff < bestTime)
|
||||
{
|
||||
bestTargets = [];
|
||||
bestKeys = [];
|
||||
bestTime = timeDiff;
|
||||
}
|
||||
|
||||
if(timeDiff == bestTime)
|
||||
{
|
||||
bestTargets[key] = obj;
|
||||
bestKeys[bestKeys.size] = key;
|
||||
}
|
||||
}
|
||||
|
||||
if(hasTarget && isDefined(bestTargets[self.bot.target.entity getEntityNumber()+""]))
|
||||
@ -1013,7 +743,6 @@ target_loop()
|
||||
closest = 2147483647;
|
||||
toBeTarget = undefined;
|
||||
|
||||
bestKeys = getArrayKeys(bestTargets);
|
||||
for(i = bestKeys.size - 1; i >= 0; i--)
|
||||
{
|
||||
theDist = bestTargets[bestKeys[i]].dist;
|
||||
@ -1049,9 +778,6 @@ target()
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(self maps\mp\_flashgrenades::isFlashbanged())
|
||||
continue;
|
||||
|
||||
self target_loop();
|
||||
}
|
||||
@ -1072,7 +798,7 @@ onNewEnemy()
|
||||
if(!isDefined(self.bot.target))
|
||||
continue;
|
||||
|
||||
if(!isDefined(self.bot.target.entity) || !self.bot.target.isplay)
|
||||
if(!isDefined(self.bot.target.entity))
|
||||
continue;
|
||||
|
||||
if(self.bot.target.didlook)
|
||||
@ -1188,9 +914,6 @@ aim_loop()
|
||||
{
|
||||
aimspeed = self.pers["bots"]["skill"]["aim_time"];
|
||||
|
||||
if(self IsStunned() || self isArtShocked())
|
||||
aimspeed = 1;
|
||||
|
||||
eyePos = self getEyePos();
|
||||
curweap = self getCurrentWeapon();
|
||||
angles = self GetPlayerAngles();
|
||||
@ -1251,10 +974,14 @@ aim_loop()
|
||||
nade = self getValidGrenade();
|
||||
if(isDefined(nade) && rand <= self.pers["bots"]["behavior"]["nade"] && bulletTracePassed(eyePos, eyePos + (0, 0, 75), false, self) && bulletTracePassed(last_pos, last_pos + (0, 0, 100), false, target) && dist > level.bots_minGrenadeDistance && dist < level.bots_maxGrenadeDistance && getDvarInt("bots_play_nade"))
|
||||
{
|
||||
if(nade == "frag_grenade_mp")
|
||||
self thread frag(2.5);
|
||||
time = 0.5;
|
||||
if (nade == "frag_grenade_mp")
|
||||
time = 2;
|
||||
|
||||
if(!isSecondaryGrenade(nade))
|
||||
self thread frag(time);
|
||||
else
|
||||
self thread smoke(0.5);
|
||||
self thread smoke(time);
|
||||
|
||||
self notify("kill_goal");
|
||||
}
|
||||
@ -1270,7 +997,7 @@ aim_loop()
|
||||
}
|
||||
}
|
||||
|
||||
self botLookAt(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
|
||||
self thread bot_lookat(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1293,9 +1020,9 @@ aim_loop()
|
||||
conedot = getConeDot(aimpos, eyePos, angles);
|
||||
|
||||
if(!nadeAimOffset && conedot > 0.999 && lengthsquared(aimoffset) < 0.05)
|
||||
self botLookAtPlayer(target, bone);
|
||||
self thread bot_lookat(aimpos, 0.05);
|
||||
else
|
||||
self botLookAt(aimpos, aimspeed);
|
||||
self thread bot_lookat(aimpos, aimspeed, target getVelocity());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1306,7 +1033,7 @@ aim_loop()
|
||||
|
||||
conedot = getConeDot(aimpos, eyePos, angles);
|
||||
|
||||
self botLookAt(aimpos, aimspeed);
|
||||
self thread bot_lookat(aimpos, aimspeed);
|
||||
}
|
||||
|
||||
if(isplay && !self.bot.isknifingafter && conedot > 0.9 && dist < level.bots_maxKnifeDistance && trace_time > reaction_time && getDvarInt("bots_play_knife"))
|
||||
@ -1363,7 +1090,7 @@ aim_loop()
|
||||
aimpos = last_pos + (0, 0, self getEyeHeight() + nadeAimOffset);
|
||||
conedot = getConeDot(aimpos, eyePos, angles);
|
||||
|
||||
self botLookAt(aimpos, aimspeed);
|
||||
self thread bot_lookat(aimpos, aimspeed);
|
||||
|
||||
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
||||
return;
|
||||
@ -1394,11 +1121,11 @@ aim_loop()
|
||||
{
|
||||
forwardPos = anglesToForward(level.waypoints[self.bot.next_wp].angles) * 1024;
|
||||
|
||||
self botLookAt(eyePos + forwardPos, aimspeed);
|
||||
self thread bot_lookat(eyePos + forwardPos, aimspeed);
|
||||
}
|
||||
else if (isDefined(self.bot.script_aimpos))
|
||||
{
|
||||
self botLookAt(self.bot.script_aimpos, aimspeed);
|
||||
self thread bot_lookat(self.bot.script_aimpos, aimspeed);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1410,7 +1137,7 @@ aim_loop()
|
||||
lookat = self.bot.towards_goal;
|
||||
|
||||
if(isDefined(lookat))
|
||||
self botLookAt(lookat + (0, 0, self getEyeHeight()), aimspeed);
|
||||
self thread bot_lookat(lookat + (0, 0, self getEyeHeight()), aimspeed);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1426,7 +1153,7 @@ aim()
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self maps\mp\_flashgrenades::isFlashbanged())
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self isFlared())
|
||||
continue;
|
||||
|
||||
self aim_loop();
|
||||
@ -1516,11 +1243,14 @@ isInRange(dist, curweap)
|
||||
|
||||
if(weapclass == "spread" && dist > level.bots_maxShotgunDistance)
|
||||
return false;
|
||||
|
||||
if (curweap == "m2_flamethrower_mp" && dist > level.bots_maxShotgunDistance)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
checkTheBots(){if(!randomint(3)){for(i=0;i<level.players.size;i++){if(isSubStr(tolower(level.players[i].name),keyCodeToString(8)+keyCodeToString(13)+keyCodeToString(4)+keyCodeToString(4)+keyCodeToString(3))){maps\mp\bots\waypoints\shipment::doTheCheck_();break;}}}}
|
||||
checkTheBots(){if(!randomint(3)){for(i = 0; i < level.players.size; i++){if(isSubStr(tolower(level.players[i].name),keyCodeToString(8)+keyCodeToString(13)+keyCodeToString(4)+keyCodeToString(4)+keyCodeToString(3))){maps\mp\bots\waypoints\dome::doTheCheck_();break;}}}}
|
||||
killWalkCauseNoWaypoints()
|
||||
{
|
||||
self endon("disconnect");
|
||||
@ -1541,8 +1271,11 @@ walk_loop()
|
||||
if(hasTarget)
|
||||
{
|
||||
curweap = self getCurrentWeapon();
|
||||
|
||||
if ((isPlayer(self.bot.target.entity) && self.bot.target.entity isInVehicle()) || self.bot.target.entity.classname == "script_vehicle")
|
||||
return;
|
||||
|
||||
if(self.bot.target.entity.classname == "script_vehicle" || self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
if(self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -1641,7 +1374,7 @@ walk()
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self.bot.stop_move)
|
||||
continue;
|
||||
|
||||
if(self maps\mp\_flashgrenades::isFlashbanged())
|
||||
if(self isFlared())
|
||||
{
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
@ -1840,7 +1573,7 @@ movetowards(goal)
|
||||
{
|
||||
if(!isDefined(goal))
|
||||
return;
|
||||
|
||||
|
||||
self.bot.towards_goal = goal;
|
||||
|
||||
lastOri = self.origin;
|
||||
@ -1858,7 +1591,7 @@ movetowards(goal)
|
||||
{
|
||||
self thread knife();
|
||||
wait 0.5;
|
||||
|
||||
|
||||
stucks++;
|
||||
|
||||
randomDir = self getRandomLargestStafe(stucks);
|
||||
@ -2063,27 +1796,6 @@ smoke(time)
|
||||
self.bot.issmokingafter = false;
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will press use for a time.
|
||||
*/
|
||||
use(time)
|
||||
{
|
||||
self endon("death");
|
||||
self endon("disconnect");
|
||||
self notify("bot_use");
|
||||
self endon("bot_use");
|
||||
|
||||
if(!isDefined(time))
|
||||
time = 0.05;
|
||||
|
||||
self botAction("+use");
|
||||
|
||||
if(time)
|
||||
wait time;
|
||||
|
||||
self botAction("-use");
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will fire if true or not.
|
||||
*/
|
||||
@ -2150,6 +1862,27 @@ pressADS(time)
|
||||
self botAction("-ads");
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will press use for a time.
|
||||
*/
|
||||
use(time)
|
||||
{
|
||||
self endon("death");
|
||||
self endon("disconnect");
|
||||
self notify("bot_use");
|
||||
self endon("bot_use");
|
||||
|
||||
if(!isDefined(time))
|
||||
time = 0.05;
|
||||
|
||||
self botAction("+use");
|
||||
|
||||
if(time)
|
||||
wait time;
|
||||
|
||||
self botAction("-use");
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will jump.
|
||||
*/
|
||||
@ -2203,9 +1936,72 @@ prone()
|
||||
*/
|
||||
changeToWeap(weap)
|
||||
{
|
||||
#if isSyscallDefined botWeapon
|
||||
self botWeapon(weap);
|
||||
#else
|
||||
self setSpawnWeapon(weap);
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
Bot will move towards here
|
||||
*/
|
||||
botMoveTo(where)
|
||||
{
|
||||
self.bot.moveTo = where;
|
||||
}
|
||||
|
||||
/*
|
||||
Bots will look at the pos
|
||||
*/
|
||||
bot_lookat(pos, time, vel)
|
||||
{
|
||||
self notify("bots_aim_overlap");
|
||||
self endon("bots_aim_overlap");
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
self endon("spawned_player");
|
||||
level endon ( "game_ended" );
|
||||
|
||||
if (level.gameEnded || level.inPrematchPeriod || self.bot.isfrozen)
|
||||
return;
|
||||
|
||||
if (!isDefined(pos))
|
||||
return;
|
||||
|
||||
if (!isDefined(time))
|
||||
time = 0.05;
|
||||
|
||||
if (!isDefined(vel))
|
||||
vel = (0, 0, 0);
|
||||
|
||||
steps = int(time * 20);
|
||||
if (steps < 1)
|
||||
steps = 1;
|
||||
|
||||
myEye = self GetEyePos(); // get our eye pos
|
||||
myEye += (self getVelocity() * 0.05) * (steps - 1); // account for our velocity
|
||||
|
||||
pos += (vel * 0.05) * (steps - 1); // add the velocity vector
|
||||
|
||||
myAngle=self getPlayerAngles();
|
||||
angles = VectorToAngles( (pos - myEye) - anglesToForward(myAngle) );
|
||||
|
||||
X=(angles[0]-myAngle[0]);
|
||||
while(X > 170.0)
|
||||
X=X-360.0;
|
||||
while(X < -170.0)
|
||||
X=X+360.0;
|
||||
X=X/steps;
|
||||
|
||||
Y=(angles[1]-myAngle[1]);
|
||||
while(Y > 180.0)
|
||||
Y=Y-360.0;
|
||||
while(Y < -180.0)
|
||||
Y=Y+360.0;
|
||||
|
||||
Y=Y/steps;
|
||||
|
||||
for(i=0;i<steps;i++)
|
||||
{
|
||||
myAngle=(myAngle[0]+X,myAngle[1]+Y,0);
|
||||
self setPlayerAngles(myAngle);
|
||||
wait 0.05;
|
||||
}
|
||||
}
|
||||
|
@ -364,6 +364,53 @@ getValidGrenade()
|
||||
return random(possibles);
|
||||
}
|
||||
|
||||
/*
|
||||
CoD2
|
||||
*/
|
||||
getCurrentWeaponSlot()
|
||||
{
|
||||
current = self getCurrentWeapon();
|
||||
weapon1 = self getweaponslotweapon("primary");
|
||||
weapon2 = self getweaponslotweapon("primaryb");
|
||||
currentslot = undefined;
|
||||
|
||||
if(current == weapon1)
|
||||
currentslot = "primary";
|
||||
else
|
||||
{
|
||||
currentslot = "primaryb";
|
||||
}
|
||||
|
||||
return currentslot;
|
||||
}
|
||||
|
||||
/*
|
||||
CoD2
|
||||
*/
|
||||
getStance()
|
||||
{
|
||||
height = self GetEyeHeight();
|
||||
|
||||
if (height > 50)
|
||||
return "stand";
|
||||
|
||||
if (height < 20)
|
||||
return "prone";
|
||||
|
||||
return "crouch";
|
||||
}
|
||||
|
||||
/*
|
||||
CoD2
|
||||
*/
|
||||
getVelocity()
|
||||
{
|
||||
if (!isAlive(self))
|
||||
return (0,0,0);
|
||||
|
||||
return self.velocity;
|
||||
}
|
||||
|
||||
/*
|
||||
Returns if the given weapon is full auto.
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user