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https://github.com/ineedbots/iw3_bot_warfare.git
synced 2025-04-22 18:25:44 +00:00
laststand and switch
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f1de7e695a
commit
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@ -186,6 +186,7 @@ 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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@ -236,10 +237,46 @@ 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()
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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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while (!self inLastStand())
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wait 0.05;
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self notify("kill_goal");
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while (self.disabledWeapon)
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wait 0.05;
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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 setSpawnWeapon(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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/*
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When the bot changes weapon.
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*/
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onWeaponChange() // !
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onWeaponChange()
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{
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self endon("disconnect");
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self endon("death");
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@ -256,32 +293,62 @@ onWeaponChange() // !
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// A cod4x fix because bots don't switchtoweapon properally. When a bot goes on a ladder or mount, they will by stuck with a none weapon. Also fixes the bot's weapon while going into laststand.
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//fix for when switchtoweapon doesnt work and weapons get disabled from climbing or somethings
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if(newWeapon == "none")
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switch (newWeapon)
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{
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if(!self inLastStand())
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{
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if(isDefined(self.lastDroppableWeapon) && self.lastDroppableWeapon != "none")
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self setSpawnWeapon(self.lastDroppableWeapon);
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}
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else
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{
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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 setSpawnWeapon(weapon);
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break;
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}
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}
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}
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case "none":
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self thread doNoneSwitch();
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break;
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default:
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self thread doSwitch(newWeapon);
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break;
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}
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}
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}
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/*
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When the bot switches to a none weapon, we fix it
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*/
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doNoneSwitch()
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{
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self endon("disconnect");
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self endon("death");
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self endon("weapon_change");
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self.bot.isswitching = false;
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while (self.disabledWeapon)
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wait 0.05;
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weap = self.lastDroppableWeapon;
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if (isDefined(self.bot.switch_to_after_none))
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{
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weap = self.bot.switch_to_after_none;
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self.bot.switch_to_after_none = undefined;
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}
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self SetSpawnWeapon(weap);
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}
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/*
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When the bot switches to a weapon, we play the active animation, and shoot delay
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*/
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doSwitch(newWeapon)
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{
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self endon("disconnect");
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self endon("death");
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self endon("weapon_change");
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waittillframeend;
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if (self.lastDroppableWeapon != newWeapon)
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return;
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self.bot.isswitching = true;
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wait 1; // fast pullout?
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self.bot.isswitching = false;
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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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@ -1024,7 +1091,7 @@ aim()
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if (trace_time > reaction_time)
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{
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if((!canADS || self playerads() == 1.0) && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
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if((!canADS || self playerads() == 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
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self botFire();
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if (isplay)
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@ -1059,7 +1126,7 @@ aim()
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if (canADS)
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self thread pressADS();
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if((!canADS || self playerads() == 1.0) && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
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if((!canADS || self playerads() == 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
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self botFire();
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continue;
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@ -1787,4 +1854,6 @@ prone()
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{
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self botAction("-gocrouch");
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self botAction("+goprone");
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self notify("kill_goal");
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}
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