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https://github.com/ineedbots/iw3_bot_warfare.git
synced 2025-04-22 18:25:44 +00:00
Ready for the switch
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@ -148,9 +148,6 @@ resetBotVars()
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self.bot.rand = randomInt(100);
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self.bot.isswitching = false;
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self.bot.switch_to_after_none = undefined;
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self botStop();
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}
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@ -251,9 +248,6 @@ onLastStand()
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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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@ -263,7 +257,7 @@ onLastStand()
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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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self changeToWeap(weapon);
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break;
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}
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}
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@ -281,74 +275,27 @@ onWeaponChange()
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self endon("disconnect");
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self endon("death");
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self.bot.is_cur_full_auto = WeaponIsFullAuto(self GetCurrentWeapon());
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weap = self GetCurrentWeapon();
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self.bot.is_cur_full_auto = WeaponIsFullAuto(weap);
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if (weap != "none")
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self changeToWeap(weap);
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for(;;)
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{
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self waittill( "weapon_change", newWeapon );
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self.bot.is_cur_full_auto = WeaponIsFullAuto(newWeapon);
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if(level.gameEnded || level.inPrematchPeriod)
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continue;
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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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switch (newWeapon)
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if (newWeapon == "none")
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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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self changeToWeap(self.lastDroppableWeapon);
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continue;
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}
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self changeToWeap(self GetCurrentWeapon());
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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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@ -921,6 +868,7 @@ watchToLook()
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self.bot.jump_time = thetime;
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self prone();
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self notify("kill_goal");
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wait 2.5;
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self crouch();
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}
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@ -1277,13 +1225,16 @@ walk()
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{
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curweap = self getCurrentWeapon();
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if(self.bot.target.entity.classname == "script_vehicle" || self.bot.isfraggingafter || self.bot.issmokingafter || self InLastStand() || self GetStance() == "prone")
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if(self.bot.target.entity.classname == "script_vehicle" || self.bot.isfraggingafter || self.bot.issmokingafter)
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{
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continue;
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}
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if(self.bot.target.isplay && self.bot.target.trace_time && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
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{
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if (self InLastStand() || self GetStance() == "prone")
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continue;
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if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
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self strafe(self.bot.target.entity);
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continue;
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@ -1857,6 +1808,20 @@ 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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/*
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Changes to the weap
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*/
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changeToWeap(weap)
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{
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toks = strtok(weap, "_");
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if (toks[0] == "gl")
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{
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self setSpawnWeapon(weap);
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return;
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}
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//self botWeapon(weap);
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self setSpawnWeapon(weap);
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}
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@ -47,6 +47,14 @@ is_bot()
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return ((isDefined(self.pers["isBot"]) && self.pers["isBot"]) || (isDefined(self.pers["isBotWarfare"]) && self.pers["isBotWarfare"]) || self getguid() == "0");
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}
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/*
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Bot changes to the weap
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*/
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BotChangeToWeapon(weap)
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{
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self maps\mp\bots\_bot_internal::changeToWeap(weap);
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}
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/*
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Bot presses the button for time.
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*/
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