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https://github.com/ineedbots/iw3_bot_warfare.git
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modwarfare support
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f044af8aea
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@ -485,7 +485,7 @@ IsWeapSniper( weap )
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return false;
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return false;
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}
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}
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if ( maps\mp\gametypes\_missions::getweaponclass( weap ) != "weapon_sniper" )
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if ( getweaponclass( weap ) != "weapon_sniper" )
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{
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{
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return false;
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return false;
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}
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}
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@ -1508,7 +1508,7 @@ aim_loop()
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}
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}
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else if ( curweap != "none" && weaponclass( curweap ) == "grenade" )
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else if ( curweap != "none" && weaponclass( curweap ) == "grenade" )
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{
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{
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if ( maps\mp\gametypes\_missions::getweaponclass( curweap ) == "weapon_projectile" )
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if ( getweaponclass( curweap ) == "weapon_projectile" )
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{
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{
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nadeAimOffset = dist / 16000;
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nadeAimOffset = dist / 16000;
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}
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}
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@ -1680,7 +1680,7 @@ aim_loop()
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}
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}
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else if ( curweap != "none" && weaponclass( curweap ) == "grenade" )
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else if ( curweap != "none" && weaponclass( curweap ) == "grenade" )
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{
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{
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if ( maps\mp\gametypes\_missions::getweaponclass( curweap ) == "weapon_projectile" )
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if ( getweaponclass( curweap ) == "weapon_projectile" )
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{
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{
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nadeAimOffset = dist / 16000;
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nadeAimOffset = dist / 16000;
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}
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}
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@ -347,6 +347,21 @@ classWatch()
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if ( !maps\mp\gametypes\_globallogic::isvalidclass( self.class ) || !isdefined( self.bot_change_class ) )
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if ( !maps\mp\gametypes\_globallogic::isvalidclass( self.class ) || !isdefined( self.bot_change_class ) )
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{
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{
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// mod warfare shtuff
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if ( isdefined( level.serverdvars ) )
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{
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a = [];
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a[ a.size ] = "assault";
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a[ a.size ] = "specops";
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a[ a.size ] = "heavygunner";
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a[ a.size ] = "demolitions";
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a[ a.size ] = "sniper";
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self notify( "menuresponse", game[ "menu_changeclass_" + self.pers[ "team" ] ], random( a ) );
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wait 0.5;
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}
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self notify( "menuresponse", game[ "menu_changeclass" ], self chooseRandomClass() );
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self notify( "menuresponse", game[ "menu_changeclass" ], self chooseRandomClass() );
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}
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}
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@ -1029,6 +1029,22 @@ isItemUnlocked( what, lvl )
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}
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}
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}
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}
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/*
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ModWarfare removes this func from _missions
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*/
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getweaponclass( weapon )
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{
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tokens = strtok( weapon, "_" );
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weaponClass = tablelookup( "mp/statstable.csv", 4, tokens[ 0 ], 2 );
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if ( ismg( weapon ) )
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{
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weaponClass = "weapon_mg";
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}
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return weaponClass;
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}
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/*
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/*
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If the weapon is allowed to be dropped
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If the weapon is allowed to be dropped
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*/
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*/
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