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https://github.com/ineedbots/iw3_bot_warfare.git
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dc03e0fbb3
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02761a1013
@ -120,10 +120,6 @@ You can easily setup a local LAN dedicated server for you to join and play on. H
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## Changelog
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## Changelog
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- v2.3.0 (not released yet)
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- Smoothed bot aim at range
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- Fixed bots_manage_fill_spec players being counted with bots_manage_fill_mode 1 (bot only)
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- v2.2.0
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- v2.2.0
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- Fixed some chat related script runtime errors
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- Fixed some chat related script runtime errors
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- Waypoints only load from csv now
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- Waypoints only load from csv now
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@ -8,7 +8,7 @@
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*/
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*/
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init()
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init()
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{
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{
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level.bw_version = "2.3.0";
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level.bw_version = "2.2.0";
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if ( getdvar( "bots_main" ) == "" )
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if ( getdvar( "bots_main" ) == "" )
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{
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{
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@ -1027,11 +1027,11 @@ addBots_loop()
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if ( fillMode == 0 || fillMode == 2 )
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if ( fillMode == 0 || fillMode == 2 )
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{
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{
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amount += players;
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amount += players;
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}
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if ( getdvarint( "bots_manage_fill_spec" ) )
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{
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if ( getdvarint( "bots_manage_fill_spec" ) )
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amount += spec;
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{
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}
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amount += spec;
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}
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}
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if ( amount < fillAmount )
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if ( amount < fillAmount )
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@ -1600,7 +1600,7 @@ aim_loop()
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{
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{
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self thread bot_lookat( target gettagorigin( "j_spine4" ), 0.05 );
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self thread bot_lookat( target gettagorigin( "j_spine4" ), 0.05 );
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}
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}
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else if ( !nadeAimOffset && conedot > 0.999995 && lengthsquared( aimoffset ) < 0.05 )
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else if ( !nadeAimOffset && conedot > 0.999 && lengthsquared( aimoffset ) < 0.05 )
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{
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{
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self thread bot_lookat( aimpos, 0.05 );
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self thread bot_lookat( aimpos, 0.05 );
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}
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}
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@ -1618,7 +1618,7 @@ aim_loop()
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conedot = getConeDot( aimpos, eyePos, angles );
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conedot = getConeDot( aimpos, eyePos, angles );
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if ( !nadeAimOffset && conedot > 0.999995 && lengthsquared( aimoffset ) < 0.05 )
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if ( !nadeAimOffset && conedot > 0.999 && lengthsquared( aimoffset ) < 0.05 )
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{
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{
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self thread bot_lookat( aimpos, 0.05 );
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self thread bot_lookat( aimpos, 0.05 );
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}
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}
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@ -2858,7 +2858,7 @@ bot_lookat( pos, time, vel, doAimPredict )
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for ( i = 0; i < steps; i++ )
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for ( i = 0; i < steps; i++ )
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{
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{
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myAngle = ( angleclamp180( myAngle[ 0 ] + X ), angleclamp180( myAngle[ 1 ] + Y ), 0 );
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myAngle = ( angleclamp180( myAngle[ 0 ] + X ), angleclamp180( myAngle[ 1 ] + Y ), 0 );
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self BotBuiltinBotAngles( myAngle );
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self setplayerangles( myAngle );
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wait 0.05;
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wait 0.05;
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}
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}
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}
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}
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@ -358,7 +358,7 @@ classWatch()
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a[ a.size ] = "sniper";
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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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self notify( "menuresponse", game[ "menu_changeclass_" + self.pers[ "team" ] ], random( a ) );
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wait 0.5;
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wait 0.5;
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}
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}
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@ -2856,12 +2856,6 @@ bot_killstreak_think_loop()
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{
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{
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curWeap = self getcurrentweapon();
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curWeap = self getcurrentweapon();
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if ( curWeap == "radar_mp" || curWeap == "helicopter_mp" || curWeap == "airstrike_mp" )
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{
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self thread changeToWeapon( self.lastdroppableweapon );
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return;
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}
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if ( curWeap == "none" || !isWeaponDroppable( curWeap ) )
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if ( curWeap == "none" || !isWeaponDroppable( curWeap ) )
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{
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{
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curWeap = self.lastdroppableweapon;
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curWeap = self.lastdroppableweapon;
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@ -133,17 +133,6 @@ BotBuiltinBotMeleeParams( yaw, dist )
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}
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}
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}
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}
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/*
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Sets angles
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*/
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BotBuiltinBotAngles( angles )
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{
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if ( isdefined( level.bot_builtins ) && isdefined( level.bot_builtins[ "botangles" ] ) )
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{
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self [[ level.bot_builtins[ "botangles" ] ]]( angles );
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}
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}
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/*
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/*
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Test if is a bot
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Test if is a bot
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*/
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*/
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@ -7,7 +7,6 @@ init()
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level.bot_builtins[ "botmovement" ] = ::do_botmovement;
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level.bot_builtins[ "botmovement" ] = ::do_botmovement;
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level.bot_builtins[ "botmoveto" ] = ::do_botmoveto;
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level.bot_builtins[ "botmoveto" ] = ::do_botmoveto;
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level.bot_builtins[ "botmeleeparams" ] = ::do_botmeleeparams;
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level.bot_builtins[ "botmeleeparams" ] = ::do_botmeleeparams;
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level.bot_builtins[ "botangles" ] = ::do_botangles;
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level.bot_builtins[ "isbot" ] = ::do_isbot;
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level.bot_builtins[ "isbot" ] = ::do_isbot;
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level.bot_builtins[ "fs_fopen" ] = ::do_fs_fopen;
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level.bot_builtins[ "fs_fopen" ] = ::do_fs_fopen;
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level.bot_builtins[ "fs_fclose" ] = ::do_fs_fclose;
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level.bot_builtins[ "fs_fclose" ] = ::do_fs_fclose;
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@ -50,12 +49,6 @@ do_botmeleeparams( yaw, dist )
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// cod4x removed lunging due to movement exploits
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// cod4x removed lunging due to movement exploits
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}
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}
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do_botangles( angles )
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{
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self setplayerangles( angles );
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// self botangles( angles[ 0 ], angles[ 1 ], angles[ 2 ] );
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}
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do_isbot()
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do_isbot()
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{
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{
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return self.isbot;
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return self.isbot;
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