#include common_scripts\utility; #include maps\mp\_utility; #include maps\mp\gametypes\_hud_util; /* Waits for the built-ins to be defined */ wait_for_builtins() { for ( i = 0; i < 20; i++ ) { if ( isDefined( level.bot_builtins ) ) return true; if ( i < 18 ) waittillframeend; else wait 0.05; } return false; } /* Prints to console without dev script on */ BotBuiltinPrintConsole( s ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["printconsole"] ) ) { [[ level.bot_builtins["printconsole" ]]]( s ); } } /* Writes to the file, mode can be "append" or "write" */ BotBuiltinFileWrite( file, contents, mode ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["filewrite"] ) ) { [[ level.bot_builtins["filewrite" ]]]( file, contents, mode ); } } /* Returns the whole file as a string */ BotBuiltinFileRead( file ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fileread"] ) ) { return [[ level.bot_builtins["fileread" ]]]( file ); } return undefined; } /* Test if a file exists */ BotBuiltinFileExists( file ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fileexists"] ) ) { return [[ level.bot_builtins["fileexists" ]]]( file ); } return false; } /* Bot action, does a bot action botAction() */ BotBuiltinBotAction( action ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botaction"] ) ) { self [[ level.bot_builtins["botaction" ]]]( action ); } } /* Clears the bot from movement and actions botStop() */ BotBuiltinBotStop() { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botstop"] ) ) { self [[ level.bot_builtins["botstop" ]]](); } } /* Sets the bot's movement botMovement(, ) */ BotBuiltinBotMovement( left, forward ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botmovement"] ) ) { self [[ level.bot_builtins["botmovement" ]]]( left, forward ); } } /* Cod4x built-in */ BotBuiltinBotMoveTo( where ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["botmoveto"] ) ) { self [[ level.bot_builtins["botmoveto" ]]]( where ); } } /* Test if is a bot */ BotBuiltinIsBot() { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["isbot"] ) ) { return self [[ level.bot_builtins["isbot" ]]](); } return false; } /* Opens the file */ BotBuiltinFileOpen( file, mode ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_fopen"] ) ) { return [[ level.bot_builtins["fs_fopen" ]]]( file, mode ); } return 0; } /* Closes the file */ BotBuiltinFileClose( fh ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_fclose"] ) ) { [[ level.bot_builtins["fs_fclose" ]]]( fh ); } } /* Closes the file */ BotBuiltinReadLine( fh ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_readline"] ) ) { return [[ level.bot_builtins["fs_readline" ]]]( fh ); } return undefined; } /* Closes the file */ BotBuiltinWriteLine( fh, contents ) { if ( isDefined( level.bot_builtins ) && isDefined( level.bot_builtins["fs_writeline"] ) ) { [[ level.bot_builtins["fs_writeline" ]]]( fh, contents ); } } /* Returns if player is the host */ is_host() { return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] ); } /* Setups the host variable on the player */ doHostCheck() { self.pers["bot_host"] = false; if ( self is_bot() ) return; result = false; if ( getDvar( "bots_main_firstIsHost" ) != "0" ) { BotBuiltinPrintConsole( "WARNING: bots_main_firstIsHost is enabled" ); if ( getDvar( "bots_main_firstIsHost" ) == "1" ) { setDvar( "bots_main_firstIsHost", self getguid() ); } if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" ) result = true; } DvarGUID = getDvar( "bots_main_GUIDs" ); if ( DvarGUID != "" ) { guids = strtok( DvarGUID, "," ); for ( i = 0; i < guids.size; i++ ) { if ( self getguid() + "" == guids[i] ) result = true; } } if ( !result ) return; self.pers["bot_host"] = true; } /* Returns if the player is a bot. */ is_bot() { return self BotBuiltinIsBot(); } /* Set the bot's stance */ BotSetStance( stance ) { switch ( stance ) { case "stand": self maps\mp\bots\_bot_internal::stand(); break; case "crouch": self maps\mp\bots\_bot_internal::crouch(); break; case "prone": self maps\mp\bots\_bot_internal::prone(); break; } } /* Bot presses the button for time. */ BotPressAttack( time ) { self maps\mp\bots\_bot_internal::pressFire( time ); } /* Bot presses the ads button for time. */ BotPressADS( time ) { self maps\mp\bots\_bot_internal::pressADS( time ); } /* Bot presses the use button for time. */ BotPressUse( time ) { self maps\mp\bots\_bot_internal::use( time ); } /* Bot presses the frag button for time. */ BotPressFrag( time ) { self maps\mp\bots\_bot_internal::frag( time ); } /* Bot presses the smoke button for time. */ BotPressSmoke( time ) { self maps\mp\bots\_bot_internal::smoke( time ); } /* Returns the bot's random assigned number. */ BotGetRandom() { return self.bot.rand; } /* Returns a random number thats different everytime it changes target */ BotGetTargetRandom() { if ( !isDefined( self.bot.target ) ) return undefined; return self.bot.target.rand; } /* Returns if the bot is fragging. */ IsBotFragging() { return self.bot.isfraggingafter; } /* Returns if the bot is pressing smoke button. */ IsBotSmoking() { return self.bot.issmokingafter; } /* Returns if the bot is sprinting. */ IsBotSprinting() { return self.bot.issprinting; } /* Returns if the bot is reloading. */ IsBotReloading() { return self.bot.isreloading; } /* Is bot knifing */ IsBotKnifing() { return self.bot.isknifingafter; } /* If the model of the player is good */ IsPlayerModelOK() { return ( isDefined( self.bot_model_fix ) ); } /* Freezes the bot's controls. */ BotFreezeControls( what ) { self.bot.isfrozen = what; if ( what ) self notify( "kill_goal" ); } /* Returns if the bot is script frozen. */ BotIsFrozen() { return self.bot.isfrozen; } /* Bot will stop moving */ BotStopMoving( what ) { self.bot.stop_move = what; if ( what ) self notify( "kill_goal" ); } /* Notify the bot chat message */ BotNotifyBotEvent( msg, a, b, c, d, e, f, g ) { self notify( "bot_event", msg, a, b, c, d, e, f, g ); } /* Returns if the bot has a script goal. (like t5 gsc bot) */ HasScriptGoal() { return ( isDefined( self GetScriptGoal() ) ); } /* Returns the pos of the bot's goal */ GetScriptGoal() { return self.bot.script_goal; } /* Sets the bot's goal, will acheive it when dist away from it. */ SetScriptGoal( goal, dist ) { if ( !isDefined( dist ) ) dist = 16; self.bot.script_goal = goal; self.bot.script_goal_dist = dist; waittillframeend; self notify( "new_goal_internal" ); self notify( "new_goal" ); } /* Clears the bot's goal. */ ClearScriptGoal() { self SetScriptGoal( undefined, 0 ); } /* Returns whether the bot has a priority objective */ HasPriorityObjective() { return self.bot.prio_objective; } /* Sets the bot to prioritize the objective over targeting enemies */ SetPriorityObjective() { self.bot.prio_objective = true; self notify( "kill_goal" ); } /* Clears the bot's priority objective to allow the bot to target enemies automatically again */ ClearPriorityObjective() { self.bot.prio_objective = false; self notify( "kill_goal" ); } /* Sets the aim position of the bot */ SetScriptAimPos( pos ) { self.bot.script_aimpos = pos; } /* Clears the aim position of the bot */ ClearScriptAimPos() { self SetScriptAimPos( undefined ); } /* Returns the aim position of the bot */ GetScriptAimPos() { return self.bot.script_aimpos; } /* Returns if the bot has a aim pos */ HasScriptAimPos() { return isDefined( self GetScriptAimPos() ); } /* Sets the bot's target to be this ent. */ SetAttacker( att ) { self.bot.target_this_frame = att; } /* Sets the script enemy for a bot. */ SetScriptEnemy( enemy, offset ) { self.bot.script_target = enemy; self.bot.script_target_offset = offset; } /* Removes the script enemy of the bot. */ ClearScriptEnemy() { self SetScriptEnemy( undefined, undefined ); } /* Returns the entity of the bot's target. */ GetThreat() { if ( !isdefined( self.bot.target ) ) return undefined; return self.bot.target.entity; } /* Returns if the bot has a script enemy. */ HasScriptEnemy() { return ( isDefined( self.bot.script_target ) ); } /* Returns if the bot has a threat. */ HasThreat() { return ( isDefined( self GetThreat() ) ); } /* If the player is defusing */ IsDefusing() { return ( isDefined( self.isDefusing ) && self.isDefusing ); } /* If the play is planting */ isPlanting() { return ( isDefined( self.isPlanting ) && self.isPlanting ); } /* If the player is in laststand */ inLastStand() { return ( isDefined( self.lastStand ) && self.lastStand ); } /* If the player is carrying a bomb */ isBombCarrier() { return ( isDefined( self.isBombCarrier ) && self.isBombCarrier ); } /* If the site is in use */ isInUse() { return ( isDefined( self.inUse ) && self.inUse ); } /* Returns if we are stunned. */ IsStunned() { return ( isdefined( self.concussionEndTime ) && self.concussionEndTime > gettime() ); } /* Returns if we are beingArtilleryShellshocked */ isArtShocked() { return ( isDefined( self.beingArtilleryShellshocked ) && self.beingArtilleryShellshocked ); } /* Returns a valid grenade launcher weapon */ getValidTube() { weaps = self getweaponslist(); for ( i = 0; i < weaps.size; i++ ) { weap = weaps[i]; if ( !self getAmmoCount( weap ) ) continue; if ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) ) return weap; } return undefined; } /* Returns a random grenade in the bot's inventory. */ getValidGrenade() { grenadeTypes = []; grenadeTypes[grenadeTypes.size] = "frag_grenade_mp"; grenadeTypes[grenadeTypes.size] = "smoke_grenade_mp"; grenadeTypes[grenadeTypes.size] = "flash_grenade_mp"; grenadeTypes[grenadeTypes.size] = "concussion_grenade_mp"; possibles = []; for ( i = 0; i < grenadeTypes.size; i++ ) { if ( !self hasWeapon( grenadeTypes[i] ) ) continue; if ( !self getAmmoCount( grenadeTypes[i] ) ) continue; possibles[possibles.size] = grenadeTypes[i]; } return random( possibles ); } /* CoD4 meme */ getWinningTeam() { if ( maps\mp\gametypes\_globallogic::getGameScore( "allies" ) == maps\mp\gametypes\_globallogic::getGameScore( "axis" ) ) winner = "tie"; else if ( maps\mp\gametypes\_globallogic::getGameScore( "allies" ) > maps\mp\gametypes\_globallogic::getGameScore( "axis" ) ) winner = "allies"; else winner = "axis"; return winner; } /* Picks a random thing */ PickRandom( arr ) { if ( !arr.size ) return undefined; return arr[randomInt( arr.size )]; } /* CoD4 */ getBaseWeaponName( weap ) { return strtok( weap, "_" )[0]; } /* Returns if the given weapon is full auto. */ WeaponIsFullAuto( weap ) { weaptoks = strtok( weap, "_" ); return isDefined( weaptoks[0] ) && isString( weaptoks[0] ) && isdefined( level.bots_fullautoguns[weaptoks[0]] ); } /* Returns what our eye height is. */ GetEyeHeight() { myEye = self GetEyePos(); return myEye[2] - self.origin[2]; } /* Returns (iw4) eye pos. */ GetEyePos() { return self getTagOrigin( "tag_eye" ); } /* helper */ waittill_either_return_( str1, str2 ) { self endon( str1 ); self waittill( str2 ); return true; } /* Returns which string gets notified first */ waittill_either_return( str1, str2 ) { if ( !isDefined( self waittill_either_return_( str1, str2 ) ) ) return str1; return str2; } /* Waits until either of the nots. */ waittill_either( not, not1 ) { self endon( not ); self waittill( not1 ); } /* iw5 */ allowClassChoice() { return true; } /* iw5 */ allowTeamChoice() { return true; } /* Taken from iw4 script */ waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 ) { if ( ( !isdefined( string1 ) || string1 != "death" ) && ( !isdefined( string2 ) || string2 != "death" ) && ( !isdefined( string3 ) || string3 != "death" ) && ( !isdefined( string4 ) || string4 != "death" ) && ( !isdefined( string5 ) || string5 != "death" ) ) self endon( "death" ); ent = spawnstruct(); if ( isdefined( string1 ) ) self thread waittill_string( string1, ent ); if ( isdefined( string2 ) ) self thread waittill_string( string2, ent ); if ( isdefined( string3 ) ) self thread waittill_string( string3, ent ); if ( isdefined( string4 ) ) self thread waittill_string( string4, ent ); if ( isdefined( string5 ) ) self thread waittill_string( string5, ent ); ent thread _timeout( timeOut ); ent waittill( "returned", msg ); ent notify( "die" ); return msg; } /* Used for waittill_any_timeout */ _timeout( delay ) { self endon( "die" ); wait( delay ); self notify( "returned", "timeout" ); } /* Returns if we have the create a class object unlocked. */ isItemUnlocked( what, lvl ) { switch ( what ) { case "ak47": return true; case "ak74u": return ( lvl >= 28 ); case "barrett": return ( lvl >= 49 ); case "dragunov": return ( lvl >= 22 ); case "g3": return ( lvl >= 25 ); case "g36c": return ( lvl >= 37 ); case "m1014": return ( lvl >= 31 ); case "m14": return ( lvl >= 46 ); case "m16": return true; case "m21": return ( lvl >= 7 ); case "m4": return ( lvl >= 10 ); case "m40a3": return true; case "m60e4": return ( lvl >= 19 ); case "mp44": return ( lvl >= 52 ); case "mp5": return true; case "p90": return ( lvl >= 40 ); case "rpd": return true; case "saw": return true; case "skorpion": return true; case "uzi": return ( lvl >= 13 ); case "winchester1200": return true; case "remington700": return ( lvl >= 34 ); case "beretta": return true; case "colt45": return ( lvl >= 16 ); case "deserteagle": return ( lvl >= 43 ); case "deserteaglegold": return ( lvl >= 55 ); case "usp": return true; case "specialty_bulletdamage": return true; case "specialty_armorvest": return true; case "specialty_fastreload": return ( lvl >= 20 ); case "specialty_rof": return ( lvl >= 29 ); case "specialty_twoprimaries": return ( lvl >= 38 ); case "specialty_gpsjammer": return ( lvl >= 11 ); case "specialty_explosivedamage": return true; case "specialty_longersprint": return true; case "specialty_bulletaccuracy": return true; case "specialty_pistoldeath": return ( lvl >= 8 ); case "specialty_grenadepulldeath": return ( lvl >= 17 ); case "specialty_bulletpenetration": return true; case "specialty_holdbreath": return ( lvl >= 26 ); case "specialty_quieter": return ( lvl >= 44 ); case "specialty_parabolic": return ( lvl >= 35 ); case "specialty_specialgrenade": return true; case "specialty_weapon_rpg": return true; case "specialty_weapon_claymore": return ( lvl >= 23 ); case "specialty_fraggrenade": return ( lvl >= 41 ); case "specialty_extraammo": return ( lvl >= 32 ); case "specialty_detectexplosive": return ( lvl >= 14 ); case "specialty_weapon_c4": return true; default: return true; } } /* If the weapon is allowed to be dropped */ isWeaponDroppable( weap ) { return ( maps\mp\gametypes\_weapons::mayDropWeapon( weap ) ); } /* Selects a random element from the array. */ Random( arr ) { size = arr.size; if ( !size ) return undefined; return arr[randomInt( size )]; } /* Removes an item from the array. */ array_remove( ents, remover ) { newents = []; for ( i = 0; i < ents.size; i++ ) { index = ents[i]; if ( index != remover ) newents[ newents.size ] = index; } return newents; } /* Waits until not or tim. */ waittill_notify_or_timeout( not, tim ) { self endon( not ); wait tim; } /* Gets a player who is host */ GetHostPlayer() { for ( i = 0; i < level.players.size; i++ ) { player = level.players[i]; if ( !player is_host() ) continue; return player; } return undefined; } /* Waits for a host player */ bot_wait_for_host() { host = undefined; while ( !isDefined( level ) || !isDefined( level.players ) ) wait 0.05; for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 ) { host = GetHostPlayer(); if ( isDefined( host ) ) break; wait 0.05; } if ( !isDefined( host ) ) return; for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 ) { if ( IsDefined( host.pers[ "team" ] ) ) break; wait 0.05; } if ( !IsDefined( host.pers[ "team" ] ) ) return; for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 ) { if ( host.pers[ "team" ] == "allies" || host.pers[ "team" ] == "axis" ) break; wait 0.05; } } /* Pezbot's line sphere intersection. http://paulbourke.net/geometry/circlesphere/raysphere.c */ RaySphereIntersect( start, end, spherePos, radius ) { // check if the start or end points are in the sphere r2 = radius * radius; if ( DistanceSquared( start, spherePos ) < r2 ) return true; if ( DistanceSquared( end, spherePos ) < r2 ) return true; // check if the line made by start and end intersect the sphere dp = end - start; a = dp[0] * dp[0] + dp[1] * dp[1] + dp[2] * dp[2]; b = 2 * ( dp[0] * ( start[0] - spherePos[0] ) + dp[1] * ( start[1] - spherePos[1] ) + dp[2] * ( start[2] - spherePos[2] ) ); c = spherePos[0] * spherePos[0] + spherePos[1] * spherePos[1] + spherePos[2] * spherePos[2]; c += start[0] * start[0] + start[1] * start[1] + start[2] * start[2]; c -= 2.0 * ( spherePos[0] * start[0] + spherePos[1] * start[1] + spherePos[2] * start[2] ); c -= radius * radius; bb4ac = b * b - 4.0 * a * c; if ( abs( a ) < 0.0001 || bb4ac < 0 ) return false; mu1 = ( 0 - b + sqrt( bb4ac ) ) / ( 2 * a ); //mu2 = (0-b - sqrt(bb4ac)) / (2 * a); // intersection points of the sphere ip1 = start + mu1 * dp; //ip2 = start + mu2 * dp; myDist = DistanceSquared( start, end ); // check if both intersection points far if ( DistanceSquared( start, ip1 ) > myDist/* && DistanceSquared(start, ip2) > myDist*/ ) return false; dpAngles = VectorToAngles( dp ); // check if the point is behind us if ( getConeDot( ip1, start, dpAngles ) < 0/* || getConeDot(ip2, start, dpAngles) < 0*/ ) return false; return true; } /* Returns if a smoke grenade would intersect start to end line. */ SmokeTrace( start, end, rad ) { for ( i = level.bots_smokeList.count - 1; i >= 0; i-- ) { nade = level.bots_smokeList.data[i]; if ( nade.state != "smoking" ) continue; if ( !RaySphereIntersect( start, end, nade.origin, rad ) ) continue; return false; } return true; } /* Returns the cone dot (like fov, or distance from the center of our screen). 1.0 = directly looking at, 0.0 = completely right angle, -1.0, completely 180 */ getConeDot( to, from, dir ) { dirToTarget = VectorNormalize( to - from ); forward = AnglesToForward( dir ); return vectordot( dirToTarget, forward ); } /* Returns the distance squared in a 2d space */ DistanceSquared2D( to, from ) { to = ( to[0], to[1], 0 ); from = ( from[0], from[1], 0 ); return DistanceSquared( to, from ); } /* converts a string into a float */ float_old( num ) { setdvar( "temp_dvar_bot_util", num ); return GetDvarFloat( "temp_dvar_bot_util" ); } /* Rounds to the nearest whole number. */ Round( x ) { y = int( x ); if ( abs( x ) - abs( y ) > 0.5 ) { if ( x < 0 ) return y - 1; else return y + 1; } else return y; } /* clamps angle between -180 and 180 */ AngleClamp180( angle ) { angleFrac = angle / 360.0; angle = ( angleFrac - floor( angleFrac ) ) * 360.0; if ( angle > 180.0 ) return angle - 360.0; return angle; } /* Clamps between value */ Clamp( a, minv, maxv ) { return max( min( a, maxv ), minv ); } /* Matches a num to a char */ keyCodeToString( a ) { b = ""; switch ( a ) { case 0: b = "a"; break; case 1: b = "b"; break; case 2: b = "c"; break; case 3: b = "d"; break; case 4: b = "e"; break; case 5: b = "f"; break; case 6: b = "g"; break; case 7: b = "h"; break; case 8: b = "i"; break; case 9: b = "j"; break; case 10: b = "k"; break; case 11: b = "l"; break; case 12: b = "m"; break; case 13: b = "n"; break; case 14: b = "o"; break; case 15: b = "p"; break; case 16: b = "q"; break; case 17: b = "r"; break; case 18: b = "s"; break; case 19: b = "t"; break; case 20: b = "u"; break; case 21: b = "v"; break; case 22: b = "w"; break; case 23: b = "x"; break; case 24: b = "y"; break; case 25: b = "z"; break; case 26: b = "."; break; case 27: b = " "; break; } return b; } /* Creates indexers for the create a class objects. */ cac_init_patch() { // oldschool mode does not create these, we need those tho. if ( !isDefined( level.tbl_weaponIDs ) ) { level.tbl_weaponIDs = []; for ( i = 0; i < 150; i++ ) { reference_s = tableLookup( "mp/statsTable.csv", 0, i, 4 ); if ( reference_s != "" ) { level.tbl_weaponIDs[i]["reference"] = reference_s; level.tbl_weaponIDs[i]["group"] = tablelookup( "mp/statstable.csv", 0, i, 2 ); level.tbl_weaponIDs[i]["count"] = int( tablelookup( "mp/statstable.csv", 0, i, 5 ) ); level.tbl_weaponIDs[i]["attachment"] = tablelookup( "mp/statstable.csv", 0, i, 8 ); } else continue; } } if ( !isDefined( level.tbl_WeaponAttachment ) ) { level.tbl_WeaponAttachment = []; for ( i = 0; i < 8; i++ ) { level.tbl_WeaponAttachment[i]["bitmask"] = int( tableLookup( "mp/attachmentTable.csv", 9, i, 10 ) ); level.tbl_WeaponAttachment[i]["reference"] = tableLookup( "mp/attachmentTable.csv", 9, i, 4 ); } } if ( !isDefined( level.tbl_PerkData ) ) { level.tbl_PerkData = []; // generating perk data vars collected form statsTable.csv for ( i = 150; i < 194; i++ ) { reference_s = tableLookup( "mp/statsTable.csv", 0, i, 4 ); if ( reference_s != "" ) { level.tbl_PerkData[i]["reference"] = reference_s; level.tbl_PerkData[i]["reference_full"] = tableLookup( "mp/statsTable.csv", 0, i, 6 ); level.tbl_PerkData[i]["count"] = int( tableLookup( "mp/statsTable.csv", 0, i, 5 ) ); level.tbl_PerkData[i]["group"] = tableLookup( "mp/statsTable.csv", 0, i, 2 ); level.tbl_PerkData[i]["name"] = tableLookupIString( "mp/statsTable.csv", 0, i, 3 ); level.tbl_PerkData[i]["perk_num"] = tableLookup( "mp/statsTable.csv", 0, i, 8 ); } else continue; } } level.perkReferenceToIndex = []; level.weaponReferenceToIndex = []; level.weaponAttachmentReferenceToIndex = []; for ( i = 0; i < 150; i++ ) { if ( !isDefined( level.tbl_weaponIDs[i] ) || !isDefined( level.tbl_weaponIDs[i]["reference"] ) ) continue; level.weaponReferenceToIndex[level.tbl_weaponIDs[i]["reference"]] = i; } for ( i = 0; i < 8; i++ ) { if ( !isDefined( level.tbl_WeaponAttachment[i] ) || !isDefined( level.tbl_WeaponAttachment[i]["reference"] ) ) continue; level.weaponAttachmentReferenceToIndex[level.tbl_WeaponAttachment[i]["reference"]] = i; } for ( i = 150; i < 194; i++ ) { if ( !isDefined( level.tbl_PerkData[i] ) || !isDefined( level.tbl_PerkData[i]["reference_full"] ) ) continue; level.perkReferenceToIndex[ level.tbl_PerkData[i]["reference_full"] ] = i; } } /* Parse frontlines type waypoints */ FrontLinesWaypoints() { waypoints = []; for ( i = 0;; i++ ) { dvar_answer = getDvar( "flwp_" + i ); if ( dvar_answer == "" || dvar_answer == "eof" ) break; toks = strtok( dvar_answer, "," ); waypoint = spawnStruct(); wp_num = int( toks[0] ); x = float_old( toks[1] ); y = float_old( toks[2] ); z = float_old( toks[3] ); waypoint.origin = ( x, y, z ); waypoint.type = toks[4]; waypoint.children = []; num_children = int( toks[5] ); for ( h = 0; h < num_children; h++ ) { waypoint.children[waypoint.children.size] = int( toks[6 + h] ); } waypoints[wp_num] = waypoint; } return waypoints; } /* Parses tokens into a waypoint obj */ parseTokensIntoWaypoint( tokens ) { waypoint = spawnStruct(); orgStr = tokens[0]; orgToks = strtok( orgStr, " " ); waypoint.origin = ( float_old( orgToks[0] ), float_old( orgToks[1] ), float_old( orgToks[2] ) ); childStr = tokens[1]; childToks = strtok( childStr, " " ); waypoint.children = []; for ( j = 0; j < childToks.size; j++ ) waypoint.children[j] = int( childToks[j] ); type = tokens[2]; waypoint.type = type; anglesStr = tokens[3]; if ( isDefined( anglesStr ) && anglesStr != "" ) { anglesToks = strtok( anglesStr, " " ); if ( anglesToks.size >= 2 ) waypoint.angles = ( float_old( anglesToks[0] ), float_old( anglesToks[1] ), float_old( anglesToks[2] ) ); } return waypoint; } /* Returns a bot's name to be used. Reads from botnames.txt */ getABotName() { if ( !isDefined( level.bot_names ) ) { level.bot_names = []; if ( getDvar( "temp_dvar_bot_name_cursor" ) == "" ) setDvar( "temp_dvar_bot_name_cursor", 0 ); filename = "botnames.txt"; if ( BotBuiltinFileExists( filename ) ) { f = BotBuiltinFileOpen( filename, "read" ); if ( f > 0 ) { for ( line = BotBuiltinReadLine( f ); isDefined( line ); line = BotBuiltinReadLine( f ) ) { level.bot_names[level.bot_names.size] = line; } BotBuiltinFileClose( f ); } } } if ( !level.bot_names.size ) return undefined; cur = getDvarInt( "temp_dvar_bot_name_cursor" ); name = level.bot_names[cur % level.bot_names.size]; setDvar( "temp_dvar_bot_name_cursor", cur + 1 ); return name; } /* Read from file a csv, and returns an array of waypoints */ readWpsFromFile( mapname ) { waypoints = []; filename = "waypoints/" + mapname + "_wp.csv"; if ( !BotBuiltinFileExists( filename ) ) return waypoints; f = BotBuiltinFileOpen( filename, "read" ); if ( f < 1 ) return waypoints; BotBuiltinPrintConsole( "Attempting to read waypoints from " + filename ); line = BotBuiltinReadLine( f ); if ( isDefined( line ) ) { waypointCount = int( line ); for ( i = 1; i <= waypointCount; i++ ) { line = BotBuiltinReadLine( f ); if ( !isDefined( line ) ) break; tokens = strtok( line, "," ); waypoint = parseTokensIntoWaypoint( tokens ); waypoints[i - 1] = waypoint; } } BotBuiltinFileClose( f ); return waypoints; } /* Loads the waypoints. Populating everything needed for the waypoints. */ load_waypoints() { mapname = getDvar( "mapname" ); level.waypointCount = 0; level.waypoints = []; level.waypointUsage = []; level.waypointUsage["allies"] = []; level.waypointUsage["axis"] = []; wps = readWpsFromFile( mapname ); if ( wps.size ) { level.waypoints = wps; BotBuiltinPrintConsole( "Loaded " + wps.size + " waypoints from file." ); } else { switch ( mapname ) { default: maps\mp\bots\waypoints\_custom_map::main( mapname ); break; } if ( level.waypoints.size ) BotBuiltinPrintConsole( "Loaded " + level.waypoints.size + " waypoints from script." ); } if ( !level.waypoints.size ) { level.waypoints = FrontLinesWaypoints(); if ( level.waypoints.size ) BotBuiltinPrintConsole( "Loaded " + level.waypoints.size + " waypoints from frontlines." ); } if ( !level.waypoints.size ) { BotBuiltinPrintConsole( "No waypoints loaded!" ); } level.waypointCount = level.waypoints.size; for ( i = 0; i < level.waypointCount; i++ ) { if ( !isDefined( level.waypoints[i].children ) || !isDefined( level.waypoints[i].children.size ) ) level.waypoints[i].children = []; if ( !isDefined( level.waypoints[i].origin ) ) level.waypoints[i].origin = ( 0, 0, 0 ); if ( !isDefined( level.waypoints[i].type ) ) level.waypoints[i].type = "crouch"; level.waypoints[i].childCount = undefined; } } /* Is bot near any of the given waypoints */ nearAnyOfWaypoints( dist, waypoints ) { dist *= dist; for ( i = 0; i < waypoints.size; i++ ) { waypoint = level.waypoints[waypoints[i]]; if ( DistanceSquared( waypoint.origin, self.origin ) > dist ) continue; return true; } return false; } /* Returns the waypoints that are near */ waypointsNear( waypoints, dist ) { dist *= dist; answer = []; for ( i = 0; i < waypoints.size; i++ ) { wp = level.waypoints[waypoints[i]]; if ( DistanceSquared( wp.origin, self.origin ) > dist ) continue; answer[answer.size] = waypoints[i]; } return answer; } /* Returns nearest waypoint of waypoints */ getNearestWaypointOfWaypoints( waypoints ) { answer = undefined; closestDist = 2147483647; for ( i = 0; i < waypoints.size; i++ ) { waypoint = level.waypoints[waypoints[i]]; thisDist = DistanceSquared( self.origin, waypoint.origin ); if ( isDefined( answer ) && thisDist > closestDist ) continue; answer = waypoints[i]; closestDist = thisDist; } return answer; } /* Returns all waypoints of type */ getWaypointsOfType( type ) { answer = []; for ( i = 0; i < level.waypointCount; i++ ) { wp = level.waypoints[i]; if ( type == "camp" ) { if ( wp.type != "crouch" ) continue; if ( wp.children.size != 1 ) continue; } else if ( type != wp.type ) continue; answer[answer.size] = i; } return answer; } /* Returns the waypoint for index */ getWaypointForIndex( i ) { if ( !isDefined( i ) ) return undefined; return level.waypoints[i]; } /* Returns a good amount of players. */ getGoodMapAmount() { switch ( getDvar( "mapname" ) ) { case "mp_crash": case "mp_crash_snow": case "mp_countdown": case "mp_carentan": case "mp_creek": case "mp_broadcast": case "mp_cargoship": case "mp_pipeline": case "mp_overgrown": case "mp_strike": case "mp_farm": case "mp_crossfire": case "mp_backlot": case "mp_convoy": case "mp_bloc": if ( level.teamBased ) return 14; else return 9; case "mp_vacant": case "mp_showdown": case "mp_citystreets": case "mp_bog": if ( level.teamBased ) return 12; else return 8; case "mp_killhouse": case "mp_shipment": if ( level.teamBased ) return 8; else return 4; } return 2; } /* Returns the friendly user name for a given map's codename */ getMapName( map ) { switch ( map ) { case "mp_convoy": return "Ambush"; case "mp_backlot": return "Backlot"; case "mp_bloc": return "Bloc"; case "mp_bog": return "Bog"; case "mp_countdown": return "Countdown"; case "mp_crash": return "Crash"; case "mp_crash_snow": return "Winter Crash"; case "mp_crossfire": return "Crossfire"; case "mp_citystreets": return "District"; case "mp_farm": return "Downpour"; case "mp_overgrown": return "Overgrown"; case "mp_pipeline": return "Pipeline"; case "mp_shipment": return "Shipment"; case "mp_showdown": return "Showdown"; case "mp_strike": return "Strike"; case "mp_vacant": return "Vacant"; case "mp_cargoship": return "Wetwork"; case "mp_broadcast": return "Broadcast"; case "mp_creek": return "Creek"; case "mp_carentan": return "Chinatown"; case "mp_killhouse": return "Killhouse"; } return map; } /* Does the extra check when adding bots */ doExtraCheck() { maps\mp\bots\_bot_internal::checkTheBots(); } /* Returns an array of all the bots in the game. */ getBotArray() { result = []; playercount = level.players.size; for ( i = 0; i < playercount; i++ ) { player = level.players[i]; if ( !player is_bot() ) continue; result[result.size] = player; } return result; } /* We return a balanced KDTree from the waypoints. */ WaypointsToKDTree() { kdTree = KDTree(); kdTree _WaypointsToKDTree( level.waypoints, 0 ); return kdTree; } /* Recurive function. We construct a balanced KD tree by sorting the waypoints using heap sort. */ _WaypointsToKDTree( waypoints, dem ) { if ( !waypoints.size ) return; callbacksort = undefined; switch ( dem ) { case 0: callbacksort = ::HeapSortCoordX; break; case 1: callbacksort = ::HeapSortCoordY; break; case 2: callbacksort = ::HeapSortCoordZ; break; } heap = NewHeap( callbacksort ); for ( i = 0; i < waypoints.size; i++ ) { heap HeapInsert( waypoints[i] ); } sorted = []; while ( heap.data.size ) { sorted[sorted.size] = heap.data[0]; heap HeapRemove(); } median = int( sorted.size / 2 ); //use divide and conq left = []; right = []; for ( i = 0; i < sorted.size; i++ ) if ( i < median ) right[right.size] = sorted[i]; else if ( i > median ) left[left.size] = sorted[i]; self KDTreeInsert( sorted[median] ); _WaypointsToKDTree( left, ( dem + 1 ) % 3 ); _WaypointsToKDTree( right, ( dem + 1 ) % 3 ); } /* Returns a new list. */ List() { list = spawnStruct(); list.count = 0; list.data = []; return list; } /* Adds a new thing to the list. */ ListAdd( thing ) { self.data[self.count] = thing; self.count++; } /* Adds to the start of the list. */ ListAddFirst( thing ) { for ( i = self.count - 1; i >= 0; i-- ) { self.data[i + 1] = self.data[i]; } self.data[0] = thing; self.count++; } /* Removes the thing from the list. */ ListRemove( thing ) { for ( i = 0; i < self.count; i++ ) { if ( self.data[i] == thing ) { while ( i < self.count - 1 ) { self.data[i] = self.data[i + 1]; i++; } self.data[i] = undefined; self.count--; break; } } } /* Returns a new KDTree. */ KDTree() { kdTree = spawnStruct(); kdTree.root = undefined; kdTree.count = 0; return kdTree; } /* Called on a KDTree. Will insert the object into the KDTree. */ KDTreeInsert( data ) //as long as what you insert has a .origin attru, it will work. { self.root = self _KDTreeInsert( self.root, data, 0, -2147483647, -2147483647, -2147483647, 2147483647, 2147483647, 2147483647 ); } /* Recurive function that insert the object into the KDTree. */ _KDTreeInsert( node, data, dem, x0, y0, z0, x1, y1, z1 ) { if ( !isDefined( node ) ) { r = spawnStruct(); r.data = data; r.left = undefined; r.right = undefined; r.x0 = x0; r.x1 = x1; r.y0 = y0; r.y1 = y1; r.z0 = z0; r.z1 = z1; self.count++; return r; } switch ( dem ) { case 0: if ( data.origin[0] < node.data.origin[0] ) node.left = self _KDTreeInsert( node.left, data, 1, x0, y0, z0, node.data.origin[0], y1, z1 ); else node.right = self _KDTreeInsert( node.right, data, 1, node.data.origin[0], y0, z0, x1, y1, z1 ); break; case 1: if ( data.origin[1] < node.data.origin[1] ) node.left = self _KDTreeInsert( node.left, data, 2, x0, y0, z0, x1, node.data.origin[1], z1 ); else node.right = self _KDTreeInsert( node.right, data, 2, x0, node.data.origin[1], z0, x1, y1, z1 ); break; case 2: if ( data.origin[2] < node.data.origin[2] ) node.left = self _KDTreeInsert( node.left, data, 0, x0, y0, z0, x1, y1, node.data.origin[2] ); else node.right = self _KDTreeInsert( node.right, data, 0, x0, y0, node.data.origin[2], x1, y1, z1 ); break; } return node; } /* Called on a KDTree, will return the nearest object to the given origin. */ KDTreeNearest( origin ) { if ( !isDefined( self.root ) ) return undefined; return self _KDTreeNearest( self.root, origin, self.root.data, DistanceSquared( self.root.data.origin, origin ), 0 ); } /* Recurive function that will retrieve the closest object to the query. */ _KDTreeNearest( node, point, closest, closestdist, dem ) { if ( !isDefined( node ) ) { return closest; } thisDis = DistanceSquared( node.data.origin, point ); if ( thisDis < closestdist ) { closestdist = thisDis; closest = node.data; } if ( node RectDistanceSquared( point ) < closestdist ) { near = node.left; far = node.right; if ( point[dem] > node.data.origin[dem] ) { near = node.right; far = node.left; } closest = self _KDTreeNearest( near, point, closest, closestdist, ( dem + 1 ) % 3 ); closest = self _KDTreeNearest( far, point, closest, DistanceSquared( closest.origin, point ), ( dem + 1 ) % 3 ); } return closest; } /* Called on a rectangle, returns the distance from origin to the rectangle. */ RectDistanceSquared( origin ) { dx = 0; dy = 0; dz = 0; if ( origin[0] < self.x0 ) dx = origin[0] - self.x0; else if ( origin[0] > self.x1 ) dx = origin[0] - self.x1; if ( origin[1] < self.y0 ) dy = origin[1] - self.y0; else if ( origin[1] > self.y1 ) dy = origin[1] - self.y1; if ( origin[2] < self.z0 ) dz = origin[2] - self.z0; else if ( origin[2] > self.z1 ) dz = origin[2] - self.z1; return dx * dx + dy * dy + dz * dz; } /* A heap invarient comparitor, used for objects, objects with a higher X coord will be first in the heap. */ HeapSortCoordX( item, item2 ) { return item.origin[0] > item2.origin[0]; } /* A heap invarient comparitor, used for objects, objects with a higher Y coord will be first in the heap. */ HeapSortCoordY( item, item2 ) { return item.origin[1] > item2.origin[1]; } /* A heap invarient comparitor, used for objects, objects with a higher Z coord will be first in the heap. */ HeapSortCoordZ( item, item2 ) { return item.origin[2] > item2.origin[2]; } /* A heap invarient comparitor, used for numbers, numbers with the highest number will be first in the heap. */ Heap( item, item2 ) { return item > item2; } /* A heap invarient comparitor, used for numbers, numbers with the lowest number will be first in the heap. */ ReverseHeap( item, item2 ) { return item < item2; } /* A heap invarient comparitor, used for traces. Wanting the trace with the largest length first in the heap. */ HeapTraceFraction( item, item2 ) { return item["fraction"] > item2["fraction"]; } /* Returns a new heap. */ NewHeap( compare ) { heap_node = spawnStruct(); heap_node.data = []; heap_node.compare = compare; return heap_node; } /* Inserts the item into the heap. Called on a heap. */ HeapInsert( item ) { insert = self.data.size; self.data[insert] = item; current = insert + 1; while ( current > 1 ) { last = current; current = int( current / 2 ); if ( ![[self.compare]]( item, self.data[current - 1] ) ) break; self.data[last - 1] = self.data[current - 1]; self.data[current - 1] = item; } } /* Helper function to determine what is the next child of the bst. */ _HeapNextChild( node, hsize ) { left = node * 2; right = left + 1; if ( left > hsize ) return -1; if ( right > hsize ) return left; if ( [[self.compare]]( self.data[left - 1], self.data[right - 1] ) ) return left; else return right; } /* Removes an item from the heap. Called on a heap. */ HeapRemove() { remove = self.data.size; if ( !remove ) return remove; move = self.data[remove - 1]; self.data[0] = move; self.data[remove - 1] = undefined; remove--; if ( !remove ) return remove; last = 1; next = self _HeapNextChild( 1, remove ); while ( next != -1 ) { if ( [[self.compare]]( move, self.data[next - 1] ) ) break; self.data[last - 1] = self.data[next - 1]; self.data[next - 1] = move; last = next; next = self _HeapNextChild( next, remove ); } return remove; } /* A heap invarient comparitor, used for the astar's nodes, wanting the node with the lowest f to be first in the heap. */ ReverseHeapAStar( item, item2 ) { return item.f < item2.f; } /* Removes the waypoint usage */ RemoveWaypointUsage( wp, team ) { if ( !isDefined( level.waypointUsage ) ) return; if ( !isDefined( level.waypointUsage[team][wp + ""] ) ) return; level.waypointUsage[team][wp + ""]--; if ( level.waypointUsage[team][wp + ""] <= 0 ) level.waypointUsage[team][wp + ""] = undefined; } /* Will linearly search for the nearest waypoint to pos that has a direct line of sight. */ GetNearestWaypointWithSight( pos ) { candidate = undefined; dist = 2147483647; for ( i = 0; i < level.waypointCount; i++ ) { if ( !bulletTracePassed( pos + ( 0, 0, 15 ), level.waypoints[i].origin + ( 0, 0, 15 ), false, undefined ) ) continue; curdis = DistanceSquared( level.waypoints[i].origin, pos ); if ( curdis > dist ) continue; dist = curdis; candidate = i; } return candidate; } /* Will linearly search for the nearest waypoint */ GetNearestWaypoint( pos ) { candidate = undefined; dist = 2147483647; for ( i = 0; i < level.waypointCount; i++ ) { curdis = DistanceSquared( level.waypoints[i].origin, pos ); if ( curdis > dist ) continue; dist = curdis; candidate = i; } return candidate; } /* Modified Pezbot astar search. This makes use of sets for quick look up and a heap for a priority queue instead of simple lists which require to linearly search for elements everytime. It is also modified to make paths with bots already on more expensive and will try a less congested path first. Thus spliting up the bots onto more paths instead of just one (the smallest). */ AStarSearch( start, goal, team, greedy_path ) { open = NewHeap( ::ReverseHeapAStar ); //heap openset = [];//set for quick lookup closed = [];//set for quick lookup startWp = getNearestWaypoint( start ); if ( !isDefined( startWp ) ) return []; _startwp = undefined; if ( !bulletTracePassed( start + ( 0, 0, 15 ), level.waypoints[startWp].origin + ( 0, 0, 15 ), false, undefined ) ) _startwp = GetNearestWaypointWithSight( start ); if ( isDefined( _startwp ) ) startWp = _startwp; goalWp = getNearestWaypoint( goal ); if ( !isDefined( goalWp ) ) return []; _goalWp = undefined; if ( !bulletTracePassed( goal + ( 0, 0, 15 ), level.waypoints[goalWp].origin + ( 0, 0, 15 ), false, undefined ) ) _goalwp = GetNearestWaypointWithSight( goal ); if ( isDefined( _goalwp ) ) goalWp = _goalwp; node = spawnStruct(); node.g = 0; //path dist so far node.h = DistanceSquared( level.waypoints[startWp].origin, level.waypoints[goalWp].origin ); //herustic, distance to goal for path finding node.f = node.h + node.g; // combine path dist and heru, use reverse heap to sort the priority queue by this attru node.index = startWp; node.parent = undefined; //we are start, so we have no parent //push node onto queue openset[node.index + ""] = node; open HeapInsert( node ); //while the queue is not empty while ( open.data.size ) { //pop bestnode from queue bestNode = open.data[0]; open HeapRemove(); openset[bestNode.index + ""] = undefined; wp = level.waypoints[bestNode.index]; //check if we made it to the goal if ( bestNode.index == goalWp ) { path = []; while ( isDefined( bestNode ) ) { if ( isdefined( team ) && isDefined( level.waypointUsage ) ) { if ( !isDefined( level.waypointUsage[team][bestNode.index + ""] ) ) level.waypointUsage[team][bestNode.index + ""] = 0; level.waypointUsage[team][bestNode.index + ""]++; } //construct path path[path.size] = bestNode.index; bestNode = bestNode.parent; } return path; } //for each child of bestnode for ( i = wp.children.size - 1; i >= 0; i-- ) { child = wp.children[i]; childWp = level.waypoints[child]; penalty = 1; if ( !greedy_path && isdefined( team ) && isDefined( level.waypointUsage ) ) { temppen = 1; if ( isDefined( level.waypointUsage[team][child + ""] ) ) temppen = level.waypointUsage[team][child + ""]; //consider how many bots are taking this path if ( temppen > 1 ) penalty = temppen; } // have certain types of nodes more expensive if ( childWp.type == "climb" || childWp.type == "prone" ) penalty += 4; //calc the total path we have took newg = bestNode.g + DistanceSquared( wp.origin, childWp.origin ) * penalty; //bots on same team's path are more expensive //check if this child is in open or close with a g value less than newg inopen = isDefined( openset[child + ""] ); if ( inopen && openset[child + ""].g <= newg ) continue; inclosed = isDefined( closed[child + ""] ); if ( inclosed && closed[child + ""].g <= newg ) continue; node = undefined; if ( inopen ) node = openset[child + ""]; else if ( inclosed ) node = closed[child + ""]; else node = spawnStruct(); node.parent = bestNode; node.g = newg; node.h = DistanceSquared( childWp.origin, level.waypoints[goalWp].origin ); node.f = node.g + node.h; node.index = child; //check if in closed, remove it if ( inclosed ) closed[child + ""] = undefined; //check if not in open, add it if ( !inopen ) { open HeapInsert( node ); openset[child + ""] = node; } } //done with children, push onto closed closed[bestNode.index + ""] = bestNode; } return []; } /* Returns the natural log of x using harmonic series. */ Log( x ) { /* if (!isDefined(level.log_cache)) level.log_cache = []; key = x + ""; if (isDefined(level.log_cache[key])) return level.log_cache[key];*/ //thanks Bob__ at stackoverflow old_sum = 0.0; xmlxpl = ( x - 1 ) / ( x + 1 ); xmlxpl_2 = xmlxpl * xmlxpl; denom = 1.0; frac = xmlxpl; sum = frac; while ( sum != old_sum ) { old_sum = sum; denom += 2.0; frac *= xmlxpl_2; sum += frac / denom; } answer = 2.0 * sum; //level.log_cache[key] = answer; return answer; } /* Taken from t5 gsc. */ array_combine( array1, array2 ) { if ( !array1.size ) { return array2; } array3 = []; keys = GetArrayKeys( array1 ); for ( i = 0; i < keys.size; i++ ) { key = keys[ i ]; array3[ array3.size ] = array1[ key ]; } keys = GetArrayKeys( array2 ); for ( i = 0; i < keys.size; i++ ) { key = keys[ i ]; array3[ array3.size ] = array2[ key ]; } return array3; } /* Taken from t5 gsc. Returns an array of number's average. */ array_average( array ) { assert( IsArray( array ) ); assert( array.size > 0 ); total = 0; for ( i = 0; i < array.size; i++ ) { total += array[i]; } return ( total / array.size ); } /* Taken from t5 gsc. Returns an array of number's standard deviation. */ array_std_deviation( array, mean ) { assert( IsArray( array ) ); assert( array.size > 0 ); tmp = []; for ( i = 0; i < array.size; i++ ) { tmp[i] = ( array[i] - mean ) * ( array[i] - mean ); } total = 0; for ( i = 0; i < tmp.size; i++ ) { total = total + tmp[i]; } return Sqrt( total / array.size ); } /* Taken from t5 gsc. Will produce a random number between lower_bound and upper_bound but with a bell curve distribution (more likely to be close to the mean). */ random_normal_distribution( mean, std_deviation, lower_bound, upper_bound ) { x1 = 0; x2 = 0; w = 1; y1 = 0; while ( w >= 1 ) { x1 = 2 * RandomFloatRange( 0, 1 ) - 1; x2 = 2 * RandomFloatRange( 0, 1 ) - 1; w = x1 * x1 + x2 * x2; } w = Sqrt( ( -2.0 * Log( w ) ) / w ); y1 = x1 * w; number = mean + y1 * std_deviation; if ( IsDefined( lower_bound ) && number < lower_bound ) { number = lower_bound; } if ( IsDefined( upper_bound ) && number > upper_bound ) { number = upper_bound; } return ( number ); } /* We patch the bomb planted for sd so we have access to defuseObject. */ onUsePlantObjectFix( player ) { // planted the bomb if ( !self maps\mp\gametypes\_gameobjects::isFriendlyTeam( player.pers["team"] ) ) { level thread bombPlantedFix( self, player ); player logString( "bomb planted: " + self.label ); // disable all bomb zones except this one for ( index = 0; index < level.bombZones.size; index++ ) { if ( level.bombZones[index] == self ) continue; level.bombZones[index] maps\mp\gametypes\_gameobjects::disableObject(); } player playSound( "mp_bomb_plant" ); player notify ( "bomb_planted" ); if ( !level.hardcoreMode ) iPrintLn( &"MP_EXPLOSIVES_PLANTED_BY", player ); maps\mp\gametypes\_globallogic::leaderDialog( "bomb_planted" ); maps\mp\gametypes\_globallogic::givePlayerScore( "plant", player ); player thread [[level.onXPEvent]]( "plant" ); } } /* We patch the bomb planted for sd so we have access to defuseObject. */ bombPlantedFix( destroyedObj, player ) { maps\mp\gametypes\_globallogic::pauseTimer(); level.bombPlanted = true; destroyedObj.visuals[0] thread maps\mp\gametypes\_globallogic::playTickingSound(); level.tickingObject = destroyedObj.visuals[0]; level.timeLimitOverride = true; setGameEndTime( int( gettime() + ( level.bombTimer * 1000 ) ) ); setDvar( "ui_bomb_timer", 1 ); if ( !level.multiBomb ) { level.sdBomb maps\mp\gametypes\_gameobjects::allowCarry( "none" ); level.sdBomb maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" ); level.sdBomb maps\mp\gametypes\_gameobjects::setDropped(); level.sdBombModel = level.sdBomb.visuals[0]; } else { for ( index = 0; index < level.players.size; index++ ) { if ( isDefined( level.players[index].carryIcon ) ) level.players[index].carryIcon destroyElem(); } trace = bulletTrace( player.origin + ( 0, 0, 20 ), player.origin - ( 0, 0, 2000 ), false, player ); tempAngle = randomfloat( 360 ); forward = ( cos( tempAngle ), sin( tempAngle ), 0 ); forward = vectornormalize( forward - vector_scale( trace["normal"], vectordot( forward, trace["normal"] ) ) ); dropAngles = vectortoangles( forward ); level.sdBombModel = spawn( "script_model", trace["position"] ); level.sdBombModel.angles = dropAngles; level.sdBombModel setModel( "prop_suitcase_bomb" ); } destroyedObj maps\mp\gametypes\_gameobjects::allowUse( "none" ); destroyedObj maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" ); /* destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", undefined ); destroyedObj maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", undefined ); destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", undefined ); destroyedObj maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", undefined ); */ label = destroyedObj maps\mp\gametypes\_gameobjects::getLabel(); // create a new object to defuse with. trigger = destroyedObj.bombDefuseTrig; trigger.origin = level.sdBombModel.origin; visuals = []; defuseObject = maps\mp\gametypes\_gameobjects::createUseObject( game["defenders"], trigger, visuals, ( 0, 0, 32 ) ); defuseObject maps\mp\gametypes\_gameobjects::allowUse( "friendly" ); defuseObject maps\mp\gametypes\_gameobjects::setUseTime( level.defuseTime ); defuseObject maps\mp\gametypes\_gameobjects::setUseText( &"MP_DEFUSING_EXPLOSIVE" ); defuseObject maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_DEFUSE_EXPLOSIVES" ); defuseObject maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" ); defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defuse" + label ); defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_defend" + label ); defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defuse" + label ); defuseObject maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_defend" + label ); defuseObject.label = label; defuseObject.onBeginUse = maps\mp\gametypes\sd::onBeginUse; defuseObject.onEndUse = maps\mp\gametypes\sd::onEndUse; defuseObject.onUse = maps\mp\gametypes\sd::onUseDefuseObject; defuseObject.useWeapon = "briefcase_bomb_defuse_mp"; level.defuseObject = defuseObject; maps\mp\gametypes\sd::BombTimerWait(); setDvar( "ui_bomb_timer", 0 ); destroyedObj.visuals[0] maps\mp\gametypes\_globallogic::stopTickingSound(); if ( level.gameEnded || level.bombDefused ) return; level.bombExploded = true; explosionOrigin = level.sdBombModel.origin; level.sdBombModel hide(); if ( isdefined( player ) ) destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20, player ); else destroyedObj.visuals[0] radiusDamage( explosionOrigin, 512, 200, 20 ); rot = randomfloat( 360 ); explosionEffect = spawnFx( level._effect["bombexplosion"], explosionOrigin + ( 0, 0, 50 ), ( 0, 0, 1 ), ( cos( rot ), sin( rot ), 0 ) ); triggerFx( explosionEffect ); thread maps\mp\gametypes\sd::playSoundinSpace( "exp_suitcase_bomb_main", explosionOrigin ); if ( isDefined( destroyedObj.exploderIndex ) ) exploder( destroyedObj.exploderIndex ); for ( index = 0; index < level.bombZones.size; index++ ) level.bombZones[index] maps\mp\gametypes\_gameobjects::disableObject(); defuseObject maps\mp\gametypes\_gameobjects::disableObject(); setGameEndTime( 0 ); wait 3; maps\mp\gametypes\sd::sd_endGame( game["attackers"], game["strings"]["target_destroyed"] ); }