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https://github.com/ineedbots/iw4_bot_warfare.git
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changeToWeap
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@ -57,6 +57,14 @@ is_bot()
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return ((isDefined(self.pers["isBot"]) && self.pers["isBot"]) || (isDefined(self.pers["isBotWarfare"]) && self.pers["isBotWarfare"]) || isSubStr( self.guid, "bot" ));
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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 frag button for time.
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*/
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@ -381,52 +389,6 @@ isArtShocked()
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return (isDefined(self.beingArtilleryShellshocked) && self.beingArtilleryShellshocked);
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}
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/*
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UNUSED cause buggy
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Bots change weapons, does the anims
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*/
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botChangeWeapon(weapon)// intrestingly, this allows the bots to use pullout and pulldown anims and etc, but bugs out when the bot is frozen while midburst of a firerate limited weapon (m16, only shot one shot, or two shots, even though its a 3 round burst) (never switches until unfrozen)
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{
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self endon("death");
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self endon("disconnect");
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if (level.gameEnded || !gameFlag( "prematch_done" ) || self.bot.isfrozen)
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return;
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if (self.bot.knifing || self.bot.isfraggingafter)
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return;
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if (self.disabledWeapon)
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return;
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if (self InLastStand() && !self InFinalStand())
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return;
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self.bot.switch_to_after_none = weapon;
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self.bot.switching = true;
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ret = undefined;
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if (self GetCurrentWeapon() == "none")
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{
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self notify("weapon_change");
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ret = self waittill_any_timeout(5, "weapon_change");
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}
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else
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{
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self _DisableWeapon();
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self waittill_any_timeout(5, "weapon_change");
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self _EnableWeapon();
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ret = self waittill_any_timeout(5, "weapon_change");
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}
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if (ret == "timeout")
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return false;
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waittillframeend;
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self notify("bot_weapon_change", self GetCurrentWeapon());
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return true;
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}
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/*
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Returns a valid grenade launcher weapon
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*/
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