mirror of
https://github.com/ineedbots/iw4_bot_warfare.git
synced 2025-04-23 06:15:43 +00:00
Bots do random action at obj
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ebfba23513
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@ -2135,6 +2135,7 @@ killCampAfterTime( time )
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self endon( "kill_camp_bot" );
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timeleft = maps\mp\gametypes\_gamelogic::getTimeRemaining() / 1000;
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while ( time > 0 && timeleft >= 60 )
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{
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wait 1;
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@ -3797,6 +3798,8 @@ bot_crate_think_loop( data )
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return;
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}
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self BotRandomStance();
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self _DisableWeapon();
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self BotFreezeControls( true );
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@ -4342,6 +4345,7 @@ bot_killstreak_think_loop( data )
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if ( !isDefined( location ) )
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return;
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self BotRandomStance();
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self setUsingRemote( "remotemissile" );
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self thread clear_remote_on_death();
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self BotStopMoving( true );
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@ -4390,6 +4394,7 @@ bot_killstreak_think_loop( data )
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if ( isDefined( level.ac130player ) || level.ac130InUse )
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return;
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self BotRandomStance();
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self BotStopMoving( true );
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self changeToWeapon( ksWeap );
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self BotStopMoving( false );
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@ -4404,6 +4409,7 @@ bot_killstreak_think_loop( data )
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if ( isDefined( level.chopper ) )
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return;
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self BotRandomStance();
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self BotStopMoving( true );
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self changeToWeapon( ksWeap );
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self BotStopMoving( false );
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@ -4549,6 +4555,127 @@ bot_killstreak_think()
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}
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}
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/*
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Bots do random stance
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*/
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BotRandomStance()
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{
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if ( randomInt( 100 ) < 80 )
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self BotSetStance( "prone" );
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else if ( randomInt( 100 ) < 60 )
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self BotSetStance( "crouch" );
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else
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self BotSetStance( "stand" );
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}
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/*
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Bots will use a random equipment
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*/
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BotUseRandomEquipment()
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{
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self endon( "death" );
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self endon( "disconnect" );
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nade = undefined;
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// in mw2, can only one of these...
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if ( self GetAmmoCount( "claymore_mp" ) )
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nade = "claymore_mp";
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if ( self GetAmmoCount( "flare_mp" ) )
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nade = "flare_mp";
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if ( self GetAmmoCount( "c4_mp" ) )
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nade = "c4_mp";
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if ( !isDefined( nade ) )
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return;
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self botThrowGrenade( nade, 0.05 );
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}
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/*
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Bots will look at a random thing
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*/
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BotLookAtRandomThing( obj_target )
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{
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self endon( "death" );
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self endon( "disconnect" );
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if ( self HasScriptAimPos() )
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return;
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rand = RandomInt( 100 );
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nearestEnemy = undefined;
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for ( i = 0; i < level.players.size; i++ )
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{
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player = level.players[i];
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if ( !isDefined( player ) || !isDefined( player.team ) )
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continue;
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if ( !isAlive( player ) )
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continue;
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if ( level.teamBased && self.team == player.team )
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continue;
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if ( !isDefined( nearestEnemy ) || DistanceSquared( self.origin, player.origin ) < DistanceSquared( self.origin, nearestEnemy.origin ) )
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{
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nearestEnemy = player;
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}
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}
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origin = ( 0, 0, self GetEyeHeight() );
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if ( isDefined( nearestEnemy ) && DistanceSquared( self.origin, nearestEnemy.origin ) < 1024 * 1024 && rand < 40 )
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origin += ( nearestEnemy.origin[0], nearestEnemy.origin[1], self.origin[2] );
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else if ( isDefined( obj_target ) && rand < 50 )
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origin += ( obj_target.origin[0], obj_target.origin[1], self.origin[2] );
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else if ( rand < 85 )
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origin += self.origin + AnglesToForward( ( 0, self.angles[1] - 180, 0 ) ) * 1024;
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else
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origin += self.origin + AnglesToForward( ( 0, RandomInt( 360 ), 0 ) ) * 1024;
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self SetScriptAimPos( origin );
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wait 2;
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self ClearScriptAimPos();
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}
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/*
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Bots will do stuff while waiting for objective
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*/
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bot_do_random_action_for_objective( obj_target )
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{
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self endon( "death" );
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self endon( "disconnect" );
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self notify( "bot_do_random_action_for_objective" );
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self endon( "bot_do_random_action_for_objective" );
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if ( !isDefined( self.bot_random_obj_action ) )
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{
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self.bot_random_obj_action = true;
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if ( randomInt( 100 ) < 80 )
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self thread BotUseRandomEquipment();
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if ( randomInt( 100 ) < 75 )
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self thread BotLookAtRandomThing( obj_target );
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}
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else
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{
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if ( self GetStance() != "prone" && randomInt( 100 ) < 15 )
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self BotSetStance( "prone" );
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else if ( randomInt( 100 ) < 5 )
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self thread BotLookAtRandomThing( obj_target );
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}
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wait 2;
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self.bot_random_obj_action = undefined;
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}
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/*
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Bots hang around the enemy's flag to spawn kill em
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*/
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@ -4805,6 +4932,8 @@ bot_dom_cap_think_loop()
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if ( flag.useObj.curProgress == cur )
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break;//some enemy is near us, kill him
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self thread bot_do_random_action_for_objective( flag );
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}
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self ClearScriptGoal();
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@ -4933,6 +5062,8 @@ bot_hq_loop()
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if ( cur == gameobj.curProgress )
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break;//no prog made, enemy must be capping
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self thread bot_do_random_action_for_objective( gameobj.trigger );
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}
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self ClearScriptGoal();
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@ -5150,6 +5281,7 @@ bot_sab_loop()
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( site );
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@ -5267,6 +5399,7 @@ bot_sab_loop()
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( site );
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@ -5468,6 +5601,7 @@ bot_sd_defenders_loop( data )
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( defuse );
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@ -5679,6 +5813,7 @@ bot_sd_attackers_loop( data )
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( plant );
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@ -6167,6 +6302,7 @@ bot_dem_attackers_loop()
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( plant );
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@ -6395,6 +6531,7 @@ bot_dem_defenders_loop()
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return;
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}
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self BotRandomStance();
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self SetScriptGoal( self.origin, 64 );
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self bot_use_bomb_thread( defuse );
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@ -6634,6 +6771,8 @@ bot_gtnw_loop()
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if ( cur == level.nukeSite.curProgress )
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break;//no prog made, enemy must be capping
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self thread bot_do_random_action_for_objective( trigger );
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}
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self ClearScriptGoal();
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@ -6890,6 +7029,8 @@ bot_arena_loop()
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if ( cur == flag.curProgress )
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break;//no prog made, enemy must be capping
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self thread bot_do_random_action_for_objective( flag.trigger );
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}
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self ClearScriptGoal();
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@ -72,6 +72,27 @@ is_bot()
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return ( ( isDefined( self.pers["isBot"] ) && self.pers["isBot"] ) || ( isDefined( self.pers["isBotWarfare"] ) && self.pers["isBotWarfare"] ) || isSubStr( self getguid() + "", "bot" ) );
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}
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/*
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Set the bot's stance
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*/
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BotSetStance( stance )
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{
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switch ( stance )
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{
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case "stand":
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self maps\mp\bots\_bot_internal::stand();
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break;
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case "crouch":
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self maps\mp\bots\_bot_internal::crouch();
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break;
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case "prone":
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self maps\mp\bots\_bot_internal::prone();
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break;
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}
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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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