This commit is contained in:
INeedBots 2020-09-23 00:42:45 -06:00
parent fdbd5c1e17
commit ad47246bfa

View File

@ -87,7 +87,7 @@ onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint
} }
/* /*
The giveloadout watcher
*/ */
onGiveLoadout() onGiveLoadout()
{ {
@ -101,7 +101,7 @@ onGiveLoadout()
} }
/* /*
Watches for the game to end
*/ */
onGameEnded() onGameEnded()
{ {
@ -112,7 +112,7 @@ onGameEnded()
} }
/* /*
Watches for when we disconnect
*/ */
onDisconnected() onDisconnected()
{ {
@ -223,7 +223,7 @@ onPlayerSpawned()
} }
/* /*
Fixes the ti script, because IsOnGround is always false when freezecontrols(true)
*/ */
ti_fix() ti_fix()
{ {
@ -242,7 +242,7 @@ ti_fix()
} }
/* /*
Watches and handles javelin location lock on.
*/ */
jav_loc_watch() jav_loc_watch()
{ {
@ -274,7 +274,7 @@ jav_loc_watch()
} }
/* /*
Does the javelin lock on
*/ */
watchJavLock() watchJavLock()
{ {
@ -300,7 +300,7 @@ watchJavLock()
} }
/* /*
Watches while we have a location to lock on
*/ */
watchJavLockHas() watchJavLockHas()
{ {
@ -318,7 +318,7 @@ watchJavLockHas()
} }
/* /*
Watches when to kill the javelin lock on
*/ */
watchJavLockEvents() watchJavLockEvents()
{ {
@ -333,7 +333,7 @@ watchJavLockEvents()
} }
/* /*
Watches and does the vehicle lockon
*/ */
lockon_watch() lockon_watch()
{ {
@ -370,7 +370,7 @@ lockon_watch()
} }
/* /*
Does the lock on
*/ */
doLockon() doLockon()
{ {
@ -413,7 +413,7 @@ doLockon()
} }
/* /*
Makes sure we have sight on the vehicle
*/ */
watchBotLockonTrace() watchBotLockonTrace()
{ {
@ -428,7 +428,7 @@ watchBotLockonTrace()
} }
/* /*
Stops the lock on when an event happens
*/ */
watchBotLockonEvents() watchBotLockonEvents()
{ {
@ -442,7 +442,7 @@ watchBotLockonEvents()
} }
/* /*
Plays the beeps
*/ */
doRocketLockingSound() doRocketLockingSound()
{ {
@ -470,7 +470,7 @@ doRocketLockingSound()
} }
/* /*
Plays the beeps
*/ */
doRocketLockedSound() doRocketLockedSound()
{ {
@ -497,7 +497,7 @@ doRocketLockedSound()
} }
/* /*
Handles when the bot is to stop running and how much run time it has
*/ */
UseRunThink() UseRunThink()
{ {
@ -536,7 +536,7 @@ UseRunThink()
} }
/* /*
Adds a delay after running (simulates pulling up the gun from a sprint)
*/ */
doRunDelay() doRunDelay()
{ {
@ -554,7 +554,7 @@ doRunDelay()
} }
/* /*
Sets our stance, because the executable is always setting the bot's stance to the dvar
*/ */
stanceHack() stanceHack()
{ {
@ -580,7 +580,7 @@ stanceHack()
} }
/* /*
Watches when we pull back a grenade
*/ */
grenade_watch() grenade_watch()
{ {
@ -593,7 +593,7 @@ grenade_watch()
self.bot.isfragging = true; self.bot.isfragging = true;
self.bot.isfraggingafter = true; self.bot.isfraggingafter = true;
self waittill_any_timeout( 5, "grenade_fire", "weapon_change", "offhand_end" ); self waittill_any_timeout( 10, "grenade_fire", "weapon_change", "offhand_end" );
self.bot.isfragging = false; self.bot.isfragging = false;
self thread doFragAfterThread(); self thread doFragAfterThread();
@ -601,7 +601,7 @@ grenade_watch()
} }
/* /*
Wait a bit to stop the frag
*/ */
doFragAfterThread() doFragAfterThread()
{ {
@ -614,7 +614,7 @@ doFragAfterThread()
} }
/* /*
Basically unfreezes the bot when its clip is empty so it can reload
*/ */
emptyClipShoot() emptyClipShoot()
{ {
@ -638,7 +638,7 @@ emptyClipShoot()
} }
/* /*
Hides the animator script model when it needs too
*/ */
checkShouldHideAnim(shouldHideAnim) checkShouldHideAnim(shouldHideAnim)
{ {
@ -657,7 +657,7 @@ checkShouldHideAnim(shouldHideAnim)
} }
/* /*
Does the movement for the bot, as well as telling what passive animation to play, and foot sounds
*/ */
moveHack() moveHack()
{ {
@ -948,7 +948,8 @@ moveHack()
} }
/* /*
Freezes and unfreezes the bot when told too,
Bots are always wanting to fire, so we freeze to stop firing, and unfreeze to fire
*/ */
fireHack() fireHack()
{ {
@ -994,7 +995,8 @@ fireHack()
} }
/* /*
When the bot is told to ads.
We use a smaller crosshair when we want to ads
*/ */
adsHack() adsHack()
{ {
@ -1081,7 +1083,7 @@ onWeaponChange()
} }
/* /*
When the bot switches to a none weapon, we fix it
*/ */
doNoneSwitch() doNoneSwitch()
{ {
@ -1105,7 +1107,7 @@ doNoneSwitch()
} }
/* /*
When the bot switches to a weapon, we play the active animation, and shoot delay
*/ */
doSwitch(newWeapon) doSwitch(newWeapon)
{ {
@ -1149,7 +1151,7 @@ reload_watch()
} }
/* /*
When the bot enters laststand, we fix the weapons
*/ */
onLastStand() onLastStand()
{ {
@ -1185,7 +1187,7 @@ onLastStand()
} }
/* /*
When the bot uses a remote killstreak
*/ */
watchUsingRemote() watchUsingRemote()
{ {
@ -1228,7 +1230,7 @@ watchUsingRemote()
} }
/* /*
WHen it uses the helicopter minigun
*/ */
watchUsingMinigun() watchUsingMinigun()
{ {
@ -1249,7 +1251,7 @@ watchUsingMinigun()
} }
/* /*
When it uses the ac130
*/ */
watchAc130Weapon() watchAc130Weapon()
{ {
@ -1272,7 +1274,7 @@ watchAc130Weapon()
} }
/* /*
Swap between the ac130 weapons while in it
*/ */
watchUsingAc130() watchUsingAc130()
{ {
@ -1314,7 +1316,9 @@ spawned()
} }
/* /*
Throws back frag grenades
Does this by a hack
Basically it'll throw its own frag grenade and delete the original frag
*/ */
grenade_danager() grenade_danager()
{ {
@ -1385,7 +1389,7 @@ grenade_danager()
} }
/* /*
Watches if the throw was successful, and deletes the original
*/ */
watchThrowback(frag) watchThrowback(frag)
{ {
@ -2147,7 +2151,7 @@ isInRange(dist, curweap)
} }
/* /*
Will kill the walk threads and do it again after a time
*/ */
killWalkCauseNoWaypoints() killWalkCauseNoWaypoints()
{ {
@ -2368,6 +2372,9 @@ killWalkOnEvents()
self notify("kill_goal"); self notify("kill_goal");
} }
/*
Does the notify for goal completion for outside scripts
*/
doWalkScriptNotify() doWalkScriptNotify()
{ {
self endon("disconnect"); self endon("disconnect");
@ -2670,7 +2677,7 @@ reload()
} }
/* /*
Bot will throw the grenade and cook it
*/ */
botThrowGrenade(grenName, grenTime) botThrowGrenade(grenName, grenTime)
{ {
@ -2728,7 +2735,7 @@ botThrowGrenade(grenName, grenTime)
} }
/* /*
Bots will press the ads for a time
*/ */
pressAds(time) pressAds(time)
{ {
@ -2749,7 +2756,7 @@ pressAds(time)
} }
/* /*
Bots will hold the ads
*/ */
ads(what) ads(what)
{ {
@ -2757,7 +2764,7 @@ ads(what)
} }
/* /*
Bots will press the fire for a time
*/ */
pressFire(time) pressFire(time)
{ {
@ -2778,7 +2785,7 @@ pressFire(time)
} }
/* /*
Bots will hold the fire
*/ */
fire(what) fire(what)
{ {
@ -2858,7 +2865,7 @@ prone()
} }
/* /*
Tells the moveHack where to move
*/ */
botMoveTo(to) botMoveTo(to)
{ {
@ -2866,7 +2873,7 @@ botMoveTo(to)
} }
/* /*
Bots will start to sprint
*/ */
sprint() sprint()
{ {
@ -2878,7 +2885,7 @@ sprint()
} }
/* /*
Bots will look at the pos
*/ */
bot_lookat(pos, time) bot_lookat(pos, time)
{ {
@ -2926,7 +2933,7 @@ bot_lookat(pos, time)
} }
/* /*
Returns if the bot is doing an active animation
*/ */
isInActiveAnim() isInActiveAnim()
{ {
@ -2937,7 +2944,7 @@ isInActiveAnim()
} }
/* /*
returns if the bot is doing the given anim
*/ */
botDoingAnim(animName) botDoingAnim(animName)
{ {
@ -2948,7 +2955,7 @@ botDoingAnim(animName)
} }
/* /*
Bot plays the anim
*/ */
botDoAnim(animName, time, isActiveAnim) botDoAnim(animName, time, isActiveAnim)
{ {
@ -2977,7 +2984,7 @@ botDoAnim(animName, time, isActiveAnim)
} }
/* /*
Creates the anim script model
*/ */
makeFakeAnim() makeFakeAnim()
{ {
@ -3002,7 +3009,7 @@ makeFakeAnim()
} }
/* /*
Deletes the anim script model
*/ */
botsDeleteFakeAnim() botsDeleteFakeAnim()
{ {
@ -3020,7 +3027,7 @@ botsDeleteFakeAnim()
} }
/* /*
Returns if the script model is hidden
*/ */
isFakeAnimHidden() isFakeAnimHidden()
{ {
@ -3031,7 +3038,7 @@ isFakeAnimHidden()
} }
/* /*
Shows the anim model
*/ */
showFakeAnim() showFakeAnim()
{ {
@ -3050,7 +3057,7 @@ showFakeAnim()
} }
/* /*
Hides the anim model
*/ */
hideFakeAnim() hideFakeAnim()
{ {
@ -3069,7 +3076,7 @@ hideFakeAnim()
} }
/* /*
Hides the bot's model
*/ */
botHideParts() botHideParts()
{ {
@ -3083,7 +3090,7 @@ botHideParts()
} }
/* /*
Shows the bot's model
*/ */
botShowParts() botShowParts()
{ {