mirror of
https://github.com/ineedbots/iw4_bot_warfare.git
synced 2025-04-22 05:55:42 +00:00
3050 lines
66 KiB
Plaintext
3050 lines
66 KiB
Plaintext
/*
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_bot_utility
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Author: INeedGames
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Date: 09/26/2020
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The shared functions for bots
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*/
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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/*
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Returns if player is the host
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*/
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is_host()
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{
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return ( isDefined( self.pers["bot_host"] ) && self.pers["bot_host"] );
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}
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/*
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Setups the host variable on the player
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*/
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doHostCheck()
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{
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self.pers["bot_host"] = false;
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if ( self is_bot() )
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return;
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result = false;
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if ( getDvar( "bots_main_firstIsHost" ) != "0" )
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{
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PrintConsole( "WARNING: bots_main_firstIsHost is enabled\n" );
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if ( getDvar( "bots_main_firstIsHost" ) == "1" )
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{
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setDvar( "bots_main_firstIsHost", self getguid() );
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}
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if ( getDvar( "bots_main_firstIsHost" ) == self getguid() + "" )
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result = true;
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}
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DvarGUID = getDvar( "bots_main_GUIDs" );
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if ( DvarGUID != "" )
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{
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guids = strtok( DvarGUID, "," );
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for ( i = 0; i < guids.size; i++ )
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{
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if ( self getguid() + "" == guids[i] )
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result = true;
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}
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}
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if ( !self isHost() && !result )
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return;
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self.pers["bot_host"] = true;
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}
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/*
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Returns if the player is a bot.
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*/
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is_bot()
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{
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assert( isDefined( self ) );
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assert( isPlayer( self ) );
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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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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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BotPressFrag( time )
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{
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self maps\mp\bots\_bot_internal::frag( time );
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}
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/*
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Bot presses the smoke button for time.
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*/
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BotPressSmoke( time )
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{
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self maps\mp\bots\_bot_internal::smoke( time );
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}
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/*
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Bot will press the ads button for the time
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*/
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BotPressADS( time )
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{
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self maps\mp\bots\_bot_internal::pressAds( time );
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}
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/*
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Bot presses the use button for time.
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*/
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BotPressUse( time )
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{
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self maps\mp\bots\_bot_internal::use( time );
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}
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/*
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Bots will press the attack button for a time
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*/
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BotPressAttack( time )
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{
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self maps\mp\bots\_bot_internal::pressFire( time );
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}
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/*
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Returns a random number thats different everytime it changes target
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*/
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BotGetTargetRandom()
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{
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if ( !isDefined( self.bot.target ) )
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return undefined;
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return self.bot.target.rand;
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}
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/*
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Returns the bot's random assigned number.
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*/
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BotGetRandom()
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{
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return self.bot.rand;
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}
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/*
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Returns if the bot is pressing frag button.
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*/
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IsBotFragging()
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{
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return self.bot.isfraggingafter;
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}
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/*
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Returns if the bot is pressing smoke button.
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*/
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IsBotSmoking()
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{
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return self.bot.issmokingafter;
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}
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/*
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Returns if the bot is sprinting.
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*/
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IsBotSprinting()
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{
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return self.bot.issprinting;
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}
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/*
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Returns if the bot is reloading.
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*/
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IsBotReloading()
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{
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return self.bot.isreloading;
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}
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/*
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Is bot knifing
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*/
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IsBotKnifing()
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{
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return self.bot.isknifingafter;
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}
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/*
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Freezes the bot's controls.
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*/
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BotFreezeControls( what )
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{
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self.bot.isfrozen = what;
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if ( what )
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self notify( "kill_goal" );
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}
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/*
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Returns if the bot is script frozen.
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*/
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BotIsFrozen()
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{
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return self.bot.isfrozen;
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}
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/*
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Bot will stop moving
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*/
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BotStopMoving( what )
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{
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self.bot.stop_move = what;
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if ( what )
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self notify( "kill_goal" );
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}
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/*
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Notify the bot chat message
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*/
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BotNotifyBotChat( msg, a, b, c, d, e, f, g )
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{
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self notify( "bot_chat_" + msg, a, b, c, d, e, f, g );
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}
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/*
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Returns if the bot has a script goal.
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(like t5 gsc bot)
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*/
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HasScriptGoal()
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{
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return ( isDefined( self GetScriptGoal() ) );
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}
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/*
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Sets the bot's goal, will acheive it when dist away from it.
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*/
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SetScriptGoal( goal, dist )
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{
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if ( !isDefined( dist ) )
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dist = 16;
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self.bot.script_goal = goal;
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self.bot.script_goal_dist = dist;
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waittillframeend;
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self notify( "new_goal_internal" );
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self notify( "new_goal" );
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}
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/*
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Returns the pos of the bot's goal
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*/
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GetScriptGoal()
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{
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return self.bot.script_goal;
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}
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/*
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Clears the bot's goal.
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*/
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ClearScriptGoal()
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{
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self SetScriptGoal( undefined, 0 );
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}
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/*
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Returns the location of the bot's javelin target
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*/
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HasBotJavelinLocation()
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{
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return isDefined( self.bot.jav_loc );
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}
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/*
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Sets the aim position of the bot
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*/
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SetScriptAimPos( pos )
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{
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self.bot.script_aimpos = pos;
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}
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/*
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Clears the aim position of the bot
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*/
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ClearScriptAimPos()
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{
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self SetScriptAimPos( undefined );
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}
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/*
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Returns the aim position of the bot
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*/
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GetScriptAimPos()
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{
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return self.bot.script_aimpos;
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}
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/*
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Returns if the bot has a aim pos
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*/
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HasScriptAimPos()
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{
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return isDefined( self GetScriptAimPos() );
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}
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/*
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Sets the bot's javelin target location
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*/
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SetBotJavelinLocation( loc )
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{
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self.bot.jav_loc = loc;
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self notify( "new_enemy" );
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}
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/*
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Clears the bot's javelin location
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*/
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ClearBotJavelinLocation()
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{
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self SetBotJavelinLocation( undefined );
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}
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/*
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Sets the bot's target to be this ent.
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*/
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SetAttacker( att )
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{
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self.bot.target_this_frame = att;
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}
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/*
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Sets the script enemy for a bot.
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*/
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SetScriptEnemy( enemy, offset )
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{
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self.bot.script_target = enemy;
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self.bot.script_target_offset = offset;
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}
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/*
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Removes the script enemy of the bot.
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*/
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ClearScriptEnemy()
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{
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self SetScriptEnemy( undefined, undefined );
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}
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/*
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Returns the entity of the bot's target.
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*/
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GetThreat()
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{
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if ( !isdefined( self.bot.target ) )
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return undefined;
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return self.bot.target.entity;
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}
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/*
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Returns if the bot has a script enemy.
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*/
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HasScriptEnemy()
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{
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return ( isDefined( self.bot.script_target ) );
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}
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/*
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Returns if the bot has a threat.
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*/
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HasThreat()
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{
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return ( isDefined( self GetThreat() ) );
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}
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/*
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If the player is defusing
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*/
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IsDefusing()
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{
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return ( isDefined( self.isDefusing ) && self.isDefusing );
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}
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/*
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If the play is planting
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*/
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isPlanting()
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{
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return ( isDefined( self.isPlanting ) && self.isPlanting );
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}
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/*
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If the player is carrying a bomb
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*/
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isBombCarrier()
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{
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return ( isDefined( self.isBombCarrier ) && self.isBombCarrier );
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}
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/*
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If the site is in use
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*/
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isInUse()
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{
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return ( isDefined( self.inUse ) && self.inUse );
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}
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/*
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If the player is in laststand
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*/
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inLastStand()
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{
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return ( isDefined( self.lastStand ) && self.lastStand );
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}
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/*
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Is being revived
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*/
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isBeingRevived()
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{
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return ( isDefined( self.beingRevived ) && self.beingRevived );
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}
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/*
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If the player is in final stand
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*/
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inFinalStand()
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{
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return ( isDefined( self.inFinalStand ) && self.inFinalStand );
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}
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/*
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If the player is the flag carrier
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*/
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isFlagCarrier()
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{
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return ( isDefined( self.carryFlag ) && self.carryFlag );
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}
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/*
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Returns if we are stunned.
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*/
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IsStunned()
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{
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return ( isdefined( self.concussionEndTime ) && self.concussionEndTime > gettime() );
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}
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/*
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Returns if we are beingArtilleryShellshocked
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*/
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isArtShocked()
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{
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return ( isDefined( self.beingArtilleryShellshocked ) && self.beingArtilleryShellshocked );
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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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getValidTube()
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{
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weaps = self getweaponslistall();
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for ( i = 0; i < weaps.size; i++ )
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{
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weap = weaps[i];
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if ( !self getAmmoCount( weap ) )
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continue;
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if ( ( isSubStr( weap, "gl_" ) && !isSubStr( weap, "_gl_" ) ) || weap == "m79_mp" )
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return weap;
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}
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return undefined;
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}
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/*
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iw5
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*/
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allowClassChoice()
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{
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return true;
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}
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/*
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iw5
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*/
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allowTeamChoice()
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{
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return true;
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}
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/*
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helper
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*/
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waittill_either_return_( str1, str2 )
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{
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self endon( str1 );
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self waittill( str2 );
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return true;
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}
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/*
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Returns which string gets notified first
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*/
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waittill_either_return( str1, str2 )
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{
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if ( !isDefined( self waittill_either_return_( str1, str2 ) ) )
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return str1;
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return str2;
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}
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/*
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Returns a random grenade in the bot's inventory.
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*/
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getValidGrenade()
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{
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grenadeTypes = [];
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grenadeTypes[grenadeTypes.size] = "frag_grenade_mp";
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grenadeTypes[grenadeTypes.size] = "smoke_grenade_mp";
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grenadeTypes[grenadeTypes.size] = "flash_grenade_mp";
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grenadeTypes[grenadeTypes.size] = "concussion_grenade_mp";
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grenadeTypes[grenadeTypes.size] = "semtex_mp";
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grenadeTypes[grenadeTypes.size] = "throwingknife_mp";
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possibles = [];
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for ( i = 0; i < grenadeTypes.size; i++ )
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{
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if ( !self hasWeapon( grenadeTypes[i] ) )
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continue;
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if ( !self getAmmoCount( grenadeTypes[i] ) )
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continue;
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possibles[possibles.size] = grenadeTypes[i];
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}
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return random( possibles );
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}
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/*
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If the weapon is not a script weapon (bomb, killstreak, etc, grenades)
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*/
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isWeaponPrimary( weap )
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{
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return ( maps\mp\gametypes\_weapons::isPrimaryWeapon( weap ) || maps\mp\gametypes\_weapons::isAltModeWeapon( weap ) );
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}
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/*
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If the ent is a vehicle
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*/
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entIsVehicle( ent )
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{
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return ( ent.classname == "script_vehicle" || ent.model == "vehicle_uav_static_mp" || ent.model == "vehicle_ac130_coop" );
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}
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/*
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Returns if the given weapon is full auto.
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*/
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WeaponIsFullAuto( weap )
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{
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weaptoks = strtok( weap, "_" );
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assert( isDefined( weaptoks[0] ) );
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assert( isString( weaptoks[0] ) );
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return isDefined( level.bots_fullautoguns[weaptoks[0]] );
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}
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/*
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If weap is a secondary gnade
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*/
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isSecondaryGrenade( gnade )
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{
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return ( gnade == "concussion_grenade_mp" || gnade == "flash_grenade_mp" || gnade == "smoke_grenade_mp" );
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}
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/*
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If the weapon is allowed to be dropped
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*/
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isWeaponDroppable( weap )
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{
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return ( maps\mp\gametypes\_weapons::mayDropWeapon( weap ) );
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}
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/*
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Returns the height the viewpos is above the origin
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*/
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getEyeHeight()
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{
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myEye = self getEye();
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return myEye[2] - self.origin[2];
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}
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/*
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Does a notify after a delay
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*/
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notifyAfterDelay( delay, not )
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{
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wait delay;
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self notify( not );
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}
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/*
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Gets a player who is host
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*/
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GetHostPlayer()
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{
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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 ( !player is_host() )
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continue;
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return player;
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}
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return undefined;
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}
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/*
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Waits for a host player
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*/
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bot_wait_for_host()
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{
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host = undefined;
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while ( !isDefined( level ) || !isDefined( level.players ) )
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wait 0.05;
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for ( i = getDvarFloat( "bots_main_waitForHostTime" ); i > 0; i -= 0.05 )
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{
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host = GetHostPlayer();
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if ( isDefined( host ) )
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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).
|
|
*/
|
|
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 );
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|
|
/*
|
|
converts a string into a float
|
|
*/
|
|
float( num )
|
|
{
|
|
setdvar( "temp_dvar_bot_util", num );
|
|
|
|
return GetDvarFloat( "temp_dvar_bot_util" );
|
|
}
|
|
|
|
/*
|
|
Tokenizes a string (strtok has limits...) (only one char tok)
|
|
*/
|
|
tokenizeLine( line, tok )
|
|
{
|
|
tokens = [];
|
|
|
|
token = "";
|
|
|
|
for ( i = 0; i < line.size; i++ )
|
|
{
|
|
c = line[i];
|
|
|
|
if ( c == tok )
|
|
{
|
|
tokens[tokens.size] = token;
|
|
token = "";
|
|
continue;
|
|
}
|
|
|
|
token += c;
|
|
}
|
|
|
|
tokens[tokens.size] = token;
|
|
|
|
return tokens;
|
|
}
|
|
|
|
/*
|
|
If the string starts with
|
|
*/
|
|
isStrStart( string1, subStr )
|
|
{
|
|
return ( getSubStr( string1, 0, subStr.size ) == subStr );
|
|
}
|
|
|
|
/*
|
|
Parses tokens into a waypoint obj
|
|
*/
|
|
parseTokensIntoWaypoint( tokens )
|
|
{
|
|
waypoint = spawnStruct();
|
|
|
|
orgStr = tokens[0];
|
|
orgToks = strtok( orgStr, " " );
|
|
waypoint.origin = ( float( orgToks[0] ), float( orgToks[1] ), float( 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, " " );
|
|
waypoint.angles = ( float( anglesToks[0] ), float( anglesToks[1] ), float( anglesToks[2] ) );
|
|
}
|
|
|
|
javStr = tokens[4];
|
|
|
|
if ( isDefined( javStr ) && javStr != "" )
|
|
{
|
|
javToks = strtok( javStr, " " );
|
|
waypoint.jav_point = ( float( javToks[0] ), float( javToks[1] ), float( javToks[2] ) );
|
|
}
|
|
|
|
return waypoint;
|
|
}
|
|
|
|
/*
|
|
Returns an array of each line
|
|
*/
|
|
getWaypointLinesFromFile( filename )
|
|
{
|
|
result = spawnStruct();
|
|
result.lines = [];
|
|
|
|
waypointStr = fileRead( filename );
|
|
|
|
if ( !isDefined( waypointStr ) )
|
|
return result;
|
|
|
|
line = "";
|
|
|
|
for ( i = 0; i < waypointStr.size; i++ )
|
|
{
|
|
c = waypointStr[i];
|
|
|
|
if ( c == "\n" )
|
|
{
|
|
result.lines[result.lines.size] = line;
|
|
|
|
line = "";
|
|
continue;
|
|
}
|
|
|
|
line += c;
|
|
}
|
|
|
|
result.lines[result.lines.size] = line;
|
|
|
|
return result;
|
|
}
|
|
|
|
/*
|
|
Loads waypoints from file
|
|
*/
|
|
readWpsFromFile( mapname )
|
|
{
|
|
waypoints = [];
|
|
filename = "waypoints/" + mapname + "_wp.csv";
|
|
|
|
if ( !fileExists( filename ) )
|
|
return waypoints;
|
|
|
|
res = getWaypointLinesFromFile( filename );
|
|
|
|
if ( !res.lines.size )
|
|
return waypoints;
|
|
|
|
PrintConsole( "Attempting to read waypoints from " + filename + "\n" );
|
|
|
|
waypointCount = int( res.lines[0] );
|
|
|
|
for ( i = 1; i <= waypointCount; i++ )
|
|
{
|
|
tokens = tokenizeLine( res.lines[i], "," );
|
|
|
|
waypoint = parseTokensIntoWaypoint( tokens );
|
|
|
|
waypoints[i - 1] = waypoint;
|
|
}
|
|
|
|
return waypoints;
|
|
}
|
|
|
|
/*
|
|
Loads the waypoints. Populating everything needed for the waypoints.
|
|
*/
|
|
load_waypoints()
|
|
{
|
|
level.waypointCount = 0;
|
|
level.waypoints = [];
|
|
level.waypointUsage = [];
|
|
level.waypointUsage["allies"] = [];
|
|
level.waypointUsage["axis"] = [];
|
|
|
|
mapname = getDvar( "mapname" );
|
|
|
|
wps = readWpsFromFile( mapname );
|
|
|
|
if ( wps.size )
|
|
{
|
|
level.waypoints = wps;
|
|
PrintConsole( "Loaded " + wps.size + " waypoints from csv.\n" );
|
|
}
|
|
else
|
|
{
|
|
switch ( mapname )
|
|
{
|
|
case "mp_afghan":
|
|
level.waypoints = maps\mp\bots\waypoints\afghan::Afghan();
|
|
break;
|
|
|
|
case "mp_derail":
|
|
level.waypoints = maps\mp\bots\waypoints\derail::Derail();
|
|
break;
|
|
|
|
case "mp_estate":
|
|
case "mp_estate_trop":
|
|
case "mp_estate_tropical":
|
|
level.waypoints = maps\mp\bots\waypoints\estate::Estate();
|
|
break;
|
|
|
|
case "mp_favela":
|
|
case "mp_fav_tropical":
|
|
level.waypoints = maps\mp\bots\waypoints\favela::Favela();
|
|
break;
|
|
|
|
case "mp_highrise":
|
|
level.waypoints = maps\mp\bots\waypoints\highrise::Highrise();
|
|
break;
|
|
|
|
case "mp_invasion":
|
|
level.waypoints = maps\mp\bots\waypoints\invasion::Invasion();
|
|
break;
|
|
|
|
case "mp_checkpoint":
|
|
level.waypoints = maps\mp\bots\waypoints\karachi::Karachi();
|
|
break;
|
|
|
|
case "mp_quarry":
|
|
level.waypoints = maps\mp\bots\waypoints\quarry::Quarry();
|
|
break;
|
|
|
|
case "mp_rundown":
|
|
level.waypoints = maps\mp\bots\waypoints\rundown::Rundown();
|
|
break;
|
|
|
|
case "mp_rust":
|
|
level.waypoints = maps\mp\bots\waypoints\rust::Rust();
|
|
break;
|
|
|
|
case "mp_boneyard":
|
|
level.waypoints = maps\mp\bots\waypoints\scrapyard::Scrapyard();
|
|
break;
|
|
|
|
case "mp_nightshift":
|
|
level.waypoints = maps\mp\bots\waypoints\skidrow::Skidrow();
|
|
break;
|
|
|
|
case "mp_subbase":
|
|
level.waypoints = maps\mp\bots\waypoints\subbase::Subbase();
|
|
break;
|
|
|
|
case "mp_terminal":
|
|
level.waypoints = maps\mp\bots\waypoints\terminal::Terminal();
|
|
break;
|
|
|
|
case "mp_underpass":
|
|
level.waypoints = maps\mp\bots\waypoints\underpass::Underpass();
|
|
break;
|
|
|
|
case "mp_brecourt":
|
|
level.waypoints = maps\mp\bots\waypoints\wasteland::Wasteland();
|
|
break;
|
|
|
|
case "mp_complex":
|
|
level.waypoints = maps\mp\bots\waypoints\bailout::Bailout();
|
|
break;
|
|
|
|
case "mp_crash":
|
|
case "mp_crash_trop":
|
|
case "mp_crash_tropical":
|
|
level.waypoints = maps\mp\bots\waypoints\crash::Crash();
|
|
break;
|
|
|
|
case "mp_overgrown":
|
|
level.waypoints = maps\mp\bots\waypoints\overgrown::Overgrown();
|
|
break;
|
|
|
|
case "mp_compact":
|
|
level.waypoints = maps\mp\bots\waypoints\salvage::Salvage();
|
|
break;
|
|
|
|
case "mp_storm":
|
|
case "mp_storm_spring":
|
|
level.waypoints = maps\mp\bots\waypoints\storm::Storm();
|
|
break;
|
|
|
|
case "mp_abandon":
|
|
level.waypoints = maps\mp\bots\waypoints\carnival::Carnival();
|
|
break;
|
|
|
|
case "mp_fuel2":
|
|
level.waypoints = maps\mp\bots\waypoints\fuel::Fuel();
|
|
break;
|
|
|
|
case "mp_strike":
|
|
level.waypoints = maps\mp\bots\waypoints\strike::Strike();
|
|
break;
|
|
|
|
case "mp_trailerpark":
|
|
level.waypoints = maps\mp\bots\waypoints\trailerPark::TrailerPark();
|
|
break;
|
|
|
|
case "mp_vacant":
|
|
level.waypoints = maps\mp\bots\waypoints\vacant::Vacant();
|
|
break;
|
|
|
|
case "mp_nuked":
|
|
level.waypoints = maps\mp\bots\waypoints\nuketown::Nuketown();
|
|
break;
|
|
|
|
case "mp_cross_fire":
|
|
level.waypoints = maps\mp\bots\waypoints\crossfire::Crossfire();
|
|
break;
|
|
|
|
case "mp_bloc":
|
|
case "mp_bloc_sh":
|
|
level.waypoints = maps\mp\bots\waypoints\bloc::Bloc();
|
|
break;
|
|
|
|
case "mp_cargoship":
|
|
case "mp_cargoship_sh":
|
|
level.waypoints = maps\mp\bots\waypoints\wetwork::Wetwork();
|
|
break;
|
|
|
|
case "mp_killhouse":
|
|
level.waypoints = maps\mp\bots\waypoints\killhouse::Killhouse();
|
|
break;
|
|
|
|
case "mp_bog_sh":
|
|
level.waypoints = maps\mp\bots\waypoints\bog::Bog();
|
|
break;
|
|
|
|
case "mp_firingrange":
|
|
level.waypoints = maps\mp\bots\waypoints\firingrange::Firingrange();
|
|
break;
|
|
|
|
case "mp_shipment":
|
|
level.waypoints = maps\mp\bots\waypoints\shipment::Shipment();
|
|
break;
|
|
|
|
case "mp_shipment_long":
|
|
level.waypoints = maps\mp\bots\waypoints\shipmentlong::ShipmentLong();
|
|
break;
|
|
|
|
case "mp_rust_long":
|
|
level.waypoints = maps\mp\bots\waypoints\rustlong::Rustlong();
|
|
break;
|
|
|
|
case "invasion":
|
|
level.waypoints = maps\mp\bots\waypoints\burgertown::Burgertown();
|
|
break;
|
|
|
|
case "iw4_credits":
|
|
level.waypoints = maps\mp\bots\waypoints\testmap::Testmap();
|
|
break;
|
|
|
|
case "oilrig":
|
|
level.waypoints = maps\mp\bots\waypoints\oilrig::Oilrig();
|
|
break;
|
|
|
|
case "co_hunted":
|
|
level.waypoints = maps\mp\bots\waypoints\hunted::Hunted();
|
|
break;
|
|
|
|
case "contingency":
|
|
level.waypoints = maps\mp\bots\waypoints\contingency::Contingency();
|
|
break;
|
|
|
|
case "gulag":
|
|
level.waypoints = maps\mp\bots\waypoints\gulag::Gulag();
|
|
break;
|
|
|
|
case "so_ghillies":
|
|
level.waypoints = maps\mp\bots\waypoints\pripyat::Pripyat();
|
|
break;
|
|
|
|
case "airport":
|
|
level.waypoints = maps\mp\bots\waypoints\airport::Airport();
|
|
break;
|
|
|
|
case "ending":
|
|
level.waypoints = maps\mp\bots\waypoints\museum::Museum();
|
|
break;
|
|
|
|
case "af_chase":
|
|
level.waypoints = maps\mp\bots\waypoints\afghanchase::AfghanChase();
|
|
break;
|
|
|
|
case "trainer":
|
|
level.waypoints = maps\mp\bots\waypoints\trainer::Trainer();
|
|
break;
|
|
|
|
case "roadkill":
|
|
level.waypoints = maps\mp\bots\waypoints\roadkill::Roadkill();
|
|
break;
|
|
|
|
case "dcemp":
|
|
level.waypoints = maps\mp\bots\waypoints\dcemp::DCEMP();
|
|
break;
|
|
|
|
case "dcburning":
|
|
level.waypoints = maps\mp\bots\waypoints\dcburning::DCBurning();
|
|
break;
|
|
|
|
case "af_caves":
|
|
level.waypoints = maps\mp\bots\waypoints\afghancaves::AfghanCaves();
|
|
break;
|
|
|
|
case "arcadia":
|
|
level.waypoints = maps\mp\bots\waypoints\arcadia::Arcadia();
|
|
break;
|
|
|
|
case "boneyard":
|
|
level.waypoints = maps\mp\bots\waypoints\boneyard::Boneyard();
|
|
break;
|
|
|
|
case "cliffhanger":
|
|
level.waypoints = maps\mp\bots\waypoints\cliffhanger::Cliffhanger();
|
|
break;
|
|
|
|
case "downtown":
|
|
level.waypoints = maps\mp\bots\waypoints\downtown::Downtown();
|
|
break;
|
|
|
|
case "estate":
|
|
level.waypoints = maps\mp\bots\waypoints\estatesp::EstateSP();
|
|
break;
|
|
|
|
case "favela":
|
|
level.waypoints = maps\mp\bots\waypoints\favelasp::FavelaSP();
|
|
break;
|
|
|
|
case "favela_escape":
|
|
level.waypoints = maps\mp\bots\waypoints\favelaescape::FavelaEscape();
|
|
break;
|
|
|
|
case "so_bridge":
|
|
level.waypoints = maps\mp\bots\waypoints\bridge::Bridge();
|
|
break;
|
|
|
|
case "dc_whitehouse":
|
|
level.waypoints = maps\mp\bots\waypoints\whitehouse::Whitehouse();
|
|
break;
|
|
|
|
default:
|
|
maps\mp\bots\waypoints\_custom_map::main( mapname );
|
|
break;
|
|
}
|
|
|
|
if ( level.waypoints.size )
|
|
PrintConsole( "Loaded " + level.waypoints.size + " waypoints from script.\n" );
|
|
}
|
|
|
|
if ( !level.waypoints.size )
|
|
{
|
|
maps\mp\bots\_bot_http::getRemoteWaypoints( mapname );
|
|
}
|
|
|
|
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 the friendly user name for a given map's codename
|
|
*/
|
|
getMapName( mapname )
|
|
{
|
|
switch ( mapname )
|
|
{
|
|
case "mp_abandon":
|
|
return "Carnival";
|
|
|
|
case "mp_rundown":
|
|
return "Rundown";
|
|
|
|
case "mp_afghan":
|
|
return "Afghan";
|
|
|
|
case "mp_boneyard":
|
|
return "Scrapyard";
|
|
|
|
case "mp_brecourt":
|
|
return "Wasteland";
|
|
|
|
case "mp_cargoship":
|
|
return "Wetwork";
|
|
|
|
case "mp_checkpoint":
|
|
return "Karachi";
|
|
|
|
case "mp_compact":
|
|
return "Salvage";
|
|
|
|
case "mp_complex":
|
|
return "Bailout";
|
|
|
|
case "mp_crash":
|
|
return "Crash";
|
|
|
|
case "mp_cross_fire":
|
|
return "Crossfire";
|
|
|
|
case "mp_derail":
|
|
return "Derail";
|
|
|
|
case "mp_estate":
|
|
return "Estate";
|
|
|
|
case "mp_favela":
|
|
return "Favela";
|
|
|
|
case "mp_fuel2":
|
|
return "Fuel";
|
|
|
|
case "mp_highrise":
|
|
return "Highrise";
|
|
|
|
case "mp_invasion":
|
|
return "Invasion";
|
|
|
|
case "mp_killhouse":
|
|
return "Killhouse";
|
|
|
|
case "mp_nightshift":
|
|
return "Skidrow";
|
|
|
|
case "mp_nuked":
|
|
return "Nuketown";
|
|
|
|
case "oilrig":
|
|
return "Oilrig";
|
|
|
|
case "mp_quarry":
|
|
return "Quarry";
|
|
|
|
case "mp_rust":
|
|
return "Rust";
|
|
|
|
case "mp_storm":
|
|
return "Storm";
|
|
|
|
case "mp_strike":
|
|
return "Strike";
|
|
|
|
case "mp_subbase":
|
|
return "Subbase";
|
|
|
|
case "mp_terminal":
|
|
return "Terminal";
|
|
|
|
case "mp_trailerpark":
|
|
return "Trailer Park";
|
|
|
|
case "mp_overgrown":
|
|
return "Overgrown";
|
|
|
|
case "mp_underpass":
|
|
return "Underpass";
|
|
|
|
case "mp_vacant":
|
|
return "Vacant";
|
|
|
|
case "iw4_credits":
|
|
return "IW4 Test Map";
|
|
|
|
case "airport":
|
|
return "Airport";
|
|
|
|
case "co_hunted":
|
|
return "Hunted";
|
|
|
|
case "invasion":
|
|
return "Burgertown";
|
|
|
|
case "mp_bloc":
|
|
return "Bloc";
|
|
|
|
case "mp_bog_sh":
|
|
return "Bog";
|
|
|
|
case "contingency":
|
|
return "Contingency";
|
|
|
|
case "gulag":
|
|
return "Gulag";
|
|
|
|
case "so_ghillies":
|
|
return "Pripyat";
|
|
|
|
case "ending":
|
|
return "Museum";
|
|
|
|
case "af_chase":
|
|
return "Afghan Chase";
|
|
|
|
case "af_caves":
|
|
return "Afghan Caves";
|
|
|
|
case "arcadia":
|
|
return "Arcadia";
|
|
|
|
case "boneyard":
|
|
return "Boneyard";
|
|
|
|
case "cliffhanger":
|
|
return "Cliffhanger";
|
|
|
|
case "dcburning":
|
|
return "DCBurning";
|
|
|
|
case "dcemp":
|
|
return "DCEMP";
|
|
|
|
case "downtown":
|
|
return "Downtown";
|
|
|
|
case "estate":
|
|
return "EstateSP";
|
|
|
|
case "favela":
|
|
return "FavelaSP";
|
|
|
|
case "favela_escape":
|
|
return "Favela Escape";
|
|
|
|
case "roadkill":
|
|
return "Roadkill";
|
|
|
|
case "trainer":
|
|
return "TH3 PIT";
|
|
|
|
case "so_bridge":
|
|
return "Bridge";
|
|
|
|
case "dc_whitehouse":
|
|
return "Whitehouse";
|
|
|
|
case "mp_shipment_long":
|
|
return "ShipmentLong";
|
|
|
|
case "mp_shipment":
|
|
return "Shipment";
|
|
|
|
case "mp_firingrange":
|
|
return "Firing Range";
|
|
|
|
case "mp_rust_long":
|
|
return "RustLong";
|
|
|
|
case "mp_cargoship_sh":
|
|
return "Freighter";
|
|
|
|
case "mp_storm_spring":
|
|
return "Chemical Plant";
|
|
|
|
case "mp_crash_trop":
|
|
case "mp_crash_tropical":
|
|
return "Crash Tropical";
|
|
|
|
case "mp_fav_tropical":
|
|
return "Favela Tropical";
|
|
|
|
case "mp_estate_trop":
|
|
case "mp_estate_tropical":
|
|
return "Estate Tropical";
|
|
|
|
case "mp_bloc_sh":
|
|
return "Forgotten City";
|
|
|
|
default:
|
|
return mapname;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Returns a good amount of players.
|
|
*/
|
|
getGoodMapAmount()
|
|
{
|
|
switch ( getdvar( "mapname" ) )
|
|
{
|
|
case "mp_rust":
|
|
case "iw4_credits":
|
|
case "mp_nuked":
|
|
case "oilrig":
|
|
case "mp_killhouse":
|
|
case "invasion":
|
|
case "mp_bog_sh":
|
|
case "co_hunted":
|
|
case "contingency":
|
|
case "gulag":
|
|
case "so_ghillies":
|
|
case "ending":
|
|
case "af_chase":
|
|
case "af_caves":
|
|
case "arcadia":
|
|
case "boneyard":
|
|
case "cliffhanger":
|
|
case "dcburning":
|
|
case "dcemp":
|
|
case "downtown":
|
|
case "estate":
|
|
case "favela":
|
|
case "favela_escape":
|
|
case "roadkill":
|
|
case "so_bridge":
|
|
case "trainer":
|
|
case "dc_whitehouse":
|
|
case "mp_shipment":
|
|
if ( level.teambased )
|
|
return 8;
|
|
else
|
|
return 4;
|
|
|
|
case "mp_vacant":
|
|
case "mp_terminal":
|
|
case "mp_nightshift":
|
|
case "mp_favela":
|
|
case "mp_highrise":
|
|
case "mp_boneyard":
|
|
case "mp_subbase":
|
|
case "mp_firingrange":
|
|
case "mp_fav_tropical":
|
|
case "mp_shipment_long":
|
|
case "mp_rust_long":
|
|
if ( level.teambased )
|
|
return 12;
|
|
else
|
|
return 8;
|
|
|
|
case "mp_afghan":
|
|
case "mp_crash":
|
|
case "mp_brecourt":
|
|
case "mp_cross_fire":
|
|
case "mp_overgrown":
|
|
case "mp_trailerpark":
|
|
case "mp_underpass":
|
|
case "mp_checkpoint":
|
|
case "mp_quarry":
|
|
case "mp_rundown":
|
|
case "mp_cargoship":
|
|
case "mp_estate":
|
|
case "mp_bloc":
|
|
case "mp_storm":
|
|
case "mp_strike":
|
|
case "mp_abandon":
|
|
case "mp_complex":
|
|
case "airport":
|
|
case "mp_storm_spring":
|
|
case "mp_crash_trop":
|
|
case "mp_cargoship_sh":
|
|
case "mp_estate_trop":
|
|
case "mp_compact":
|
|
case "mp_crash_tropical":
|
|
case "mp_estate_tropical":
|
|
case "mp_bloc_sh":
|
|
if ( level.teambased )
|
|
return 14;
|
|
else
|
|
return 9;
|
|
|
|
case "mp_fuel2":
|
|
case "mp_invasion":
|
|
case "mp_derail":
|
|
if ( level.teambased )
|
|
return 16;
|
|
else
|
|
return 10;
|
|
|
|
default:
|
|
return 2;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|
|
/*
|
|
Does the extra check when adding bots
|
|
*/
|
|
doExtraCheck()
|
|
{
|
|
maps\mp\bots\_bot_internal::checkTheBots();
|
|
}
|
|
|
|
/*
|
|
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 [];
|
|
}
|
|
|
|
/*
|
|
Taken from t5 gsc.
|
|
Returns an array of number's average.
|
|
*/
|
|
array_average( 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( 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 );
|
|
}
|
|
|
|
/*
|
|
Patches the plant sites so it exposes the 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 );
|
|
|
|
leaderDialog( "bomb_planted" );
|
|
|
|
level thread teamPlayerCardSplash( "callout_bombplanted", player );
|
|
|
|
level.bombOwner = player;
|
|
player thread maps\mp\gametypes\_hud_message::SplashNotify( "plant", maps\mp\gametypes\_rank::getScoreInfoValue( "plant" ) );
|
|
player thread maps\mp\gametypes\_rank::giveRankXP( "plant" );
|
|
player.bombPlantedTime = getTime();
|
|
maps\mp\gametypes\_gamescore::givePlayerScore( "plant", player );
|
|
player incPlayerStat( "bombsplanted", 1 );
|
|
player thread maps\mp\_matchdata::logGameEvent( "plant", player.origin );
|
|
}
|
|
}
|
|
|
|
/*
|
|
Patches the plant sites so it exposes the defuseObject
|
|
*/
|
|
bombPlantedFix( destroyedObj, player )
|
|
{
|
|
maps\mp\gametypes\_gamelogic::pauseTimer();
|
|
level.bombPlanted = true;
|
|
|
|
destroyedObj.visuals[0] thread maps\mp\gametypes\_gamelogic::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 - common_scripts\utility::vector_multiply( 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", "waypoint_defuse" + label );
|
|
defuseObject maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "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\_gamelogic::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 );
|
|
player incPlayerStat( "targetsdestroyed", 1 );
|
|
}
|
|
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 );
|
|
|
|
PlayRumbleOnPosition( "grenade_rumble", explosionOrigin );
|
|
earthquake( 0.75, 2.0, explosionOrigin, 2000 );
|
|
|
|
thread 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"] );
|
|
}
|
|
|
|
/*
|
|
Patches giveLoadout so that it doesn't use IsItemUnlocked
|
|
*/
|
|
botGiveLoadout( team, class, allowCopycat )
|
|
{
|
|
self endon( "death" );
|
|
|
|
self takeAllWeapons();
|
|
|
|
primaryIndex = 0;
|
|
|
|
// initialize specialty array
|
|
self.specialty = [];
|
|
|
|
if ( !isDefined( allowCopycat ) )
|
|
allowCopycat = true;
|
|
|
|
primaryWeapon = undefined;
|
|
|
|
if ( isDefined( self.pers["copyCatLoadout"] ) && self.pers["copyCatLoadout"]["inUse"] && allowCopycat )
|
|
{
|
|
self maps\mp\gametypes\_class::setClass( "copycat" );
|
|
self.class_num = maps\mp\gametypes\_class::getClassIndex( "copycat" );
|
|
|
|
clonedLoadout = self.pers["copyCatLoadout"];
|
|
|
|
loadoutPrimary = clonedLoadout["loadoutPrimary"];
|
|
loadoutPrimaryAttachment = clonedLoadout["loadoutPrimaryAttachment"];
|
|
loadoutPrimaryAttachment2 = clonedLoadout["loadoutPrimaryAttachment2"] ;
|
|
loadoutPrimaryCamo = clonedLoadout["loadoutPrimaryCamo"];
|
|
loadoutSecondary = clonedLoadout["loadoutSecondary"];
|
|
loadoutSecondaryAttachment = clonedLoadout["loadoutSecondaryAttachment"];
|
|
loadoutSecondaryAttachment2 = clonedLoadout["loadoutSecondaryAttachment2"];
|
|
loadoutSecondaryCamo = clonedLoadout["loadoutSecondaryCamo"];
|
|
loadoutEquipment = clonedLoadout["loadoutEquipment"];
|
|
loadoutPerk1 = clonedLoadout["loadoutPerk1"];
|
|
loadoutPerk2 = clonedLoadout["loadoutPerk2"];
|
|
loadoutPerk3 = clonedLoadout["loadoutPerk3"];
|
|
loadoutOffhand = clonedLoadout["loadoutOffhand"];
|
|
loadoutDeathStreak = "specialty_copycat";
|
|
}
|
|
else if ( isSubstr( class, "custom" ) )
|
|
{
|
|
class_num = maps\mp\gametypes\_class::getClassIndex( class );
|
|
self.class_num = class_num;
|
|
|
|
loadoutPrimary = maps\mp\gametypes\_class::cac_getWeapon( class_num, 0 );
|
|
loadoutPrimaryAttachment = maps\mp\gametypes\_class::cac_getWeaponAttachment( class_num, 0 );
|
|
loadoutPrimaryAttachment2 = maps\mp\gametypes\_class::cac_getWeaponAttachmentTwo( class_num, 0 );
|
|
loadoutPrimaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 0 );
|
|
loadoutSecondaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 1 );
|
|
loadoutSecondary = maps\mp\gametypes\_class::cac_getWeapon( class_num, 1 );
|
|
loadoutSecondaryAttachment = maps\mp\gametypes\_class::cac_getWeaponAttachment( class_num, 1 );
|
|
loadoutSecondaryAttachment2 = maps\mp\gametypes\_class::cac_getWeaponAttachmentTwo( class_num, 1 );
|
|
loadoutSecondaryCamo = maps\mp\gametypes\_class::cac_getWeaponCamo( class_num, 1 );
|
|
loadoutEquipment = maps\mp\gametypes\_class::cac_getPerk( class_num, 0 );
|
|
loadoutPerk1 = maps\mp\gametypes\_class::cac_getPerk( class_num, 1 );
|
|
loadoutPerk2 = maps\mp\gametypes\_class::cac_getPerk( class_num, 2 );
|
|
loadoutPerk3 = maps\mp\gametypes\_class::cac_getPerk( class_num, 3 );
|
|
loadoutOffhand = maps\mp\gametypes\_class::cac_getOffhand( class_num );
|
|
loadoutDeathStreak = maps\mp\gametypes\_class::cac_getDeathstreak( class_num );
|
|
}
|
|
else
|
|
{
|
|
class_num = maps\mp\gametypes\_class::getClassIndex( class );
|
|
self.class_num = class_num;
|
|
|
|
loadoutPrimary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, class_num, 0 );
|
|
loadoutPrimaryAttachment = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 0, 0 );
|
|
loadoutPrimaryAttachment2 = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 0, 1 );
|
|
loadoutPrimaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 0 );
|
|
loadoutSecondaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 1 );
|
|
loadoutSecondary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, class_num, 1 );
|
|
loadoutSecondaryAttachment = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 1, 0 );
|
|
loadoutSecondaryAttachment2 = maps\mp\gametypes\_class::table_getWeaponAttachment( level.classTableName, class_num, 1, 1 );;
|
|
loadoutSecondaryCamo = maps\mp\gametypes\_class::table_getWeaponCamo( level.classTableName, class_num, 1 );
|
|
loadoutEquipment = maps\mp\gametypes\_class::table_getEquipment( level.classTableName, class_num, 0 );
|
|
loadoutPerk1 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 1 );
|
|
loadoutPerk2 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 2 );
|
|
loadoutPerk3 = maps\mp\gametypes\_class::table_getPerk( level.classTableName, class_num, 3 );
|
|
loadoutOffhand = maps\mp\gametypes\_class::table_getOffhand( level.classTableName, class_num );
|
|
loadoutDeathstreak = maps\mp\gametypes\_class::table_getDeathstreak( level.classTableName, class_num );
|
|
}
|
|
|
|
if ( loadoutPerk1 != "specialty_bling" )
|
|
{
|
|
loadoutPrimaryAttachment2 = "none";
|
|
loadoutSecondaryAttachment2 = "none";
|
|
}
|
|
|
|
if ( loadoutPerk1 != "specialty_onemanarmy" && loadoutSecondary == "onemanarmy" )
|
|
loadoutSecondary = maps\mp\gametypes\_class::table_getWeapon( level.classTableName, 10, 1 );
|
|
|
|
//loadoutSecondaryCamo = "none";
|
|
|
|
// stop default class op'ness
|
|
allowOp = ( getDvarInt( "bots_loadout_allow_op" ) >= 1 );
|
|
|
|
if ( !allowOp )
|
|
{
|
|
loadoutDeathstreak = "specialty_none";
|
|
|
|
if ( loadoutPrimary == "riotshield" )
|
|
loadoutPrimary = "m4";
|
|
|
|
if ( loadoutSecondary == "at4" )
|
|
loadoutSecondary = "usp";
|
|
|
|
if ( loadoutPrimaryAttachment == "gl" )
|
|
loadoutPrimaryAttachment = "none";
|
|
|
|
if ( loadoutPerk2 == "specialty_coldblooded" )
|
|
loadoutPerk2 = "specialty_none";
|
|
|
|
if ( loadoutPerk3 == "specialty_localjammer" )
|
|
loadoutPerk3 = "specialty_none";
|
|
}
|
|
|
|
|
|
if ( level.killstreakRewards )
|
|
{
|
|
if ( getDvarInt( "scr_classic" ) == 1 )
|
|
{
|
|
loadoutKillstreak1 = "uav";
|
|
loadoutKillstreak2 = "precision_airstrike";
|
|
loadoutKillstreak3 = "helicopter";
|
|
}
|
|
else
|
|
{
|
|
loadoutKillstreak1 = self getPlayerData( "killstreaks", 0 );
|
|
loadoutKillstreak2 = self getPlayerData( "killstreaks", 1 );
|
|
loadoutKillstreak3 = self getPlayerData( "killstreaks", 2 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
loadoutKillstreak1 = "none";
|
|
loadoutKillstreak2 = "none";
|
|
loadoutKillstreak3 = "none";
|
|
}
|
|
|
|
secondaryName = maps\mp\gametypes\_class::buildWeaponName( loadoutSecondary, loadoutSecondaryAttachment, loadoutSecondaryAttachment2 );
|
|
self _giveWeapon( secondaryName, int( tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) ) );
|
|
|
|
self.loadoutPrimaryCamo = int( tableLookup( "mp/camoTable.csv", 1, loadoutPrimaryCamo, 0 ) );
|
|
self.loadoutPrimary = loadoutPrimary;
|
|
self.loadoutSecondary = loadoutSecondary;
|
|
self.loadoutSecondaryCamo = int( tableLookup( "mp/camoTable.csv", 1, loadoutSecondaryCamo, 0 ) );
|
|
|
|
self SetOffhandPrimaryClass( "other" );
|
|
|
|
// Action Slots
|
|
//self _SetActionSlot( 1, "" );
|
|
self _SetActionSlot( 1, "nightvision" );
|
|
self _SetActionSlot( 3, "altMode" );
|
|
self _SetActionSlot( 4, "" );
|
|
|
|
// Perks
|
|
self _clearPerks();
|
|
self maps\mp\gametypes\_class::_detachAll();
|
|
|
|
// these special case giving pistol death have to come before
|
|
// perk loadout to ensure player perk icons arent overwritten
|
|
if ( level.dieHardMode )
|
|
self maps\mp\perks\_perks::givePerk( "specialty_pistoldeath" );
|
|
|
|
// only give the deathstreak for the initial spawn for this life.
|
|
if ( loadoutDeathStreak != "specialty_null" && ( getTime() - self.spawnTime ) < 0.1 )
|
|
{
|
|
deathVal = int( tableLookup( "mp/perkTable.csv", 1, loadoutDeathStreak, 6 ) );
|
|
|
|
if ( self botGetPerkUpgrade( loadoutPerk1 ) == "specialty_rollover" || self botGetPerkUpgrade( loadoutPerk2 ) == "specialty_rollover" || self botGetPerkUpgrade( loadoutPerk3 ) == "specialty_rollover" )
|
|
deathVal -= 1;
|
|
|
|
if ( self.pers["cur_death_streak"] == deathVal )
|
|
{
|
|
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
|
|
self thread maps\mp\gametypes\_hud_message::splashNotify( loadoutDeathStreak );
|
|
}
|
|
else if ( self.pers["cur_death_streak"] > deathVal )
|
|
{
|
|
self thread maps\mp\perks\_perks::givePerk( loadoutDeathStreak );
|
|
}
|
|
}
|
|
|
|
self botLoadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 );
|
|
|
|
self maps\mp\gametypes\_class::setKillstreaks( loadoutKillstreak1, loadoutKillstreak2, loadoutKillstreak3 );
|
|
|
|
if ( self hasPerk( "specialty_extraammo", true ) && getWeaponClass( secondaryName ) != "weapon_projectile" )
|
|
self giveMaxAmmo( secondaryName );
|
|
|
|
// Primary Weapon
|
|
primaryName = maps\mp\gametypes\_class::buildWeaponName( loadoutPrimary, loadoutPrimaryAttachment, loadoutPrimaryAttachment2 );
|
|
self _giveWeapon( primaryName, self.loadoutPrimaryCamo );
|
|
|
|
// fix changing from a riotshield class to a riotshield class during grace period not giving a shield
|
|
if ( primaryName == "riotshield_mp" && level.inGracePeriod )
|
|
self notify ( "weapon_change", "riotshield_mp" );
|
|
|
|
if ( self hasPerk( "specialty_extraammo", true ) )
|
|
self giveMaxAmmo( primaryName );
|
|
|
|
self setSpawnWeapon( primaryName );
|
|
|
|
primaryTokens = strtok( primaryName, "_" );
|
|
self.pers["primaryWeapon"] = primaryTokens[0];
|
|
|
|
// Primary Offhand was given by givePerk (it's your perk1)
|
|
|
|
// Secondary Offhand
|
|
offhandSecondaryWeapon = loadoutOffhand + "_mp";
|
|
|
|
if ( loadoutOffhand == "flash_grenade" )
|
|
self SetOffhandSecondaryClass( "flash" );
|
|
else
|
|
self SetOffhandSecondaryClass( "smoke" );
|
|
|
|
self giveWeapon( offhandSecondaryWeapon );
|
|
|
|
if ( loadOutOffhand == "smoke_grenade" )
|
|
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
|
|
else if ( loadOutOffhand == "flash_grenade" )
|
|
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
|
|
else if ( loadOutOffhand == "concussion_grenade" )
|
|
self setWeaponAmmoClip( offhandSecondaryWeapon, 2 );
|
|
else
|
|
self setWeaponAmmoClip( offhandSecondaryWeapon, 1 );
|
|
|
|
primaryWeapon = primaryName;
|
|
self.primaryWeapon = primaryWeapon;
|
|
self.secondaryWeapon = secondaryName;
|
|
|
|
self botPlayerModelForWeapon( self.pers["primaryWeapon"], getBaseWeaponName( secondaryName ) );
|
|
|
|
self.isSniper = ( weaponClass( self.primaryWeapon ) == "sniper" );
|
|
|
|
self maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
|
|
|
|
// cac specialties that require loop threads
|
|
self maps\mp\perks\_perks::cac_selector();
|
|
|
|
self notify ( "changed_kit" );
|
|
self notify( "bot_giveLoadout", allowCopycat );
|
|
}
|
|
|
|
/*
|
|
Patches giveLoadout so that it doesn't use IsItemUnlocked
|
|
*/
|
|
botGetPerkUpgrade( perkName )
|
|
{
|
|
perkUpgrade = tablelookup( "mp/perktable.csv", 1, perkName, 8 );
|
|
|
|
if ( perkUpgrade == "" || perkUpgrade == "specialty_null" )
|
|
return "specialty_null";
|
|
|
|
if ( !isDefined( self.pers["bots"]["unlocks"]["upgraded_" + perkName] ) || !self.pers["bots"]["unlocks"]["upgraded_" + perkName] )
|
|
return "specialty_null";
|
|
|
|
return ( perkUpgrade );
|
|
}
|
|
|
|
/*
|
|
Patches giveLoadout so that it doesn't use IsItemUnlocked
|
|
*/
|
|
botLoadoutAllPerks( loadoutEquipment, loadoutPerk1, loadoutPerk2, loadoutPerk3 )
|
|
{
|
|
loadoutEquipment = maps\mp\perks\_perks::validatePerk( 1, loadoutEquipment );
|
|
loadoutPerk1 = maps\mp\perks\_perks::validatePerk( 1, loadoutPerk1 );
|
|
loadoutPerk2 = maps\mp\perks\_perks::validatePerk( 2, loadoutPerk2 );
|
|
loadoutPerk3 = maps\mp\perks\_perks::validatePerk( 3, loadoutPerk3 );
|
|
|
|
self maps\mp\perks\_perks::givePerk( loadoutEquipment );
|
|
self maps\mp\perks\_perks::givePerk( loadoutPerk1 );
|
|
self maps\mp\perks\_perks::givePerk( loadoutPerk2 );
|
|
self maps\mp\perks\_perks::givePerk( loadoutPerk3 );
|
|
|
|
perks[0] = loadoutPerk1;
|
|
perks[1] = loadoutPerk2;
|
|
perks[2] = loadoutPerk3;
|
|
|
|
perkUpgrd[0] = tablelookup( "mp/perktable.csv", 1, loadoutPerk1, 8 );
|
|
perkUpgrd[1] = tablelookup( "mp/perktable.csv", 1, loadoutPerk2, 8 );
|
|
perkUpgrd[2] = tablelookup( "mp/perktable.csv", 1, loadoutPerk3, 8 );
|
|
|
|
for ( i = 0; i < perkUpgrd.size; i++ )
|
|
{
|
|
upgrade = perkUpgrd[i];
|
|
perk = perks[i];
|
|
|
|
if ( upgrade == "" || upgrade == "specialty_null" )
|
|
continue;
|
|
|
|
if ( isDefined( self.pers["bots"]["unlocks"]["upgraded_" + perk] ) && self.pers["bots"]["unlocks"]["upgraded_" + perk] )
|
|
self maps\mp\perks\_perks::givePerk( upgrade );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
Patches giveLoadout so that it doesn't use IsItemUnlocked
|
|
*/
|
|
botPlayerModelForWeapon( weapon, secondary )
|
|
{
|
|
team = self.team;
|
|
|
|
|
|
if ( isDefined( game[team + "_model"][weapon] ) )
|
|
{
|
|
[[game[team + "_model"][weapon]]]();
|
|
return;
|
|
}
|
|
|
|
|
|
weaponClass = tablelookup( "mp/statstable.csv", 4, weapon, 2 );
|
|
|
|
switch ( weaponClass )
|
|
{
|
|
case "weapon_smg":
|
|
[[game[team + "_model"]["SMG"]]]();
|
|
break;
|
|
|
|
case "weapon_assault":
|
|
weaponClass = tablelookup( "mp/statstable.csv", 4, secondary, 2 );
|
|
|
|
if ( weaponClass == "weapon_shotgun" )
|
|
[[game[team + "_model"]["SHOTGUN"]]]();
|
|
else
|
|
[[game[team + "_model"]["ASSAULT"]]]();
|
|
|
|
break;
|
|
|
|
case "weapon_sniper":
|
|
if ( level.environment != "" && isDefined( self.pers["bots"]["unlocks"]["ghillie"] ) && self.pers["bots"]["unlocks"]["ghillie"] )
|
|
[[game[team + "_model"]["GHILLIE"]]]();
|
|
else
|
|
[[game[team + "_model"]["SNIPER"]]]();
|
|
|
|
break;
|
|
|
|
case "weapon_lmg":
|
|
[[game[team + "_model"]["LMG"]]]();
|
|
break;
|
|
|
|
case "weapon_riot":
|
|
[[game[team + "_model"]["RIOT"]]]();
|
|
break;
|
|
|
|
default:
|
|
[[game[team + "_model"]["ASSAULT"]]]();
|
|
break;
|
|
}
|
|
}
|