mirror of
https://github.com/ineedbots/iw4_bot_warfare.git
synced 2025-04-22 13:55:43 +00:00
2070 lines
46 KiB
Plaintext
2070 lines
46 KiB
Plaintext
/*
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_bot_internal
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Author: INeedGames
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Date: 09/26/2020
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The interal workings of the bots.
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Bots will do the basics, aim, move.
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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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#include maps\mp\bots\_bot_utility;
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/*
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When a bot is added (once ever) to the game (before connected).
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We init all the persistent variables here.
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*/
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added()
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{
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self endon("disconnect");
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self.pers["bots"] = [];
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self.pers["bots"]["skill"] = [];
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self.pers["bots"]["skill"]["base"] = 7;
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self.pers["bots"]["skill"]["aim_time"] = 0.05;
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self.pers["bots"]["skill"]["init_react_time"] = 0;
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self.pers["bots"]["skill"]["reaction_time"] = 0;
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self.pers["bots"]["skill"]["no_trace_ads_time"] = 2500;
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self.pers["bots"]["skill"]["no_trace_look_time"] = 10000;
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self.pers["bots"]["skill"]["remember_time"] = 25000;
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self.pers["bots"]["skill"]["fov"] = -1;
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self.pers["bots"]["skill"]["dist"] = 100000;
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self.pers["bots"]["skill"]["spawn_time"] = 0;
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self.pers["bots"]["skill"]["help_dist"] = 10000;
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self.pers["bots"]["skill"]["semi_time"] = 0.05;
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self.pers["bots"]["skill"]["shoot_after_time"] = 1;
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self.pers["bots"]["skill"]["aim_offset_time"] = 1;
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self.pers["bots"]["skill"]["aim_offset_amount"] = 1;
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self.pers["bots"]["skill"]["bone_update_interval"] = 0.05;
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self.pers["bots"]["skill"]["bones"] = "j_head";
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self.pers["bots"]["behavior"] = [];
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self.pers["bots"]["behavior"]["strafe"] = 50;
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self.pers["bots"]["behavior"]["nade"] = 50;
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self.pers["bots"]["behavior"]["sprint"] = 50;
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self.pers["bots"]["behavior"]["camp"] = 50;
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self.pers["bots"]["behavior"]["follow"] = 50;
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self.pers["bots"]["behavior"]["crouch"] = 10;
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self.pers["bots"]["behavior"]["switch"] = 1;
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self.pers["bots"]["behavior"]["class"] = 1;
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self.pers["bots"]["behavior"]["jump"] = 100;
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self.pers["bots"]["unlocks"] = [];
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}
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/*
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When a bot connects to the game.
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This is called when a bot is added and when multiround gamemode starts.
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*/
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connected()
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{
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self endon("disconnect");
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self.bot = spawnStruct();
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self resetBotVars();
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self thread onPlayerSpawned();
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}
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/*
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The callback hook for when the bot gets killed.
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*/
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onKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
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{
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}
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/*
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The callback hook when the bot gets damaged.
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*/
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onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
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{
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}
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/*
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We clear all of the script variables and other stuff for the bots.
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*/
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resetBotVars()
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{
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self.bot.script_target = undefined;
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self.bot.script_target_offset = undefined;
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self.bot.targets = [];
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self.bot.target = undefined;
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self.bot.target_this_frame = undefined;
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self.bot.jav_loc = undefined;
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self.bot.after_target = undefined;
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self.bot.after_target_pos = undefined;
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self.bot.script_aimpos = undefined;
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self.bot.script_goal = undefined;
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self.bot.script_goal_dist = 0.0;
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self.bot.next_wp = -1;
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self.bot.second_next_wp = -1;
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self.bot.towards_goal = undefined;
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self.bot.astar = [];
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self.bot.moveTo = self.origin;
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self.bot.stop_move = false;
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self.bot.greedy_path = false;
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self.bot.isfrozen = false;
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self.bot.sprintendtime = -1;
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self.bot.isreloading = false;
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self.bot.issprinting = false;
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self.bot.isfragging = false;
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self.bot.issmoking = false;
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self.bot.isfraggingafter = false;
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self.bot.issmokingafter = false;
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self.bot.isknifing = false;
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self.bot.isknifingafter = false;
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self.bot.semi_time = false;
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self.bot.jump_time = undefined;
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self.bot.is_cur_full_auto = false;
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self.bot.rand = randomInt(100);
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self botStop();
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}
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/*
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When the bot spawns.
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*/
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onPlayerSpawned()
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{
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self endon("disconnect");
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for(;;)
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{
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self waittill("spawned_player");
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self resetBotVars();
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self thread onWeaponChange();
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self thread onLastStand();
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self thread reload_watch();
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self thread sprint_watch();
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self thread watchUsingRemote();
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self thread spawned();
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}
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}
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/*
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When the bot changes weapon.
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*/
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onWeaponChange()
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{
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self endon("disconnect");
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self endon("death");
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weap = self GetCurrentWeapon();
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self.bot.is_cur_full_auto = WeaponIsFullAuto(weap);
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if (weap != "none")
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self changeToWeap(weap);
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for(;;)
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{
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self waittill( "weapon_change", newWeapon );
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self.bot.is_cur_full_auto = WeaponIsFullAuto(newWeapon);
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if (newWeapon == "none")
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continue;
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self changeToWeap(self GetCurrentWeapon());
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}
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}
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/*
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Update's the bot if it is reloading.
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*/
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reload_watch()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill("reload_start");
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self.bot.isreloading = true;
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self waittill_notify_or_timeout("reload", 7.5);
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self.bot.isreloading = false;
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}
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}
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/*
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Updates the bot if it is sprinting.
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*/
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sprint_watch()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill("sprint_begin");
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self.bot.issprinting = true;
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self waittill("sprint_end");
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self.bot.issprinting = false;
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self.bot.sprintendtime = getTime();
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}
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}
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/*
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When the bot enters laststand, we fix the weapons
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*/
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onLastStand()
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{
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self endon("disconnect");
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self endon("death");
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while (true)
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{
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while (!self inLastStand())
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wait 0.05;
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self notify("kill_goal");
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if (!self inFinalStand() && !self IsUsingRemote())
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{
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pistol = undefined;
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weaponsList = self GetWeaponsListPrimaries();
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foreach ( weapon in weaponsList )
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{
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if ( maps\mp\gametypes\_weapons::isSideArm( weapon ) )
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pistol = weapon;
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}
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if (isDefined(pistol))
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self changeToWeap(pistol);
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}
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while (self inLastStand())
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wait 0.05;
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}
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}
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/*
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When the bot uses a remote killstreak
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*/
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watchUsingRemote()
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{
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self endon("disconnect");
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self endon("spawned_player");
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for (;;)
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{
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wait 1;
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if (!isAlive(self))
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return;
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if (!self IsUsingRemote())
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continue;
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if (isDefined(level.chopper) && isDefined(level.chopper.gunner) && level.chopper.gunner == self)
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{
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self watchUsingMinigun();
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if (isReallyAlive(self))
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{
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self changeToWeap(self getLastWeapon());
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self.bot.targets = [];
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}
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}
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if (isDefined(level.ac130Player) && level.ac130player == self)
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{
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self thread watchAc130Weapon();
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self watchUsingAc130();
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if (isReallyAlive(self))
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{
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self changeToWeap(self getLastWeapon());
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self.bot.targets = [];
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}
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}
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}
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}
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/*
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WHen it uses the helicopter minigun
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*/
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watchUsingMinigun()
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{
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self endon("heliPlayer_removed");
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while (isDefined(level.chopper) && isDefined(level.chopper.gunner) && level.chopper.gunner == self)
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{
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if (self getCurrentWeapon() != "heli_remote_mp")
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{
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self changeToWeap("heli_remote_mp");
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}
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if (isDefined(self.bot.target))
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self thread pressFire();
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wait 0.05;
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}
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}
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/*
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When it uses the ac130
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*/
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watchAc130Weapon()
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{
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self endon("ac130player_removed");
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self endon("disconnect");
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self endon("spawned_player");
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while (isDefined(level.ac130Player) && level.ac130player == self)
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{
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curWeap = self GetCurrentWeapon();
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if (curWeap != "ac130_105mm_mp" && curWeap != "ac130_40mm_mp" && curWeap != "ac130_25mm_mp")
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self changeToWeap("ac130_105mm_mp");
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if (isDefined(self.bot.target))
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self thread pressFire();
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wait 0.05;
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}
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}
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/*
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Swap between the ac130 weapons while in it
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*/
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watchUsingAc130()
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{
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self endon("ac130player_removed");
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while (isDefined(level.ac130Player) && level.ac130player == self)
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{
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self changeToWeap("ac130_105mm_mp");
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wait 1+randomInt(2);
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self changeToWeap("ac130_40mm_mp");
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wait 2+randomInt(2);
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self changeToWeap("ac130_25mm_mp");
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wait 3+randomInt(2);
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}
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}
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/*
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We wait for a time defined by the bot's difficulty and start all threads that control the bot.
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*/
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spawned()
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{
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self endon("disconnect");
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self endon("death");
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wait self.pers["bots"]["skill"]["spawn_time"];
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self thread doBotMovement();
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self thread grenade_danager();
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self thread target();
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self thread updateBones();
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self thread aim();
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self thread check_reload();
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self thread stance();
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self thread onNewEnemy();
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self thread walk();
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self thread watchHoldBreath();
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self notify("bot_spawned");
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}
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doBotMovement()
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{
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self endon("disconnect");
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self endon("death");
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for (;;)
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{
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wait 0.05;
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waittillframeend;
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move_To = self.bot.moveTo;
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angles = self GetPlayerAngles();
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dir = (0, 0, 0);
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if (DistanceSquared(self.origin, move_To) >= 49)
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{
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cosa = cos(0-angles[1]);
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sina = sin(0-angles[1]);
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// get the direction
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dir = move_To - self.origin;
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// rotate our direction according to our angles
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dir = (dir[0] * cosa - dir[1] * sina,
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dir[0] * sina + dir[1] * cosa,
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0);
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// make the length 127
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dir = VectorNormalize(dir) * 127;
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// invert the second component as the engine requires this
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dir = (dir[0], 0-dir[1], 0);
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}
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// move!
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self botMovement(int(dir[0]), int(dir[1]));
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}
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}
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/*
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The hold breath thread.
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*/
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watchHoldBreath()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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wait 1;
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if(self.bot.isfrozen)
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continue;
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self holdbreath((self playerADS() && weaponClass(self getCurrentWEapon()) == "rifle"));
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}
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}
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/*
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Throws back frag grenades
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*/
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grenade_danager()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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wait 1;
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if (self inLastStand() && !self _hasPerk("specialty_laststandoffhand") && !self inFinalStand())
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continue;
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if (self.bot.isfrozen || level.gameEnded || !gameFlag( "prematch_done" ))
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continue;
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if(self.bot.isfraggingafter || self.bot.issmokingafter || self IsUsingRemote())
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continue;
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if(self isDefusing() || self isPlanting())
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continue;
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if (self.disabledWeapon)
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continue;
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myEye = self getEye();
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for (i = level.bots_fragList.count-1; i >= 0; i--)
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{
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frag = level.bots_fragList.data[i];
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if (isDefined(frag.throwback))
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continue;
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if (level.teamBased && frag.team == self.team)
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continue;
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if (lengthSquared(frag.velocity) > 10000)
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continue;
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if(DistanceSquared(self.origin, frag.origin) > 20000)
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continue;
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if (!bulletTracePassed( myEye, frag.origin, false, frag.grenade ))
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continue;
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self thread frag();
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break;
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}
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}
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}
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/*
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Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
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*/
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stance()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill_either("finished_static_waypoints", "new_static_waypoint");
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if(self.bot.isfrozen || self IsUsingRemote())
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continue;
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toStance = "stand";
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if(self.bot.next_wp != -1)
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toStance = level.waypoints[self.bot.next_wp].type;
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if(toStance == "climb")
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toStance = "stand";
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if(toStance != "stand" && toStance != "crouch" && toStance != "prone")
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toStance = "crouch";
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if(toStance == "stand" && randomInt(100) <= self.pers["bots"]["behavior"]["crouch"])
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toStance = "crouch";
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if(toStance == "stand")
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self stand();
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else if(toStance == "crouch")
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self crouch();
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else
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self prone();
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curweap = self getCurrentWeapon();
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if(toStance != "stand" || self.bot.isreloading || self.bot.issprinting || self.bot.isfraggingafter || self.bot.issmokingafter)
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continue;
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if(randomInt(100) > self.pers["bots"]["behavior"]["sprint"])
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continue;
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if(isDefined(self.bot.target) && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
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continue;
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if(self.bot.sprintendtime != -1 && getTime() - self.bot.sprintendtime < 2000)
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continue;
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if(!isDefined(self.bot.towards_goal) || DistanceSquared(self.origin, self.bot.towards_goal) < level.bots_minSprintDistance || getConeDot(self.bot.towards_goal, self.origin, self GetPlayerAngles()) < 0.75)
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continue;
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self thread sprint();
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}
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}
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|
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/*
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Bot will wait until firing.
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*/
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check_reload()
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{
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self endon("disconnect");
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self endon("death");
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for(;;)
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{
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self waittill_notify_or_timeout( "weapon_fired", 5 );
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self thread reload_thread();
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}
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}
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/*
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Bot will reload after firing if needed.
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*/
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reload_thread()
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{
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self endon("disconnect");
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self endon("death");
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self endon("weapon_fired");
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wait 2.5;
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|
|
if (self.bot.isfrozen || level.gameEnded || !gameFlag( "prematch_done" ))
|
|
return;
|
|
|
|
if(isDefined(self.bot.target) || self.bot.isreloading || self.bot.isfraggingafter || self.bot.issmokingafter || self.bot.isfrozen)
|
|
return;
|
|
|
|
cur = self getCurrentWEapon();
|
|
|
|
if(IsWeaponClipOnly(cur) || !self GetWeaponAmmoStock(cur) || self IsUsingRemote())
|
|
return;
|
|
|
|
maxsize = WeaponClipSize(cur);
|
|
cursize = self GetWeaponammoclip(cur);
|
|
|
|
if(cursize/maxsize < 0.5)
|
|
self thread reload();
|
|
}
|
|
|
|
/*
|
|
Updates the bot's target bone
|
|
*/
|
|
updateBones()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("spawned_player");
|
|
|
|
bones = strtok(self.pers["bots"]["skill"]["bones"], ",");
|
|
waittime = self.pers["bots"]["skill"]["bone_update_interval"];
|
|
|
|
for(;;)
|
|
{
|
|
self waittill_any_timeout(waittime, "new_enemy");
|
|
|
|
if (!isAlive(self))
|
|
return;
|
|
|
|
if (!isDefined(self.bot.target))
|
|
continue;
|
|
|
|
self.bot.target.bone = random(bones);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Creates the base target obj
|
|
*/
|
|
createTargetObj(ent, theTime)
|
|
{
|
|
obj = spawnStruct();
|
|
obj.entity = ent;
|
|
obj.last_seen_pos = (0, 0, 0);
|
|
obj.dist = 0;
|
|
obj.time = theTime;
|
|
obj.trace_time = 0;
|
|
obj.no_trace_time = 0;
|
|
obj.trace_time_time = 0;
|
|
obj.rand = randomInt(100);
|
|
obj.didlook = false;
|
|
obj.isplay = isPlayer(ent);
|
|
obj.offset = undefined;
|
|
obj.bone = undefined;
|
|
obj.aim_offset = undefined;
|
|
obj.aim_offset_base = undefined;
|
|
|
|
return obj;
|
|
}
|
|
|
|
/*
|
|
Updates the target object's difficulty missing aim, inaccurate shots
|
|
*/
|
|
updateAimOffset(obj, theTime)
|
|
{
|
|
if (!isDefined(obj.aim_offset_base))
|
|
{
|
|
offsetAmount = self.pers["bots"]["skill"]["aim_offset_amount"];
|
|
if (offsetAmount > 0)
|
|
obj.aim_offset_base = (randomFloatRange(0-offsetAmount, offsetAmount),
|
|
randomFloatRange(0-offsetAmount, offsetAmount),
|
|
randomFloatRange(0-offsetAmount, offsetAmount));
|
|
else
|
|
obj.aim_offset_base = (0,0,0);
|
|
}
|
|
|
|
aimDiffTime = self.pers["bots"]["skill"]["aim_offset_time"] * 1000;
|
|
objCreatedFor = obj.trace_time;
|
|
|
|
if (objCreatedFor >= aimDiffTime)
|
|
offsetScalar = 0;
|
|
else
|
|
offsetScalar = 1 - objCreatedFor / aimDiffTime;
|
|
|
|
obj.aim_offset = obj.aim_offset_base * offsetScalar;
|
|
}
|
|
|
|
/*
|
|
Updates the target object to be traced Has LOS
|
|
*/
|
|
targetObjUpdateTraced(obj, daDist, ent, theTime)
|
|
{
|
|
obj.no_trace_time = 0;
|
|
obj.trace_time += 50;
|
|
obj.dist = daDist;
|
|
obj.last_seen_pos = ent.origin;
|
|
obj.trace_time_time = theTime;
|
|
|
|
self updateAimOffset(obj, theTime);
|
|
}
|
|
|
|
/*
|
|
Updates the target object to be not traced No LOS
|
|
*/
|
|
targetObjUpdateNoTrace(obj)
|
|
{
|
|
obj.no_trace_time += 50;
|
|
obj.trace_time = 0;
|
|
obj.didlook = false;
|
|
}
|
|
|
|
/*
|
|
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
|
|
*/
|
|
target()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("spawned_player");
|
|
|
|
for(;;)
|
|
{
|
|
wait 0.05;
|
|
|
|
if (!isAlive(self))
|
|
return;
|
|
|
|
if(self maps\mp\_flashgrenades::isFlashbanged())
|
|
continue;
|
|
|
|
myEye = self GetEye();
|
|
theTime = getTime();
|
|
myAngles = self GetPlayerAngles();
|
|
distsq = self.pers["bots"]["skill"]["dist"];
|
|
distsq *= distsq;
|
|
myFov = self.pers["bots"]["skill"]["fov"];
|
|
bestTargets = [];
|
|
bestTime = 9999999999;
|
|
rememberTime = self.pers["bots"]["skill"]["remember_time"];
|
|
initReactTime = self.pers["bots"]["skill"]["init_react_time"];
|
|
hasTarget = isDefined(self.bot.target);
|
|
usingRemote = self isUsingRemote();
|
|
vehEnt = undefined;
|
|
|
|
if (usingRemote)
|
|
{
|
|
if ( level.ac130player == self )
|
|
vehEnt = level.ac130.planeModel;
|
|
if ( isDefined(level.chopper) && isDefined(level.chopper.gunner) && level.chopper.gunner == self )
|
|
vehEnt = level.chopper;
|
|
}
|
|
|
|
if(hasTarget && !isDefined(self.bot.target.entity))
|
|
{
|
|
self.bot.target = undefined;
|
|
hasTarget = false;
|
|
}
|
|
|
|
playercount = level.players.size;
|
|
for(i = -1; i < playercount; i++)
|
|
{
|
|
obj = undefined;
|
|
|
|
if (i == -1)
|
|
{
|
|
if (!isDefined(self.bot.script_target))
|
|
continue;
|
|
|
|
ent = self.bot.script_target;
|
|
key = ent getEntityNumber()+"";
|
|
daDist = distanceSquared(self.origin, ent.origin);
|
|
obj = self.bot.targets[key];
|
|
isObjDef = isDefined(obj);
|
|
entOrigin = ent.origin;
|
|
if (isDefined(self.bot.script_target_offset))
|
|
entOrigin += self.bot.script_target_offset;
|
|
|
|
if(SmokeTrace(myEye, entOrigin, level.smokeRadius) && bulletTracePassed(myEye, entOrigin, false, ent))
|
|
{
|
|
if(!isObjDef)
|
|
{
|
|
obj = self createTargetObj(ent, theTime);
|
|
obj.offset = self.bot.script_target_offset;
|
|
|
|
self.bot.targets[key] = obj;
|
|
}
|
|
|
|
self targetObjUpdateTraced(obj, daDist, ent, theTime);
|
|
}
|
|
else
|
|
{
|
|
if(!isObjDef)
|
|
continue;
|
|
|
|
self targetObjUpdateNoTrace(obj);
|
|
|
|
if(obj.no_trace_time > rememberTime)
|
|
{
|
|
self.bot.targets[key] = undefined;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player = level.players[i];
|
|
|
|
if(player == self)
|
|
continue;
|
|
|
|
key = player getEntityNumber()+"";
|
|
obj = self.bot.targets[key];
|
|
daDist = distanceSquared(self.origin, player.origin);
|
|
isObjDef = isDefined(obj);
|
|
if((level.teamBased && self.team == player.team) || player.sessionstate != "playing" || !isReallyAlive(player) || (daDist > distsq && !usingRemote))
|
|
{
|
|
if(isObjDef)
|
|
self.bot.targets[key] = undefined;
|
|
|
|
continue;
|
|
}
|
|
|
|
canTargetPlayer = false;
|
|
|
|
if (usingRemote)
|
|
{
|
|
canTargetPlayer = (bulletTracePassed(myEye, player getTagOrigin( "j_head" ), false, vehEnt)
|
|
&& !player _hasPerk("specialty_coldblooded"));
|
|
}
|
|
else
|
|
{
|
|
targetHead = player getTagOrigin( "j_head" );
|
|
targetAnkleLeft = player getTagOrigin( "j_ankle_le" );
|
|
targetAnkleRight = player getTagOrigin( "j_ankle_ri" );
|
|
|
|
canTargetPlayer = ((distanceSquared(BulletTrace(myEye, targetHead, false, self)["position"], targetHead) < 0.05 ||
|
|
distanceSquared(BulletTrace(myEye, targetAnkleLeft, false, self)["position"], targetAnkleLeft) < 0.05 ||
|
|
distanceSquared(BulletTrace(myEye, targetAnkleRight, false, self)["position"], targetAnkleRight) < 0.05)
|
|
|
|
&& (distanceSquared(PhysicsTrace( myEye, targetHead, false, self ), targetHead) < 0.05 ||
|
|
distanceSquared(PhysicsTrace( myEye, targetAnkleLeft, false, self ), targetAnkleLeft) < 0.05 ||
|
|
distanceSquared(PhysicsTrace( myEye, targetAnkleRight, false, self ), targetAnkleRight) < 0.05)
|
|
|
|
&& (SmokeTrace(myEye, player.origin, level.smokeRadius) ||
|
|
daDist < level.bots_maxKnifeDistance*4)
|
|
|
|
&& (getConeDot(player.origin, self.origin, myAngles) >= myFov ||
|
|
(isObjDef && obj.trace_time)));
|
|
}
|
|
|
|
if (isDefined(self.bot.target_this_frame) && self.bot.target_this_frame == player)
|
|
{
|
|
self.bot.target_this_frame = undefined;
|
|
|
|
canTargetPlayer = true;
|
|
}
|
|
|
|
if(canTargetPlayer)
|
|
{
|
|
if(!isObjDef)
|
|
{
|
|
obj = self createTargetObj(player, theTime);
|
|
|
|
self.bot.targets[key] = obj;
|
|
}
|
|
|
|
self targetObjUpdateTraced(obj, daDist, player, theTime);
|
|
}
|
|
else
|
|
{
|
|
if(!isObjDef)
|
|
continue;
|
|
|
|
self targetObjUpdateNoTrace(obj);
|
|
|
|
if(obj.no_trace_time > rememberTime)
|
|
{
|
|
self.bot.targets[key] = undefined;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!isdefined(obj))
|
|
continue;
|
|
|
|
if(theTime - obj.time < initReactTime)
|
|
continue;
|
|
|
|
timeDiff = theTime - obj.trace_time_time;
|
|
if(timeDiff < bestTime)
|
|
{
|
|
bestTargets = [];
|
|
bestTime = timeDiff;
|
|
}
|
|
|
|
if(timeDiff == bestTime)
|
|
bestTargets[key] = obj;
|
|
}
|
|
|
|
if(hasTarget && isDefined(bestTargets[self.bot.target.entity getEntityNumber()+""]))
|
|
continue;
|
|
|
|
closest = 9999999999;
|
|
toBeTarget = undefined;
|
|
|
|
bestKeys = getArrayKeys(bestTargets);
|
|
for(i = bestKeys.size - 1; i >= 0; i--)
|
|
{
|
|
theDist = bestTargets[bestKeys[i]].dist;
|
|
if(theDist > closest)
|
|
continue;
|
|
|
|
closest = theDist;
|
|
toBeTarget = bestTargets[bestKeys[i]];
|
|
}
|
|
|
|
beforeTargetID = -1;
|
|
newTargetID = -1;
|
|
if(hasTarget && isDefined(self.bot.target.entity))
|
|
beforeTargetID = self.bot.target.entity getEntityNumber();
|
|
if(isDefined(toBeTarget) && isDefined(toBeTarget.entity))
|
|
newTargetID = toBeTarget.entity getEntityNumber();
|
|
|
|
if(beforeTargetID != newTargetID)
|
|
{
|
|
self.bot.target = toBeTarget;
|
|
self notify("new_enemy");
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
When the bot gets a new enemy.
|
|
*/
|
|
onNewEnemy()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
|
|
for(;;)
|
|
{
|
|
self waittill("new_enemy");
|
|
|
|
if(!isDefined(self.bot.target))
|
|
continue;
|
|
|
|
if(!isDefined(self.bot.target.entity) || !self.bot.target.isplay)
|
|
continue;
|
|
|
|
if(self.bot.target.didlook)
|
|
continue;
|
|
|
|
self thread watchToLook();
|
|
}
|
|
}
|
|
|
|
/*
|
|
Bots will jump or dropshot their enemy player.
|
|
*/
|
|
watchToLook()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
self endon("new_enemy");
|
|
|
|
for(;;)
|
|
{
|
|
while(isDefined(self.bot.target) && self.bot.target.didlook)
|
|
wait 0.05;
|
|
|
|
while(isDefined(self.bot.target) && self.bot.target.no_trace_time)
|
|
wait 0.05;
|
|
|
|
if(!isDefined(self.bot.target))
|
|
break;
|
|
|
|
self.bot.target.didlook = true;
|
|
|
|
if(self.bot.isfrozen)
|
|
continue;
|
|
|
|
if(self.bot.target.dist > level.bots_maxShotgunDistance*2)
|
|
continue;
|
|
|
|
if(self.bot.target.dist <= level.bots_maxKnifeDistance)
|
|
continue;
|
|
|
|
curweap = self getCurrentWEapon();
|
|
if(!self canFire(curweap))
|
|
continue;
|
|
|
|
if(!self isInRange(self.bot.target.dist, curweap))
|
|
continue;
|
|
|
|
if(randomInt(100) > self.pers["bots"]["behavior"]["jump"])
|
|
continue;
|
|
|
|
thetime = getTime();
|
|
if(isDefined(self.bot.jump_time) && thetime - self.bot.jump_time <= 5000)
|
|
continue;
|
|
|
|
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
|
{
|
|
if(self getStance() != "stand")
|
|
continue;
|
|
|
|
self.bot.jump_time = thetime;
|
|
self thread jump();
|
|
}
|
|
else
|
|
{
|
|
if(getConeDot(self.bot.target.last_seen_pos, self.origin, self getPlayerAngles()) < 0.8 || self.bot.target.dist <= level.bots_noADSDistance)
|
|
continue;
|
|
|
|
self.bot.jump_time = thetime;
|
|
self prone();
|
|
self notify("kill_goal");
|
|
wait 2.5;
|
|
self crouch();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Assigns the bot's after target (bot will keep firing at a target after no sight or death)
|
|
*/
|
|
start_bot_after_target(who)
|
|
{
|
|
self endon("disconnect");
|
|
self endon("spawned_player");
|
|
|
|
self.bot.after_target = who;
|
|
self.bot.after_target_pos = who.origin;
|
|
|
|
self notify("kill_after_target");
|
|
self endon("kill_after_target");
|
|
|
|
wait self.pers["bots"]["skill"]["shoot_after_time"];
|
|
|
|
self.bot.after_target = undefined;
|
|
}
|
|
|
|
/*
|
|
Clears the bot's after target
|
|
*/
|
|
clear_bot_after_target()
|
|
{
|
|
self.bot.after_target = undefined;
|
|
self notify("kill_after_target");
|
|
}
|
|
|
|
/*
|
|
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
|
|
*/
|
|
aim()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("spawned_player"); // for remote killstreaks.
|
|
|
|
for(;;)
|
|
{
|
|
wait 0.05;
|
|
|
|
if (!isAlive(self))
|
|
return;
|
|
|
|
if(!gameFlag( "prematch_done" ) || level.gameEnded || self.bot.isfrozen || self maps\mp\_flashgrenades::isFlashbanged())
|
|
continue;
|
|
|
|
aimspeed = self.pers["bots"]["skill"]["aim_time"];
|
|
if(self IsStunned() || self isArtShocked())
|
|
aimspeed = 1;
|
|
|
|
usingRemote = self IsUsingRemote();
|
|
curweap = self getCurrentWeapon();
|
|
eyePos = self getEye();
|
|
angles = self GetPlayerAngles();
|
|
|
|
if (isDefined(self.bot.jav_loc) && !usingRemote)
|
|
{
|
|
aimpos = self.bot.jav_loc;
|
|
|
|
self thread bot_lookat(aimpos, aimspeed);
|
|
self thread pressAds();
|
|
|
|
if (curweap == "javelin_mp")
|
|
self botFire(curweap);
|
|
continue;
|
|
}
|
|
|
|
if(isDefined(self.bot.target) && isDefined(self.bot.target.entity))
|
|
{
|
|
no_trace_look_time = self.pers["bots"]["skill"]["no_trace_look_time"];
|
|
no_trace_time = self.bot.target.no_trace_time;
|
|
|
|
if (no_trace_time <= no_trace_look_time)
|
|
{
|
|
trace_time = self.bot.target.trace_time;
|
|
last_pos = self.bot.target.last_seen_pos;
|
|
target = self.bot.target.entity;
|
|
conedot = 0;
|
|
isplay = self.bot.target.isplay;
|
|
|
|
offset = self.bot.target.offset;
|
|
if (!isDefined(offset))
|
|
offset = (0, 0, 0);
|
|
|
|
aimoffset = self.bot.target.aim_offset;
|
|
if (!isDefined(aimoffset))
|
|
aimoffset = (0, 0, 0);
|
|
|
|
dist = self.bot.target.dist;
|
|
rand = self.bot.target.rand;
|
|
no_trace_ads_time = self.pers["bots"]["skill"]["no_trace_ads_time"];
|
|
reaction_time = self.pers["bots"]["skill"]["reaction_time"];
|
|
nadeAimOffset = 0;
|
|
|
|
bone = self.bot.target.bone;
|
|
if (!isDefined(bone))
|
|
bone = "j_spineupper";
|
|
|
|
if(self.bot.isfraggingafter || self.bot.issmokingafter)
|
|
nadeAimOffset = dist/3000;
|
|
else if(weaponClass(curweap) == "grenade")
|
|
nadeAimOffset = dist/16000;
|
|
|
|
if(no_trace_time && (!isDefined(self.bot.after_target) || self.bot.after_target != target))
|
|
{
|
|
if(no_trace_time > no_trace_ads_time && !usingRemote)
|
|
{
|
|
if(isplay)
|
|
{
|
|
//better room to nade? cook time function with dist?
|
|
if(!self.bot.isfraggingafter && !self.bot.issmokingafter)
|
|
{
|
|
nade = self getValidGrenade();
|
|
if(isDefined(nade) && rand <= self.pers["bots"]["behavior"]["nade"] && bulletTracePassed(eyePos, eyePos + (0, 0, 75), false, self) && bulletTracePassed(last_pos, last_pos + (0, 0, 100), false, target) && dist > level.bots_minGrenadeDistance && dist < level.bots_maxGrenadeDistance)
|
|
{
|
|
time = 0.5;
|
|
if (nade == "frag_grenade_mp")
|
|
time = 2;
|
|
|
|
if (isSecondaryGrenade(nade))
|
|
self thread smoke(time);
|
|
else
|
|
self thread frag(time);
|
|
|
|
self notify("kill_goal");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (self canAds(dist, curweap))
|
|
self thread pressAds();
|
|
}
|
|
|
|
if (!usingRemote)
|
|
self thread bot_lookat(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
|
|
else
|
|
self thread bot_lookat(last_pos, aimspeed);
|
|
continue;
|
|
}
|
|
|
|
if (trace_time)
|
|
{
|
|
if(isplay)
|
|
{
|
|
aimpos = target getTagOrigin( bone );
|
|
aimpos += offset;
|
|
aimpos += aimoffset;
|
|
aimpos += (0, 0, nadeAimOffset);
|
|
|
|
conedot = getConeDot(aimpos, eyePos, angles);
|
|
|
|
if (conedot > 0.999 && lengthsquared(aimoffset) < 0.05)
|
|
self thread bot_lookat(aimpos, 0.05);
|
|
else
|
|
self thread bot_lookat(aimpos, aimspeed);
|
|
}
|
|
else
|
|
{
|
|
aimpos = target.origin;
|
|
aimpos += offset;
|
|
aimpos += aimoffset;
|
|
aimpos += (0, 0, nadeAimOffset);
|
|
|
|
conedot = getConeDot(aimpos, eyePos, angles);
|
|
|
|
if (conedot > 0.999 && lengthsquared(aimoffset) < 0.05)
|
|
self thread bot_lookat(aimpos, 0.05);
|
|
else
|
|
self thread bot_lookat(aimpos, aimspeed);
|
|
}
|
|
|
|
knifeDist = level.bots_maxKnifeDistance;
|
|
if (self _hasPerk("specialty_extendedmelee"))
|
|
knifeDist *= 1.4;
|
|
if((isplay || target.classname == "misc_turret") && !self.bot.isknifingafter && conedot > 0.9 && dist < knifeDist && trace_time > reaction_time && !usingRemote)
|
|
{
|
|
self clear_bot_after_target();
|
|
self thread knife();
|
|
continue;
|
|
}
|
|
|
|
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
|
continue;
|
|
|
|
canADS = self canAds(dist, curweap);
|
|
if (canADS)
|
|
self thread pressAds();
|
|
|
|
if(curweap == "at4_mp" && entIsVehicle(self.bot.target.entity) && self.stingerStage != 2)
|
|
continue;
|
|
|
|
if (trace_time > reaction_time)
|
|
{
|
|
if((!canADS || self playerads() == 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
|
|
self botFire(curweap);
|
|
|
|
if (isplay)
|
|
self thread start_bot_after_target(target);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isDefined(self.bot.after_target))
|
|
{
|
|
nadeAimOffset = 0;
|
|
last_pos = self.bot.after_target_pos;
|
|
dist = DistanceSquared(self.origin, last_pos);
|
|
|
|
if(self.bot.isfraggingafter || self.bot.issmokingafter)
|
|
nadeAimOffset = dist/3000;
|
|
else if(weaponClass(curweap) == "grenade")
|
|
nadeAimOffset = dist/16000;
|
|
|
|
aimpos = last_pos + (0, 0, self getEyeHeight() + nadeAimOffset);
|
|
if (usingRemote)
|
|
aimpos = last_pos;
|
|
conedot = getConeDot(aimpos, eyePos, angles);
|
|
|
|
self thread bot_lookat(aimpos, aimspeed);
|
|
|
|
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
|
continue;
|
|
|
|
canADS = self canAds(dist, curweap);
|
|
if (canADS)
|
|
self thread pressAds();
|
|
|
|
if((!canADS || self playerads() == 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance))
|
|
self botFire(curweap);
|
|
|
|
continue;
|
|
}
|
|
|
|
if (self.bot.next_wp != -1 && isDefined(level.waypoints[self.bot.next_wp].angles) && false)
|
|
{
|
|
forwardPos = anglesToForward(level.waypoints[self.bot.next_wp].angles) * 1024;
|
|
|
|
self thread bot_lookat(eyePos + forwardPos, aimspeed);
|
|
}
|
|
else if (isDefined(self.bot.script_aimpos))
|
|
{
|
|
self thread bot_lookat(self.bot.script_aimpos, aimspeed);
|
|
}
|
|
else if (!usingRemote)
|
|
{
|
|
lookat = undefined;
|
|
if(self.bot.second_next_wp != -1 && !self.bot.issprinting)
|
|
lookat = level.waypoints[self.bot.second_next_wp].origin;
|
|
else if(isDefined(self.bot.towards_goal))
|
|
lookat = self.bot.towards_goal;
|
|
|
|
if(isDefined(lookat))
|
|
self thread bot_lookat(lookat + (0, 0, self getEyeHeight()), aimspeed);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Bots will fire their gun.
|
|
*/
|
|
botFire(curweap)
|
|
{
|
|
isAkimbo = isSubStr(curweap, "_akimbo_");
|
|
|
|
if(self.bot.is_cur_full_auto)
|
|
{
|
|
self thread pressFire();
|
|
if (isAkimbo) self thread pressAds();
|
|
return;
|
|
}
|
|
|
|
if(self.bot.semi_time)
|
|
return;
|
|
|
|
self thread pressFire();
|
|
if (isAkimbo) self thread pressAds();
|
|
self thread doSemiTime();
|
|
}
|
|
|
|
/*
|
|
Waits a time defined by their difficulty for semi auto guns (no rapid fire)
|
|
*/
|
|
doSemiTime()
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_semi_time");
|
|
self endon("bot_semi_time");
|
|
|
|
self.bot.semi_time = true;
|
|
wait self.pers["bots"]["skill"]["semi_time"];
|
|
self.bot.semi_time = false;
|
|
}
|
|
|
|
/*
|
|
Returns true if the bot can fire their current weapon.
|
|
*/
|
|
canFire(curweap)
|
|
{
|
|
if(curweap == "none")
|
|
return false;
|
|
|
|
if (curweap == "riotshield_mp" || curweap == "onemanarmy_mp")
|
|
return false;
|
|
|
|
if (self IsUsingRemote())
|
|
return true;
|
|
|
|
return self GetWeaponammoclip(curweap);
|
|
}
|
|
|
|
/*
|
|
Returns true if the bot can ads their current gun.
|
|
*/
|
|
canAds(dist, curweap)
|
|
{
|
|
if (self IsUsingRemote())
|
|
return false;
|
|
|
|
far = level.bots_noADSDistance;
|
|
if(self hasPerk("specialty_bulletaccuracy"))
|
|
far *= 1.4;
|
|
|
|
if(dist < far)
|
|
return false;
|
|
|
|
weapclass = (weaponClass(curweap));
|
|
if(weapclass == "spread" || weapclass == "grenade")
|
|
return false;
|
|
|
|
if (curweap == "riotshield_mp" || curweap == "onemanarmy_mp")
|
|
return false;
|
|
|
|
if (isSubStr(curweap, "_akimbo_"))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
Returns true if the bot is in range of their target.
|
|
*/
|
|
isInRange(dist, curweap)
|
|
{
|
|
weapclass = weaponClass(curweap);
|
|
|
|
if (self IsUsingRemote())
|
|
return true;
|
|
|
|
if((weapclass == "spread" || isSubStr(curweap, "_akimbo_")) && dist > level.bots_maxShotgunDistance)
|
|
return false;
|
|
|
|
if (curweap == "riotshield_mp" && dist > level.bots_maxKnifeDistance)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
Will kill the walk threads and do it again after a time
|
|
*/
|
|
killWalkCauseNoWaypoints()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
self endon("kill_goal");
|
|
|
|
wait 2;
|
|
|
|
self notify("kill_goal");
|
|
}
|
|
|
|
/*
|
|
This is the main walking logic for the bot.
|
|
*/
|
|
walk()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
|
|
for(;;)
|
|
{
|
|
wait 0.05;
|
|
|
|
self botMoveTo(self.origin);
|
|
|
|
if(level.gameEnded || !gameFlag( "prematch_done" ) || self.bot.isfrozen || self.bot.stop_move)
|
|
continue;
|
|
|
|
if (self IsUsingRemote())
|
|
continue;
|
|
|
|
if(self maps\mp\_flashgrenades::isFlashbanged())
|
|
{
|
|
self botMoveTo(self.origin + self GetVelocity()*500);
|
|
continue;
|
|
}
|
|
|
|
hasTarget = ((isDefined(self.bot.target) && isDefined(self.bot.target.entity)) || isDefined(self.bot.jav_loc));
|
|
if(hasTarget)
|
|
{
|
|
curweap = self getCurrentWeapon();
|
|
|
|
if(isDefined(self.bot.jav_loc) || entIsVehicle(self.bot.target.entity) || self.bot.isfraggingafter || self.bot.issmokingafter)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(self.bot.target.isplay && self.bot.target.trace_time && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
|
|
{
|
|
if (self InLastStand() || self GetStance() == "prone")
|
|
continue;
|
|
|
|
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
|
self strafe(self.bot.target.entity);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
dist = 16;
|
|
if(level.waypointCount)
|
|
goal = level.waypoints[randomInt(level.waypointCount)].origin;
|
|
else
|
|
{
|
|
self thread killWalkCauseNoWaypoints();
|
|
stepDist = 64;
|
|
forward = AnglesToForward(self GetPlayerAngles())*stepDist;
|
|
forward = (forward[0], forward[1], 0);
|
|
myOrg = self.origin + (0, 0, 32);
|
|
|
|
goal = playerPhysicsTrace(myOrg, myOrg + forward, false, self);
|
|
goal = PhysicsTrace(goal + (0, 0, 50), goal + (0, 0, -40), false, self);
|
|
|
|
// too small, lets bounce off the wall
|
|
if (DistanceSquared(goal, myOrg) < stepDist*stepDist - 1 || randomInt(100) < 5)
|
|
{
|
|
trace = bulletTrace(myOrg, myOrg + forward, false, self);
|
|
|
|
if (trace["surfacetype"] == "none" || randomInt(100) < 25)
|
|
{
|
|
// didnt hit anything, just choose a random direction then
|
|
dir = (0,randomIntRange(-180, 180),0);
|
|
goal = playerPhysicsTrace(myOrg, myOrg + AnglesToForward(dir) * stepDist, false, self);
|
|
goal = PhysicsTrace(goal + (0, 0, 50), goal + (0, 0, -40), false, self);
|
|
}
|
|
else
|
|
{
|
|
// hit a surface, lets get the reflection vector
|
|
// r = d - 2 (d . n) n
|
|
d = VectorNormalize(trace["position"] - myOrg);
|
|
n = trace["normal"];
|
|
|
|
r = d - 2 * (VectorDot(d, n)) * n;
|
|
|
|
goal = playerPhysicsTrace(myOrg, myOrg + (r[0], r[1], 0) * stepDist, false, self);
|
|
goal = PhysicsTrace(goal + (0, 0, 50), goal + (0, 0, -40), false, self);
|
|
}
|
|
}
|
|
}
|
|
|
|
isScriptGoal = false;
|
|
if(isDefined(self.bot.script_goal) && !hasTarget)
|
|
{
|
|
goal = self.bot.script_goal;
|
|
dist = self.bot.script_goal_dist;
|
|
|
|
isScriptGoal = true;
|
|
}
|
|
else
|
|
{
|
|
if(hasTarget)
|
|
goal = self.bot.target.last_seen_pos;
|
|
|
|
self notify("new_goal_internal");
|
|
}
|
|
|
|
self doWalk(goal, dist, isScriptGoal);
|
|
self.bot.towards_goal = undefined;
|
|
self.bot.next_wp = -1;
|
|
self.bot.second_next_wp = -1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
The bot will strafe left or right from their enemy.
|
|
*/
|
|
strafe(target)
|
|
{
|
|
self endon("kill_goal");
|
|
self thread killWalkOnEvents();
|
|
|
|
angles = VectorToAngles(vectorNormalize(target.origin - self.origin));
|
|
anglesLeft = (0, angles[1]+90, 0);
|
|
anglesRight = (0, angles[1]-90, 0);
|
|
|
|
myOrg = self.origin + (0, 0, 16);
|
|
left = myOrg + anglestoforward(anglesLeft)*500;
|
|
right = myOrg + anglestoforward(anglesRight)*500;
|
|
|
|
traceLeft = BulletTrace(myOrg, left, false, self);
|
|
traceRight = BulletTrace(myOrg, right, false, self);
|
|
|
|
strafe = traceLeft["position"];
|
|
if(traceRight["fraction"] > traceLeft["fraction"])
|
|
strafe = traceRight["position"];
|
|
|
|
self botMoveTo(strafe);
|
|
wait 2;
|
|
self notify("kill_goal");
|
|
}
|
|
|
|
/*
|
|
Will kill the goal when the bot made it to its goal.
|
|
*/
|
|
watchOnGoal(goal, dis)
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
self endon("kill_goal");
|
|
|
|
while(DistanceSquared(self.origin, goal) > dis)
|
|
wait 0.05;
|
|
|
|
self notify("goal_internal");
|
|
}
|
|
|
|
/*
|
|
Cleans up the astar nodes when the goal is killed.
|
|
*/
|
|
cleanUpAStar(team)
|
|
{
|
|
self waittill_any("death", "disconnect", "kill_goal");
|
|
|
|
for(i = self.bot.astar.size - 1; i >= 0; i--)
|
|
level.waypoints[self.bot.astar[i]].bots[team]--;
|
|
}
|
|
|
|
/*
|
|
Calls the astar search algorithm for the path to the goal.
|
|
*/
|
|
initAStar(goal)
|
|
{
|
|
team = undefined;
|
|
if(level.teamBased)
|
|
team = self.team;
|
|
|
|
self.bot.astar = AStarSearch(self.origin, goal, team, self.bot.greedy_path);
|
|
|
|
if(isDefined(team))
|
|
self thread cleanUpAStar(team);
|
|
|
|
return self.bot.astar.size - 1;
|
|
}
|
|
|
|
/*
|
|
Cleans up the astar nodes for one node.
|
|
*/
|
|
removeAStar()
|
|
{
|
|
remove = self.bot.astar.size-1;
|
|
|
|
if(level.teamBased)
|
|
level.waypoints[self.bot.astar[remove]].bots[self.team]--;
|
|
|
|
self.bot.astar[remove] = undefined;
|
|
|
|
return self.bot.astar.size - 1;
|
|
}
|
|
|
|
/*
|
|
Will stop the goal walk when an enemy is found or flashed or a new goal appeared for the bot.
|
|
*/
|
|
killWalkOnEvents()
|
|
{
|
|
self endon("kill_goal");
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
|
|
ret = self waittill_any_return("flash_rumble_loop", "new_enemy", "new_goal_internal", "goal_internal", "bad_path_internal");
|
|
|
|
waittillframeend;
|
|
|
|
self notify("kill_goal");
|
|
}
|
|
|
|
/*
|
|
Does the notify for goal completion for outside scripts
|
|
*/
|
|
doWalkScriptNotify()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
|
|
ret = self waittill_any_return("goal_internal", "kill_goal", "bad_path_internal");
|
|
|
|
if (ret == "goal_internal")
|
|
self notify("goal");
|
|
else if (ret == "bad_path_internal")
|
|
self notify("bad_path");
|
|
}
|
|
|
|
/*
|
|
Will walk to the given goal when dist near. Uses AStar path finding with the level's nodes.
|
|
*/
|
|
doWalk(goal, dist, isScriptGoal)
|
|
{
|
|
self endon("kill_goal");
|
|
self endon("goal_internal");//so that the watchOnGoal notify can happen same frame, not a frame later
|
|
|
|
distsq = dist*dist;
|
|
if (isScriptGoal)
|
|
self thread doWalkScriptNotify();
|
|
|
|
self thread killWalkOnEvents();
|
|
self thread watchOnGoal(goal, distsq);
|
|
|
|
current = self initAStar(goal);
|
|
// if a waypoint is closer than the goal
|
|
//if (current >= 0 && DistanceSquared(self.origin, level.waypoints[self.bot.astar[current]].origin) < DistanceSquared(self.origin, goal))
|
|
//{
|
|
while(current >= 0)
|
|
{
|
|
// skip down the line of waypoints and go to the waypoint we have a direct path too
|
|
/*for (;;)
|
|
{
|
|
if (current <= 0)
|
|
break;
|
|
|
|
ppt = PlayerPhysicsTrace(self.origin + (0,0,32), level.waypoints[self.bot.astar[current-1]].origin, false, self);
|
|
if (DistanceSquared(level.waypoints[self.bot.astar[current-1]].origin, ppt) > 1.0)
|
|
break;
|
|
|
|
if (level.waypoints[self.bot.astar[current-1]].type == "climb" || level.waypoints[self.bot.astar[current]].type == "climb")
|
|
break;
|
|
|
|
current = self removeAStar();
|
|
}*/
|
|
|
|
self.bot.next_wp = self.bot.astar[current];
|
|
self.bot.second_next_wp = -1;
|
|
if(current != 0)
|
|
self.bot.second_next_wp = self.bot.astar[current-1];
|
|
|
|
self notify("new_static_waypoint");
|
|
|
|
self movetowards(level.waypoints[self.bot.next_wp].origin);
|
|
|
|
current = self removeAStar();
|
|
}
|
|
//}
|
|
|
|
self.bot.next_wp = -1;
|
|
self.bot.second_next_wp = -1;
|
|
self notify("finished_static_waypoints");
|
|
|
|
if(DistanceSquared(self.origin, goal) > distsq)
|
|
{
|
|
self movetowards(goal); // any better way??
|
|
}
|
|
|
|
self notify("finished_goal");
|
|
|
|
wait 1;
|
|
if(DistanceSquared(self.origin, goal) > distsq)
|
|
self notify("bad_path_internal");
|
|
}
|
|
|
|
/*
|
|
Will move towards the given goal. Will try to not get stuck by crouching, then jumping and then strafing around objects.
|
|
*/
|
|
movetowards(goal)
|
|
{
|
|
if(isDefined(goal))
|
|
self.bot.towards_goal = goal;
|
|
|
|
lastOri = self.origin;
|
|
stucks = 0;
|
|
timeslow = 0;
|
|
time = 0;
|
|
while(distanceSquared(self.origin, self.bot.towards_goal) > level.bots_goalDistance)
|
|
{
|
|
self botMoveTo(self.bot.towards_goal);
|
|
|
|
if(time > 2.5)
|
|
{
|
|
time = 0;
|
|
if(distanceSquared(self.origin, lastOri) < 128)
|
|
{
|
|
stucks++;
|
|
|
|
randomDir = self getRandomLargestStafe(stucks);
|
|
|
|
self botMoveTo(randomDir);
|
|
wait stucks;
|
|
}
|
|
|
|
lastOri = self.origin;
|
|
}
|
|
else if(timeslow > 1.5)
|
|
{
|
|
self thread jump();
|
|
}
|
|
else if(timeslow > 0.75)
|
|
{
|
|
self crouch();
|
|
}
|
|
|
|
wait 0.05;
|
|
time += 0.05;
|
|
if(lengthsquared(self getVelocity()) < 1000)
|
|
timeslow += 0.05;
|
|
else
|
|
timeslow = 0;
|
|
|
|
if(stucks == 2)
|
|
self notify("bad_path_internal");
|
|
}
|
|
|
|
self.bot.towards_goal = undefined;
|
|
self notify("completed_move_to");
|
|
}
|
|
|
|
/*
|
|
Will return the pos of the largest trace from the bot.
|
|
*/
|
|
getRandomLargestStafe(dist)
|
|
{
|
|
//find a better algo?
|
|
traces = NewHeap(::HeapTraceFraction);
|
|
myOrg = self.origin + (0, 0, 16);
|
|
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (-100*dist, 0, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (100*dist, 0, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (0, 100*dist, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (0, -100*dist, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (-100*dist, -100*dist, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (-100*dist, 100*dist, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (100*dist, -100*dist, 0), false, self));
|
|
traces HeapInsert(bulletTrace(myOrg, myOrg + (100*dist, 100*dist, 0), false, self));
|
|
|
|
toptraces = [];
|
|
|
|
top = traces.data[0];
|
|
toptraces[toptraces.size] = top;
|
|
traces HeapRemove();
|
|
|
|
while(traces.data.size && top["fraction"] - traces.data[0]["fraction"] < 0.1)
|
|
{
|
|
toptraces[toptraces.size] = traces.data[0];
|
|
traces HeapRemove();
|
|
}
|
|
|
|
return toptraces[randomInt(toptraces.size)]["position"];
|
|
}
|
|
|
|
/*
|
|
Bot will hold breath if true or not
|
|
*/
|
|
holdbreath(what)
|
|
{
|
|
if(what)
|
|
self botAction("+holdbreath");
|
|
else
|
|
self botAction("-holdbreath");
|
|
}
|
|
|
|
/*
|
|
Bot will sprint.
|
|
*/
|
|
sprint()
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_sprint");
|
|
self endon("bot_sprint");
|
|
|
|
self botAction("+sprint");
|
|
wait 0.05;
|
|
self botAction("-sprint");
|
|
}
|
|
|
|
/*
|
|
Bot will knife.
|
|
*/
|
|
knife()
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_knife");
|
|
self endon("bot_knife");
|
|
|
|
self.bot.isknifing = true;
|
|
self.bot.isknifingafter = true;
|
|
|
|
self botAction("+melee");
|
|
wait 0.05;
|
|
self botAction("-melee");
|
|
|
|
self.bot.isknifing = false;
|
|
|
|
wait 1;
|
|
|
|
self.bot.isknifingafter = false;
|
|
}
|
|
|
|
/*
|
|
Bot will reload.
|
|
*/
|
|
reload()
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_reload");
|
|
self endon("bot_reload");
|
|
|
|
self botAction("+reload");
|
|
wait 0.05;
|
|
self botAction("-reload");
|
|
}
|
|
|
|
/*
|
|
Bot will hold the frag button for a time
|
|
*/
|
|
frag(time)
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_frag");
|
|
self endon("bot_frag");
|
|
|
|
if(!isDefined(time))
|
|
time = 0.05;
|
|
|
|
self botAction("+frag");
|
|
self.bot.isfragging = true;
|
|
self.bot.isfraggingafter = true;
|
|
|
|
if(time)
|
|
wait time;
|
|
|
|
self botAction("-frag");
|
|
self.bot.isfragging = false;
|
|
|
|
wait 1.25;
|
|
self.bot.isfraggingafter = false;
|
|
}
|
|
|
|
/*
|
|
Bot will hold the 'smoke' button for a time.
|
|
*/
|
|
smoke(time)
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_smoke");
|
|
self endon("bot_smoke");
|
|
|
|
if(!isDefined(time))
|
|
time = 0.05;
|
|
|
|
self botAction("+smoke");
|
|
self.bot.issmoking = true;
|
|
self.bot.issmokingafter = true;
|
|
|
|
if(time)
|
|
wait time;
|
|
|
|
self botAction("-smoke");
|
|
self.bot.issmoking = false;
|
|
|
|
wait 1.25;
|
|
self.bot.issmokingafter = false;
|
|
}
|
|
|
|
/*
|
|
Bot will fire if true or not.
|
|
*/
|
|
fire(what)
|
|
{
|
|
self notify("bot_fire");
|
|
if(what)
|
|
self botAction("+fire");
|
|
else
|
|
self botAction("-fire");
|
|
}
|
|
|
|
/*
|
|
Bot will fire for a time.
|
|
*/
|
|
pressFire(time)
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_fire");
|
|
self endon("bot_fire");
|
|
|
|
if(!isDefined(time))
|
|
time = 0.05;
|
|
|
|
self botAction("+fire");
|
|
|
|
if(time)
|
|
wait time;
|
|
|
|
self botAction("-fire");
|
|
}
|
|
|
|
/*
|
|
Bot will ads if true or not.
|
|
*/
|
|
ads(what)
|
|
{
|
|
self notify("bot_ads");
|
|
if(what)
|
|
self botAction("+ads");
|
|
else
|
|
self botAction("-ads");
|
|
}
|
|
|
|
/*
|
|
Bot will press ADS for a time.
|
|
*/
|
|
pressADS(time)
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_ads");
|
|
self endon("bot_ads");
|
|
|
|
if(!isDefined(time))
|
|
time = 0.05;
|
|
|
|
self botAction("+ads");
|
|
|
|
if(time)
|
|
wait time;
|
|
|
|
self botAction("-ads");
|
|
}
|
|
|
|
/*
|
|
Bot will jump.
|
|
*/
|
|
jump()
|
|
{
|
|
self endon("death");
|
|
self endon("disconnect");
|
|
self notify("bot_jump");
|
|
self endon("bot_jump");
|
|
|
|
if(self getStance() != "stand")
|
|
{
|
|
self stand();
|
|
wait 1;
|
|
}
|
|
|
|
self botAction("+gostand");
|
|
wait 0.05;
|
|
self botAction("-gostand");
|
|
}
|
|
|
|
/*
|
|
Bot will stand.
|
|
*/
|
|
stand()
|
|
{
|
|
self botAction("-gocrouch");
|
|
self botAction("-goprone");
|
|
}
|
|
|
|
/*
|
|
Bot will crouch.
|
|
*/
|
|
crouch()
|
|
{
|
|
self botAction("+gocrouch");
|
|
self botAction("-goprone");
|
|
}
|
|
|
|
/*
|
|
Bot will prone.
|
|
*/
|
|
prone()
|
|
{
|
|
self botAction("-gocrouch");
|
|
self botAction("+goprone");
|
|
}
|
|
|
|
/*
|
|
Changes to the weap
|
|
*/
|
|
changeToWeap(weap)
|
|
{
|
|
if (maps\mp\gametypes\_weapons::isAltModeWeapon(weap))
|
|
{
|
|
self botWeapon("");
|
|
self setSpawnWeapon(weap);
|
|
return;
|
|
}
|
|
|
|
self botWeapon(weap);
|
|
}
|
|
|
|
/*
|
|
Bot will move towards here
|
|
*/
|
|
botMoveTo(where)
|
|
{
|
|
self.bot.moveTo = where;
|
|
}
|
|
|
|
/*
|
|
Bots will look at the pos
|
|
*/
|
|
bot_lookat(pos, time)
|
|
{
|
|
self notify("bots_aim_overlap");
|
|
self endon("bots_aim_overlap");
|
|
self endon("disconnect");
|
|
self endon("death");
|
|
self endon("spawned_player");
|
|
level endon ( "game_ended" );
|
|
|
|
if (level.gameEnded || !gameFlag( "prematch_done" ) || self.bot.isfrozen)
|
|
return;
|
|
|
|
if (!isDefined(pos))
|
|
return;
|
|
|
|
steps = time / 0.05;
|
|
if (!isDefined(steps) || steps <= 0)
|
|
steps = 1;
|
|
|
|
myAngle=self getPlayerAngles();
|
|
angles = VectorToAngles( (pos - self GetEye()) - anglesToForward(myAngle) );
|
|
|
|
X=(angles[0]-myAngle[0]);
|
|
while(X > 170.0)
|
|
X=X-360.0;
|
|
while(X < -170.0)
|
|
X=X+360.0;
|
|
X=X/steps;
|
|
|
|
Y=(angles[1]-myAngle[1]);
|
|
while(Y > 180.0)
|
|
Y=Y-360.0;
|
|
while(Y < -180.0)
|
|
Y=Y+360.0;
|
|
|
|
Y=Y/steps;
|
|
|
|
for(i=0;i<steps;i++)
|
|
{
|
|
myAngle=(myAngle[0]+X,myAngle[1]+Y,0);
|
|
self setPlayerAngles(myAngle);
|
|
wait 0.05;
|
|
}
|
|
}
|