mirror of
https://github.com/ineedbots/iw4_bot_warfare.git
synced 2025-04-22 22:05:44 +00:00
689 lines
16 KiB
Plaintext
689 lines
16 KiB
Plaintext
#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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Initiates the whole bot scripts.
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*/
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init()
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{
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load_waypoints();
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thread hook_callbacks();
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setDvar("testClients_watchKillcam", true);
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setDvar("testclients_doReload", false);
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setDvar("testclients_doMove", false);
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setDvar("testclients_doAttack", true);
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setDvar("testclients_doCrouch", false);
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if(getDvar("bots_manage_add") == "")
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setDvar("bots_manage_add", 0);//amount of bots to add to the game
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if(getDvar("bots_manage_fill") == "")
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setDvar("bots_manage_fill", 0);//amount of bots to maintain
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if(getDvar("bots_manage_fill_spec") == "")
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setDvar("bots_manage_fill_spec", true);//to count for fill if player is on spec team
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if(getDvar("bots_manage_fill_mode") == "")
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setDvar("bots_manage_fill_mode", 0);//fill mode, 0 adds everyone, 1 just bots, 2 maintains at maps, 3 is 2 with 1
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if(getDvar("bots_manage_fill_kick") == "")
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setDvar("bots_manage_fill_kick", false);//kick bots if too many
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if(getDvar("bots_team") == "")
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setDvar("bots_team", "autoassign");//which team for bots to join
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if(getDvar("bots_team_amount") == "")
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setDvar("bots_team_amount", 0);//amount of bots on axis team
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if(getDvar("bots_team_force") == "")
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setDvar("bots_team_force", false);//force bots on team
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if(getDvar("bots_team_mode") == "")
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setDvar("bots_team_mode", 0);//counts just bots when 1
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if(getDvar("bots_skill") == "")
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setDvar("bots_skill", 0);//0 is random, 1 is easy 7 is hard, 8 is custom, 9 is completely random
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if(getDvar("bots_skill_axis_hard") == "")
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setDvar("bots_skill_axis_hard", 0);//amount of hard bots on axis team
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if(getDvar("bots_skill_axis_med") == "")
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setDvar("bots_skill_axis_med", 0);
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if(getDvar("bots_skill_allies_hard") == "")
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setDvar("bots_skill_allies_hard", 0);
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if(getDvar("bots_skill_allies_med") == "")
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setDvar("bots_skill_allies_med", 0);
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if(getDvar("bots_loadout_reasonable") == "")//filter out the bad 'guns' and perks
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setDvar("bots_loadout_reasonable", false);
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if(getDvar("bots_loadout_allow_op") == "")//allows jug, marty and laststand
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setDvar("bots_loadout_allow_op", true);
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level.defuseObject = undefined;
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level.bots_smokeList = List();
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level.bots_fragList = List();
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level.bots_minSprintDistance = 315;
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level.bots_minSprintDistance *= level.bots_minSprintDistance;
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level.bots_minGrenadeDistance = 375;
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level.bots_minGrenadeDistance *= level.bots_minGrenadeDistance;
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level.bots_maxKnifeDistance = 80;
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level.bots_maxKnifeDistance *= level.bots_maxKnifeDistance;
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level.bots_goalDistance = 27.5;
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level.bots_goalDistance *= level.bots_goalDistance;
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level.bots_noADSDistance = 200;
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level.bots_noADSDistance *= level.bots_noADSDistance;
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level.bots_maxShotgunDistance = 500;
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level.bots_maxShotgunDistance *= level.bots_maxShotgunDistance;
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level.bots_listenDist = 100;
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level.bots_listenDist *= level.bots_listenDist;
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level.botPushOutDist = 30;
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level.smokeRadius = 255;
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level.bots_nonfullautoguns = [];
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level.bots_nonfullautoguns["barrett"] = true;
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level.bots_nonfullautoguns["beretta"] = true;
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level.bots_nonfullautoguns["coltanaconda"] = true;
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level.bots_nonfullautoguns["deserteagle"] = true;
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level.bots_nonfullautoguns["fal"] = true;
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level.bots_nonfullautoguns["m21"] = true;
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level.bots_nonfullautoguns["m1014"] = true;
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level.bots_nonfullautoguns["ranger"] = true;
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level.bots_nonfullautoguns["striker"] = true;
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level.bots_nonfullautoguns["usp"] = true;
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level.bots_nonfullautoguns["wa2000"] = true;
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level.bots_nonfullautoguns["dragunov"] = true;
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level.bots_bloodfx = loadfx("impacts/flesh_hit_body_fatal_exit");
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PrecacheMpAnim("pb_combatrun_forward_loop");
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PrecacheMpAnim("pb_crouch_run_forward");
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PrecacheMpAnim("pb_sprint");
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PrecacheMpAnim("pb_crouch_walk_forward_shield");
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PrecacheMpAnim("pb_crouch_run_forward_pistol");
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PrecacheMpAnim("pb_crouch_run_forward_RPG");
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PrecacheMpAnim("pb_crouch_walk_forward_akimbo");
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PrecacheMpAnim("pb_combatrun_forward_shield");
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PrecacheMpAnim("pb_pistol_run_fast");
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PrecacheMpAnim("pb_combatrun_forward_RPG");
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PrecacheMpAnim("pb_combatrun_forward_akimbo");
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PrecacheMpAnim("pb_sprint_shield");
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PrecacheMpAnim("pb_sprint_akimbo");
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PrecacheMpAnim("pb_sprint_pistol");
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PrecacheMpAnim("pb_sprint_RPG");
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PrecacheMpAnim("pb_climbup");
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PrecacheMpAnim("pb_prone_crawl");
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PrecacheMpAnim("pb_laststand_crawl");
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PrecacheMpAnim("pb_combatrun_forward_loop");
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PrecacheMpAnim("pt_stand_core_pullout");
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PrecacheMpAnim("pt_melee_pistol_1");
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PrecacheMpAnim("pt_melee_prone_pistol");
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PrecacheMpAnim("pt_melee_pistol_2");
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PrecacheMpAnim("pt_laststand_melee");
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PrecacheMpAnim("pt_melee_shield");
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level thread fixGamemodes();
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level thread onPlayerConnect();
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level thread handleBots();
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}
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/*
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Starts the threads for bots.
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*/
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handleBots()
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{
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level thread teamBots();
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level thread diffBots();
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level addBots();
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setDvar("bots_manage_add", getBotArray().size);
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}
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/*
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The hook callback for when any player becomes damaged.
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*/
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onPlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
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{
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if(self is_bot())
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{
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self maps\mp\bots\_bot_internal::onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
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self maps\mp\bots\_bot_script::onDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
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}
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self [[level.prevCallbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
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}
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/*
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The hook callback when any player gets killed.
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*/
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onPlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
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{
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if(self is_bot())
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{
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self maps\mp\bots\_bot_internal::onKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
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self maps\mp\bots\_bot_script::onKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
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}
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self [[level.prevCallbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
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}
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/*
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Starts the callbacks.
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*/
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hook_callbacks()
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{
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wait 0.05;
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level.prevCallbackPlayerDamage = level.callbackPlayerDamage;
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level.callbackPlayerDamage = ::onPlayerDamage;
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level.prevCallbackPlayerKilled = level.callbackPlayerKilled;
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level.callbackPlayerKilled = ::onPlayerKilled;
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}
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/*
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Fixes gamemodes when level starts.
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*/
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fixGamemodes()
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{
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for(i=0;i<19;i++)
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{
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if(isDefined(level.bombZones) && level.gametype == "sd")
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{
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for(i = 0; i < level.bombZones.size; i++)
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level.bombZones[i].onUse = ::onUsePlantObjectFix;
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break;
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}
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wait 0.05;
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}
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}
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/*
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Thread when any player connects. Starts the threads needed.
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*/
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onPlayerConnect()
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{
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for(;;)
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{
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level waittill("connected", player);
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player thread onGrenadeFire();
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player thread onWeaponFired();
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player thread connected();
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}
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}
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/*
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Called when a player connects.
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*/
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connected()
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{
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self endon("disconnect");
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if(!self is_bot())
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return;
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if (!isDefined(self.pers["isBot"]))
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{
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// fast_restart occured...
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self.pers["isBot"] = true;
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}
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if (!isDefined(self.pers["isBotWarfare"]))
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{
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self.pers["isBotWarfare"] = true;
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self thread added();
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}
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self thread maps\mp\bots\_bot_internal::connected();
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self thread maps\mp\bots\_bot_script::connected();
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}
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/*
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When a bot gets added into the game.
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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 thread maps\mp\bots\_bot_internal::added();
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self thread maps\mp\bots\_bot_script::added();
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}
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/*
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Adds a bot to the game.
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*/
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add_bot()
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{
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bot = addtestclient();
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if (isdefined(bot))
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{
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bot.pers["isBot"] = true;
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bot.pers["isBotWarfare"] = true;
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bot thread added();
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}
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}
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/*
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A server thread for monitoring all bot's difficulty levels for custom server settings.
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*/
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diffBots()
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{
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for(;;)
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{
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wait 1.5;
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var_allies_hard = getDVarInt("bots_skill_allies_hard");
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var_allies_med = getDVarInt("bots_skill_allies_med");
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var_axis_hard = getDVarInt("bots_skill_axis_hard");
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var_axis_med = getDVarInt("bots_skill_axis_med");
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var_skill = getDvarInt("bots_skill");
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allies_hard = 0;
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allies_med = 0;
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axis_hard = 0;
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axis_med = 0;
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if(var_skill == 8)
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{
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(!isDefined(player.pers["team"]))
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continue;
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if(!player is_bot())
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continue;
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if(player.pers["team"] == "axis")
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{
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if(axis_hard < var_axis_hard)
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{
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axis_hard++;
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player.pers["bots"]["skill"]["base"] = 7;
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}
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else if(axis_med < var_axis_med)
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{
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axis_med++;
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player.pers["bots"]["skill"]["base"] = 4;
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}
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else
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player.pers["bots"]["skill"]["base"] = 1;
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}
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else if(player.pers["team"] == "allies")
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{
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if(allies_hard < var_allies_hard)
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{
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allies_hard++;
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player.pers["bots"]["skill"]["base"] = 7;
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}
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else if(allies_med < var_allies_med)
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{
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allies_med++;
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player.pers["bots"]["skill"]["base"] = 4;
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}
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else
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player.pers["bots"]["skill"]["base"] = 1;
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}
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}
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}
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else if (var_skill != 0 && var_skill != 9)
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{
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(!player is_bot())
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continue;
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player.pers["bots"]["skill"]["base"] = var_skill;
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}
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}
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}
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}
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/*
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A server thread for monitoring all bot's teams for custom server settings.
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*/
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teamBots()
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{
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for(;;)
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{
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wait 1.5;
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teamAmount = getDvarInt("bots_team_amount");
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toTeam = getDvar("bots_team");
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alliesbots = 0;
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alliesplayers = 0;
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axisbots = 0;
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axisplayers = 0;
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(!isDefined(player.pers["team"]))
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continue;
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if(player is_bot())
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{
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if(player.pers["team"] == "allies")
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alliesbots++;
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else if(player.pers["team"] == "axis")
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axisbots++;
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}
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else
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{
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if(player.pers["team"] == "allies")
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alliesplayers++;
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else if(player.pers["team"] == "axis")
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axisplayers++;
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}
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}
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allies = alliesbots;
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axis = axisbots;
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if(!getDvarInt("bots_team_mode"))
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{
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allies += alliesplayers;
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axis += axisplayers;
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}
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if(toTeam != "custom")
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{
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if(getDvarInt("bots_team_force"))
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{
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if(toTeam == "autoassign")
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{
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if(abs(axis - allies) > 1)
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{
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toTeam = "axis";
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if(axis > allies)
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toTeam = "allies";
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}
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}
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if(toTeam != "autoassign")
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{
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(!isDefined(player.pers["team"]))
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continue;
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if(!player is_bot())
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continue;
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if(player.pers["team"] == toTeam)
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continue;
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player notify("menuresponse", game["menu_team"], toTeam);
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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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else
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{
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(!isDefined(player.pers["team"]))
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continue;
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if(!player is_bot())
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continue;
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if(player.pers["team"] == "axis")
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{
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if(axis > teamAmount)
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{
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player notify("menuresponse", game["menu_team"], "allies");
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break;
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}
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}
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else
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{
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if(axis < teamAmount)
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{
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player notify("menuresponse", game["menu_team"], "axis");
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break;
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}
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else if(player.pers["team"] != "allies")
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{
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player notify("menuresponse", game["menu_team"], "allies");
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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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}
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}
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/*
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A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
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*/
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addBots()
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{
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level endon("game_ended");
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wait 3;
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for(;;)
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{
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wait 1.5;
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botsToAdd = GetDvarInt("bots_manage_add");
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SetDvar("bots_manage_add", 0);
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if(botsToAdd > 0)
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{
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if(botsToAdd > 64)
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botsToAdd = 64;
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for(; botsToAdd > 0; botsToAdd--)
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{
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level add_bot();
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wait 0.25;
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}
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}
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fillMode = getDVarInt("bots_manage_fill_mode");
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if(fillMode == 2 || fillMode == 3)
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setDvar("bots_manage_fill", getGoodMapAmount());
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fillAmount = getDvarInt("bots_manage_fill");
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players = 0;
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bots = 0;
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spec = 0;
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playercount = level.players.size;
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for(i = 0; i < playercount; i++)
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{
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player = level.players[i];
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if(player is_bot())
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bots++;
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else if(!isDefined(player.pers["team"]) || (player.pers["team"] != "axis" && player.pers["team"] != "allies"))
|
|
spec++;
|
|
else
|
|
players++;
|
|
}
|
|
|
|
if(fillMode == 4)
|
|
{
|
|
axisplayers = 0;
|
|
alliesplayers = 0;
|
|
|
|
playercount = level.players.size;
|
|
for(i = 0; i < playercount; i++)
|
|
{
|
|
player = level.players[i];
|
|
|
|
if(player is_bot())
|
|
continue;
|
|
|
|
if(!isDefined(player.pers["team"]))
|
|
continue;
|
|
|
|
if(player.pers["team"] == "axis")
|
|
axisplayers++;
|
|
else if(player.pers["team"] == "allies")
|
|
alliesplayers++;
|
|
}
|
|
|
|
result = fillAmount - abs(axisplayers - alliesplayers) + bots;
|
|
|
|
if (players == 0)
|
|
{
|
|
if(bots < fillAmount)
|
|
result = fillAmount-1;
|
|
else if (bots > fillAmount)
|
|
result = fillAmount+1;
|
|
else
|
|
result = fillAmount;
|
|
}
|
|
|
|
bots = result;
|
|
}
|
|
|
|
amount = bots;
|
|
if(fillMode == 0 || fillMode == 2)
|
|
amount += players;
|
|
if(getDVarInt("bots_manage_fill_spec"))
|
|
amount += spec;
|
|
|
|
if(amount < fillAmount)
|
|
setDvar("bots_manage_add", 1);
|
|
else if(amount > fillAmount && getDvarInt("bots_manage_fill_kick"))
|
|
{
|
|
tempBot = random(getBotArray());
|
|
if (isDefined(tempBot))
|
|
kick( tempBot getEntityNumber(), "EXE_PLAYERKICKED" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
A thread for ALL players, will monitor and grenades thrown.
|
|
*/
|
|
onGrenadeFire()
|
|
{
|
|
self endon("disconnect");
|
|
for(;;)
|
|
{
|
|
self waittill ( "grenade_fire", grenade, weaponName );
|
|
grenade.name = weaponName;
|
|
|
|
if(weaponName == "smoke_grenade_mp")
|
|
grenade thread AddToSmokeList();
|
|
else if (isSubStr(weaponName, "frag_"))
|
|
grenade thread AddToFragList(self);
|
|
else if ( weaponName == "claymore" || weaponName == "claymore_mp" )
|
|
grenade thread claymoreDetonationBotFix();
|
|
}
|
|
}
|
|
|
|
AddToFragList(who)
|
|
{
|
|
grenade = spawnstruct();
|
|
grenade.origin = self getOrigin();
|
|
grenade.velocity = (0, 0, 0);
|
|
grenade.grenade = self;
|
|
grenade.owner = who;
|
|
grenade.team = who.team;
|
|
grenade.throwback = undefined;
|
|
|
|
grenade thread thinkFrag();
|
|
|
|
level.bots_fragList ListAdd(grenade);
|
|
}
|
|
|
|
thinkFrag()
|
|
{
|
|
while(isDefined(self.grenade))
|
|
{
|
|
nowOrigin = self.grenade getOrigin();
|
|
self.velocity = (nowOrigin - self.origin)*20;
|
|
self.origin = nowOrigin;
|
|
|
|
wait 0.05;
|
|
}
|
|
|
|
level.bots_fragList ListRemove(self);
|
|
}
|
|
|
|
/*
|
|
Adds a smoke grenade to the list of smokes in the game. Used to prevent bots from seeing through smoke.
|
|
*/
|
|
AddToSmokeList()
|
|
{
|
|
grenade = spawnstruct();
|
|
grenade.origin = self getOrigin();
|
|
grenade.state = "moving";
|
|
grenade.grenade = self;
|
|
|
|
grenade thread thinkSmoke();
|
|
|
|
level.bots_smokeList ListAdd(grenade);
|
|
}
|
|
|
|
/*
|
|
The smoke grenade logic.
|
|
*/
|
|
thinkSmoke()
|
|
{
|
|
while(isDefined(self.grenade))
|
|
{
|
|
self.origin = self.grenade getOrigin();
|
|
self.state = "moving";
|
|
wait 0.05;
|
|
}
|
|
self.state = "smoking";
|
|
wait 11.5;
|
|
|
|
level.bots_smokeList ListRemove(self);
|
|
}
|
|
|
|
/*
|
|
A thread for ALL players when they fire.
|
|
*/
|
|
onWeaponFired()
|
|
{
|
|
self endon("disconnect");
|
|
self.bots_firing = false;
|
|
for(;;)
|
|
{
|
|
self waittill( "weapon_fired" );
|
|
self thread doFiringThread();
|
|
}
|
|
}
|
|
|
|
/*
|
|
Lets bot's know that the player is firing.
|
|
*/
|
|
doFiringThread()
|
|
{
|
|
self endon("disconnect");
|
|
self endon("weapon_fired");
|
|
self.bots_firing = true;
|
|
wait 1;
|
|
self.bots_firing = false;
|
|
}
|