mirror of
https://github.com/ineedbots/iw5_bot_warfare.git
synced 2025-04-25 23:29:12 +00:00
Greatly reduce var usage (prevent exceeded child0/1 vars)
This commit is contained in:
parent
a77d5f262c
commit
86dbc6c00a
@ -264,12 +264,10 @@ fixDem()
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for (i = 0; i < level.bombZones.size; i++)
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{
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bombzone = level.bombZones[i];
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if (isDefined(bombzone.trigger.trigger_off))
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bombzone.bombExploded = true;
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if (isDefined(level.bombZones[i].trigger.trigger_off))
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level.bombZones[i].bombExploded = true;
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else
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bombzone.bombExploded = undefined;
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level.bombZones[i].bombExploded = undefined;
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}
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wait 0.05;
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@ -307,18 +305,10 @@ fixKoth()
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}
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/*
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Audits all the important models cause iw5 script is kek
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Loop
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*/
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auditModels()
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auditModels_loop()
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{
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level.vest_boxes = [];
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for (;;)
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{
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wait 0.05;
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level.vest_boxes = array_removeUndefined(level.vest_boxes);
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s_models = getEntArray("script_model", "classname");
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for (i = s_models.size - 1; i >= 0; i--)
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@ -338,17 +328,29 @@ auditModels()
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}
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}
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}
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/*
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Audits all the important models cause iw5 script is kek
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*/
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auditModels()
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{
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level.vest_boxes = [];
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for (;;)
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{
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wait 0.05;
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level.vest_boxes = array_removeUndefined(level.vest_boxes);
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auditModels_loop();
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}
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}
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/*
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Watches radars
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Loop
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*/
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watchRadar()
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watchRadar_loop()
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{
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for (;;)
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{
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wait 1;
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for ( i = level.players.size - 1; i >= 0; i-- )
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{
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player = level.players[i];
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@ -388,17 +390,25 @@ watchRadar()
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}
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}
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}
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}
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/*
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Watches scrambler
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Watches radars
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*/
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watchScrabler()
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watchRadar()
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{
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for (;;)
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{
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wait 1;
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watchRadar_loop();
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}
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}
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/*
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Loop
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*/
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watchScrabler_loop()
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{
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for ( i = level.players.size - 1; i >= 0; i-- )
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{
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player = level.players[i];
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@ -435,16 +445,25 @@ watchScrabler()
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}
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}
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}
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}
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/*
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Adds a notify when the airdrop is dropped
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Watches scrambler
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*/
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addNotifyOnAirdrops()
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watchScrabler()
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{
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for (;;)
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{
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wait 1;
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watchScrabler_loop();
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}
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}
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/*
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Loop
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*/
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addNotifyOnAirdrops_loop()
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{
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dropCrates = getEntArray( "care_package", "targetname" );
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for (i = dropCrates.size - 1; i >= 0; i--)
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@ -461,6 +480,17 @@ addNotifyOnAirdrops()
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airdrop thread doNotifyOnAirdrop();
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}
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}
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/*
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Adds a notify when the airdrop is dropped
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*/
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addNotifyOnAirdrops()
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{
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for (;;)
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{
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wait 1;
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addNotifyOnAirdrops_loop();
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}
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}
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/*
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@ -565,14 +595,10 @@ add_bot()
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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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Loop
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*/
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diffBots()
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diffBots_loop()
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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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@ -643,16 +669,25 @@ diffBots()
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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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A server thread for monitoring all bot's difficulty levels for custom server settings.
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*/
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teamBots()
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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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diffBots_loop();
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}
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}
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/*
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Loop
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*/
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teamBots_loop()
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{
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teamAmount = getDvarInt("bots_team_amount");
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toTeam = getDvar("bots_team");
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@ -772,21 +807,24 @@ teamBots()
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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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A server thread for monitoring all bot's teams for custom server settings.
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*/
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addBots()
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teamBots()
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{
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level endon("game_ended");
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bot_wait_for_host();
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for(;;)
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{
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wait 1.5;
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teamBots_loop();
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}
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}
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/*
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Loops
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*/
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addBots_loop()
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{
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botsToAdd = GetDvarInt("bots_manage_add");
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if(botsToAdd > 0)
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@ -887,6 +925,22 @@ addBots()
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kick(tempBot getEntityNumber());
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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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bot_wait_for_host();
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for(;;)
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{
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wait 1.5;
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addBots_loop();
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}
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}
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/*
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@ -250,13 +250,10 @@ reload_watch()
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while(true)
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{
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ret = self waittill_any_timeout(7.5, "reload");
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if (ret == "timeout")
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if (self waittill_any_timeout(7.5, "reload") == "timeout")
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break;
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weap = self GetCurrentWeapon();
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if (self GetWeaponAmmoClip(weap) >= WeaponClipSize(weap))
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if (self GetWeaponAmmoClip(self GetCurrentWeapon()) >= WeaponClipSize(self GetCurrentWeapon()))
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break;
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}
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self.bot.isreloading = false;
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@ -296,21 +293,6 @@ onLastStand()
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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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for (i = 0; i < weaponsList.size; i++)
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{
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weapon = weaponsList[i];
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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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@ -459,6 +441,9 @@ watchGrenadeFire()
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{
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self waittill( "grenade_fire", nade, weapname );
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if (!isDefined(nade))
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continue;
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if (weapname == "c4_mp")
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self thread watchC4Thrown(nade);
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}
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@ -512,19 +497,8 @@ watchC4Thrown(c4)
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/*
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Bot moves towards the point
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*/
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doBotMovement()
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doBotMovement_loop(data)
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{
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self endon("disconnect");
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self endon("death");
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FORWARDAMOUNT = 25;
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wasMantling = false;
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for (i = 0;; i+=0.05)
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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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@ -552,35 +526,35 @@ doBotMovement()
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// climb through windows
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if (self isMantling())
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{
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wasMantling = true;
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data.wasMantling = true;
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self crouch();
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}
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else if (wasMantling)
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else if (data.wasMantling)
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{
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wasMantling = false;
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data.wasMantling = false;
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self stand();
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}
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startPos = self.origin + (0, 0, 50);
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startPosForward = startPos + anglesToForward((0, angles[1], 0)) * FORWARDAMOUNT;
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startPosForward = startPos + anglesToForward((0, angles[1], 0)) * 25;
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bt = bulletTrace(startPos, startPosForward, false, self);
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if (bt["fraction"] >= 1)
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{
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// check if need to jump
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bt = bulletTrace(startPosForward, startPosForward - (0, 0, 40), false, self);
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if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && i > 1.5 && !self isOnLadder())
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if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && data.i > 1.5 && !self isOnLadder())
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{
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i = 0;
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data.i = 0;
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self thread jump();
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}
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}
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// check if need to knife glass
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else if (bt["surfacetype"] == "glass")
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{
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if (i > 1.5)
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if (data.i > 1.5)
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{
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i = 0;
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data.i = 0;
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self thread knife();
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}
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}
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@ -594,6 +568,25 @@ doBotMovement()
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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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Bot moves towards the point
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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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data = spawnStruct();
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data.wasMantling = false;
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for (data.i = 0;; data.i+=0.05)
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{
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wait 0.05;
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waittillframeend;
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self doBotMovement_loop(data);
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}
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}
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/*
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@ -615,6 +608,33 @@ watchHoldBreath()
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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_loop()
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{
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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 (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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Throws back frag grenades
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*/
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@ -642,46 +662,15 @@ grenade_danager()
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if (!getDvarInt("bots_play_nade"))
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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 (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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self grenade_danager_loop();
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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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stance_loop()
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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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self.bot.climbing = false;
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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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@ -719,22 +708,42 @@ stance()
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chance *= 2;
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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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return;
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if(randomInt(100) > chance)
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continue;
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return;
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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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return;
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if(self.bot.sprintendtime != -1 && time - self.bot.sprintendtime < 2000)
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continue;
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return;
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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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return;
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self thread sprint();
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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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self.bot.climbing = false;
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if(self.bot.isfrozen || self IsUsingRemote())
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continue;
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self stance_loop();
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}
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}
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/*
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@ -904,21 +913,8 @@ targetObjUpdateNoTrace(obj)
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/*
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The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
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*/
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target()
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target_loop()
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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 0.05;
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if (!isAlive(self))
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return;
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if(self maps\mp\_flashgrenades::isFlashbanged())
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continue;
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myEye = self GetEye();
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theTime = getTime();
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myAngles = self GetPlayerAngles();
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@ -1098,7 +1094,7 @@ target()
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}
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if(hasTarget && isDefined(bestTargets[self.bot.target.entity getEntityNumber()+""]))
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continue;
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return;
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closest = 2147483647;
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toBeTarget = undefined;
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@ -1127,6 +1123,27 @@ target()
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self notify("new_enemy");
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}
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}
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/*
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The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
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*/
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target()
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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 0.05;
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||||
|
||||
if (!isAlive(self))
|
||||
return;
|
||||
|
||||
if(self maps\mp\_flashgrenades::isFlashbanged())
|
||||
continue;
|
||||
|
||||
self target_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1185,11 +1202,10 @@ watchToLook()
|
||||
if(self.bot.target.dist <= level.bots_maxKnifeDistance)
|
||||
continue;
|
||||
|
||||
curweap = self getCurrentWEapon();
|
||||
if(!self canFire(curweap))
|
||||
if(!self canFire(self getCurrentWEapon()))
|
||||
continue;
|
||||
|
||||
if(!self isInRange(self.bot.target.dist, curweap))
|
||||
if(!self isInRange(self.bot.target.dist, self getCurrentWEapon()))
|
||||
continue;
|
||||
|
||||
if (self.bot.is_cur_sniper)
|
||||
@ -1201,8 +1217,7 @@ watchToLook()
|
||||
if (!getDvarInt("bots_play_jumpdrop"))
|
||||
continue;
|
||||
|
||||
thetime = getTime();
|
||||
if(isDefined(self.bot.jump_time) && thetime - self.bot.jump_time <= 5000)
|
||||
if(isDefined(self.bot.jump_time) && getTime() - self.bot.jump_time <= 5000)
|
||||
continue;
|
||||
|
||||
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
||||
@ -1210,7 +1225,7 @@ watchToLook()
|
||||
if(self getStance() != "stand")
|
||||
continue;
|
||||
|
||||
self.bot.jump_time = thetime;
|
||||
self.bot.jump_time = getTime();
|
||||
self thread jump();
|
||||
}
|
||||
else
|
||||
@ -1218,7 +1233,7 @@ watchToLook()
|
||||
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.bot.jump_time = getTime();
|
||||
self prone();
|
||||
self notify("kill_goal");
|
||||
wait 2.5;
|
||||
@ -1258,21 +1273,8 @@ clear_bot_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()
|
||||
aim_loop()
|
||||
{
|
||||
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;
|
||||
@ -1299,7 +1301,7 @@ aim()
|
||||
|
||||
if (curweap == "javelin_mp" && getDvarInt("bots_play_fire"))
|
||||
self botFire(curweap);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if(isDefined(self.bot.target) && isDefined(self.bot.target.entity))
|
||||
@ -1377,7 +1379,7 @@ aim()
|
||||
self thread bot_lookat(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
|
||||
else
|
||||
self thread bot_lookat(last_pos, aimspeed);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if (trace_time)
|
||||
@ -1416,11 +1418,11 @@ aim()
|
||||
{
|
||||
self clear_bot_after_target();
|
||||
self thread knife();
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
||||
continue;
|
||||
return;
|
||||
|
||||
canADS = (self canAds(dist, curweap) && conedot > 0.75);
|
||||
if (canADS)
|
||||
@ -1439,7 +1441,7 @@ aim()
|
||||
}
|
||||
|
||||
if(curweap == "iw5_smaw_mp" && entIsVehicle(self.bot.target.entity) && (!IsDefined( self.stingerStage ) || self.stingerStage != 2))
|
||||
continue;
|
||||
return;
|
||||
|
||||
if (trace_time > reaction_time)
|
||||
{
|
||||
@ -1450,7 +1452,7 @@ aim()
|
||||
self thread start_bot_after_target(target);
|
||||
}
|
||||
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1474,7 +1476,7 @@ aim()
|
||||
self thread bot_lookat(aimpos, aimspeed);
|
||||
|
||||
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
||||
continue;
|
||||
return;
|
||||
|
||||
canADS = (self canAds(dist, curweap) && conedot > 0.75);
|
||||
if (canADS)
|
||||
@ -1495,7 +1497,7 @@ aim()
|
||||
if((!canADS || adsAmount >= 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance) && getDvarInt("bots_play_fire"))
|
||||
self botFire(curweap);
|
||||
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.bot.next_wp != -1 && isDefined(level.waypoints[self.bot.next_wp].angles) && false)
|
||||
@ -1521,6 +1523,27 @@ aim()
|
||||
self thread bot_lookat(lookat + (0, 0, self getEyeHeight()), aimspeed);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
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;
|
||||
|
||||
self aim_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1648,34 +1671,8 @@ killWalkCauseNoWaypoints()
|
||||
/*
|
||||
This is the main walking logic for the bot.
|
||||
*/
|
||||
walk()
|
||||
walk_loop()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
self botMoveTo(self.origin);
|
||||
|
||||
if (!getDVarINt("bots_play_move"))
|
||||
continue;
|
||||
|
||||
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.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
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)
|
||||
{
|
||||
@ -1683,17 +1680,17 @@ walk()
|
||||
|
||||
if(isDefined(self.bot.jav_loc) || entIsVehicle(self.bot.target.entity) || self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
{
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
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" || (self.bot.is_cur_sniper && self PlayerADS() > 0))
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
||||
self strafe(self.bot.target.entity);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1759,6 +1756,40 @@ walk()
|
||||
self.bot.next_wp = -1;
|
||||
self.bot.second_next_wp = -1;
|
||||
}
|
||||
|
||||
/*
|
||||
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 (!getDVarINt("bots_play_move"))
|
||||
continue;
|
||||
|
||||
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.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
self botMoveTo(self.origin + self GetVelocity()*500);
|
||||
continue;
|
||||
}
|
||||
|
||||
self walk_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1889,12 +1920,12 @@ 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;
|
||||
dist *= dist;
|
||||
if (isScriptGoal)
|
||||
self thread doWalkScriptNotify();
|
||||
|
||||
self thread killWalkOnEvents();
|
||||
self thread watchOnGoal(goal, distsq);
|
||||
self thread watchOnGoal(goal, dist);
|
||||
|
||||
current = self initAStar(goal);
|
||||
// skip waypoints we already completed to prevent rubber banding
|
||||
@ -1904,9 +1935,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
if (current >= 0)
|
||||
{
|
||||
// check if a waypoint is closer than the goal
|
||||
wpOrg = level.waypoints[self.bot.astar[current]].origin;
|
||||
ppt = PlayerPhysicsTrace(self.origin + (0,0,32), wpOrg, false, self);
|
||||
if (DistanceSquared(self.origin, wpOrg) < DistanceSquared(self.origin, goal) || DistanceSquared(wpOrg, ppt) > 1.0)
|
||||
if (DistanceSquared(self.origin, level.waypoints[self.bot.astar[current]].origin) < DistanceSquared(self.origin, goal) || DistanceSquared(level.waypoints[self.bot.astar[current]].origin, PlayerPhysicsTrace(self.origin + (0,0,32), level.waypoints[self.bot.astar[current]].origin, false, self)) > 1.0)
|
||||
{
|
||||
while(current >= 0)
|
||||
{
|
||||
@ -1930,7 +1959,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
self.bot.second_next_wp = -1;
|
||||
self notify("finished_static_waypoints");
|
||||
|
||||
if(DistanceSquared(self.origin, goal) > distsq)
|
||||
if(DistanceSquared(self.origin, goal) > dist)
|
||||
{
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
@ -1940,7 +1969,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
self notify("finished_goal");
|
||||
|
||||
wait 1;
|
||||
if(DistanceSquared(self.origin, goal) > distsq)
|
||||
if(DistanceSquared(self.origin, goal) > dist)
|
||||
self notify("bad_path_internal");
|
||||
}
|
||||
|
||||
@ -1976,6 +2005,7 @@ movetowards(goal)
|
||||
|
||||
self botMoveTo(randomDir);
|
||||
wait stucks;
|
||||
self stand();
|
||||
}
|
||||
|
||||
lastOri = self.origin;
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user