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https://github.com/ineedbots/t4_bot_warfare.git
synced 2025-04-22 16:05:44 +00:00
the start
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818
main_shared/maps/mp/bots/_bot.gsc
Normal file
818
main_shared/maps/mp/bots/_bot.gsc
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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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Initiates the whole bot scripts.
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*/
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init()
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{
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level.bw_VERSION = "1.0.0";
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if(getDvar("bots_main") == "")
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setDvar("bots_main", true);
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if (!getDvarInt("bots_main"))
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return;
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thread load_waypoints();
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cac_init_patch();
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thread hook_callbacks();
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setDvar("sv_botsPressAttackBtn", true);
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if(getDvar("bots_main_GUIDs") == "")
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setDvar("bots_main_GUIDs", "");//guids of players who will be given host powers, comma seperated
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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.tbl_PerkData[0]["reference_full"] = true;
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for(h = 1; h < 6; h++)
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for(i = 0; i < 3; i++)
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level.default_perk["CLASS_CUSTOM"+h][i] = "specialty_null";
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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 = 256;
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level.bots_minGrenadeDistance *= level.bots_minGrenadeDistance;
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level.bots_maxGrenadeDistance = 1024;
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level.bots_maxGrenadeDistance *= level.bots_maxGrenadeDistance;
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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.smokeRadius = 255;
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level.bots_fullautoguns = [];
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level.bots_fullautoguns["rpd"] = true;
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level.bots_fullautoguns["m60e4"] = true;
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level.bots_fullautoguns["saw"] = true;
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level.bots_fullautoguns["ak74u"] = true;
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level.bots_fullautoguns["mp5"] = true;
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level.bots_fullautoguns["p90"] = true;
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level.bots_fullautoguns["skorpion"] = true;
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level.bots_fullautoguns["uzi"] = true;
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level.bots_fullautoguns["g36c"] = true;
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level.bots_fullautoguns["m4"] = true;
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level.bots_fullautoguns["ak47"] = true;
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level.bots_fullautoguns["mp44"] = true;
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level thread fixGamemodes();
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level thread onUAVAlliesUpdate();
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level thread onUAVAxisUpdate();
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level thread chopperWatch();
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level thread onPlayerConnect();
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level thread handleBots();
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level thread maps\mp\bots\_bot_http::doVersionCheck();
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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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while(!level.intermission)
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wait 0.05;
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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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Adds the level.radio object for koth. Cause the iw3 script doesn't have it.
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*/
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fixKoth()
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{
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level.radio = undefined;
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for(;;)
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{
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wait 0.05;
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if(!isDefined(level.radioObject))
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{
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continue;
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}
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for(i = level.radios.size - 1; i >= 0; i--)
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{
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if(level.radioObject != level.radios[i].gameobject)
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continue;
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level.radio = level.radios[i];
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break;
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}
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while(isDefined(level.radioObject) && level.radio.gameobject == level.radioObject)
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wait 0.05;
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}
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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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if(isDefined(level.radios) && level.gametype == "koth")
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{
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level thread fixKoth();
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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 doPlayerModelFix();
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player thread connected();
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}
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}
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/*
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Fixes bots perks showing up in killcams and prevents bots from being kicked from old iw3 gsc script.
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*/
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fixPerksAndScriptKick()
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{
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self endon("disconnect");
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self waittill("spawned");
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self.pers["isBot"] = undefined;
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if(!level.gameEnded)
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level waittill ( "game_ended" );
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self.pers["isBot"] = true;
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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 (!isDefined(self.pers["bot_host"]))
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self thread doHostCheck();
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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...
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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 fixPerksAndScriptKick();
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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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level notify("bot_connected", self);
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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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name = getABotName();
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bot = undefined;
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if (isDefined(name) && name.size >= 3)
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bot = addtestclient(name);
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else
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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;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!player is_bot())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
player.pers["bots"]["skill"]["base"] = var_skill;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
A server thread for monitoring all bot's teams for custom server settings.
|
||||||
|
*/
|
||||||
|
teamBots()
|
||||||
|
{
|
||||||
|
for(;;)
|
||||||
|
{
|
||||||
|
wait 1.5;
|
||||||
|
teamAmount = getDvarInt("bots_team_amount");
|
||||||
|
toTeam = getDvar("bots_team");
|
||||||
|
|
||||||
|
alliesbots = 0;
|
||||||
|
alliesplayers = 0;
|
||||||
|
axisbots = 0;
|
||||||
|
axisplayers = 0;
|
||||||
|
|
||||||
|
playercount = level.players.size;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!isDefined(player.pers["team"]))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(player is_bot())
|
||||||
|
{
|
||||||
|
if(player.pers["team"] == "allies")
|
||||||
|
alliesbots++;
|
||||||
|
else if(player.pers["team"] == "axis")
|
||||||
|
axisbots++;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(player.pers["team"] == "allies")
|
||||||
|
alliesplayers++;
|
||||||
|
else if(player.pers["team"] == "axis")
|
||||||
|
axisplayers++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
allies = alliesbots;
|
||||||
|
axis = axisbots;
|
||||||
|
|
||||||
|
if(!getDvarInt("bots_team_mode"))
|
||||||
|
{
|
||||||
|
allies += alliesplayers;
|
||||||
|
axis += axisplayers;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(toTeam != "custom")
|
||||||
|
{
|
||||||
|
if(getDvarInt("bots_team_force"))
|
||||||
|
{
|
||||||
|
if(toTeam == "autoassign")
|
||||||
|
{
|
||||||
|
if(abs(axis - allies) > 1)
|
||||||
|
{
|
||||||
|
toTeam = "axis";
|
||||||
|
if(axis > allies)
|
||||||
|
toTeam = "allies";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(toTeam != "autoassign")
|
||||||
|
{
|
||||||
|
playercount = level.players.size;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!isDefined(player.pers["team"]))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(!player is_bot())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(player.pers["team"] == toTeam)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
player notify("menuresponse", game["menu_team"], toTeam);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
playercount = level.players.size;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!isDefined(player.pers["team"]))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(!player is_bot())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(player.pers["team"] == "axis")
|
||||||
|
{
|
||||||
|
if(axis > teamAmount)
|
||||||
|
{
|
||||||
|
player notify("menuresponse", game["menu_team"], "allies");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(axis < teamAmount)
|
||||||
|
{
|
||||||
|
player notify("menuresponse", game["menu_team"], "axis");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else if(player.pers["team"] != "allies")
|
||||||
|
{
|
||||||
|
player notify("menuresponse", game["menu_team"], "allies");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
|
||||||
|
*/
|
||||||
|
addBots()
|
||||||
|
{
|
||||||
|
level endon("game_ended");
|
||||||
|
|
||||||
|
for(;;)
|
||||||
|
{
|
||||||
|
wait 1.5;
|
||||||
|
|
||||||
|
botsToAdd = GetDvarInt("bots_manage_add");
|
||||||
|
SetDvar("bots_manage_add", 0);
|
||||||
|
|
||||||
|
if(botsToAdd > 0)
|
||||||
|
{
|
||||||
|
if(botsToAdd > 64)
|
||||||
|
botsToAdd = 64;
|
||||||
|
|
||||||
|
for(; botsToAdd > 0; botsToAdd--)
|
||||||
|
{
|
||||||
|
level add_bot();
|
||||||
|
wait 0.25;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fillMode = getDVarInt("bots_manage_fill_mode");
|
||||||
|
|
||||||
|
if(fillMode == 2 || fillMode == 3)
|
||||||
|
setDvar("bots_manage_fill", getGoodMapAmount());
|
||||||
|
|
||||||
|
fillAmount = getDvarInt("bots_manage_fill");
|
||||||
|
|
||||||
|
players = 0;
|
||||||
|
bots = 0;
|
||||||
|
spec = 0;
|
||||||
|
|
||||||
|
playercount = level.players.size;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(player is_bot())
|
||||||
|
bots++;
|
||||||
|
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"))
|
||||||
|
{
|
||||||
|
RemoveTestClient(); //cod4x
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
When a bot gets added into the game.
|
||||||
|
*/
|
||||||
|
added()
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
|
||||||
|
self thread maps\mp\bots\_bot_internal::added();
|
||||||
|
self thread maps\mp\bots\_bot_script::added();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Watches for chopper. This is used to fix bots from targeting leaving or crashing helis because script is iw3 old and buggy.
|
||||||
|
*/
|
||||||
|
chopperWatch()
|
||||||
|
{
|
||||||
|
for(;;)
|
||||||
|
{
|
||||||
|
while(!isDefined(level.chopper))
|
||||||
|
wait 0.05;
|
||||||
|
|
||||||
|
chopper = level.chopper;
|
||||||
|
|
||||||
|
if (!isEntity(chopper))
|
||||||
|
{
|
||||||
|
chopper = level.chopper["allies"];
|
||||||
|
if (!isDefined(chopper))
|
||||||
|
chopper = level.chopper["axis"];
|
||||||
|
}
|
||||||
|
|
||||||
|
level.bot_chopper = true;
|
||||||
|
chopper watchChopper();
|
||||||
|
level.bot_chopper = false;
|
||||||
|
|
||||||
|
while(isDefined(level.chopper))
|
||||||
|
wait 0.05;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Waits until the chopper is deleted, leaving or crashing.
|
||||||
|
*/
|
||||||
|
watchChopper()
|
||||||
|
{
|
||||||
|
self endon("death");
|
||||||
|
self endon("leaving");
|
||||||
|
self endon("crashing");
|
||||||
|
|
||||||
|
level waittill("helicopter gone");
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Waits when the axis uav is called in.
|
||||||
|
*/
|
||||||
|
onUAVAxisUpdate()
|
||||||
|
{
|
||||||
|
for(;;)
|
||||||
|
{
|
||||||
|
level waittill( "radar_timer_kill_axis" );
|
||||||
|
level thread doUAVUpdate("axis");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Waits when the allies uav is called in.
|
||||||
|
*/
|
||||||
|
onUAVAlliesUpdate()
|
||||||
|
{
|
||||||
|
for(;;)
|
||||||
|
{
|
||||||
|
level waittill( "radar_timer_kill_allies" );
|
||||||
|
level thread doUAVUpdate("allies");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Updates the player's radar so bots can know when they have a uav up, because iw3 script is old.
|
||||||
|
*/
|
||||||
|
doUAVUpdate(team)
|
||||||
|
{
|
||||||
|
level endon("radar_timer_kill_" + team);
|
||||||
|
|
||||||
|
playercount = level.players.size;
|
||||||
|
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!isDefined(player.team))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(player.team == team)
|
||||||
|
{
|
||||||
|
player.bot_radar = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
wait level.radarViewTime;
|
||||||
|
|
||||||
|
playercount = level.players.size;
|
||||||
|
for(i = 0; i < playercount; i++)
|
||||||
|
{
|
||||||
|
player = level.players[i];
|
||||||
|
|
||||||
|
if(!isDefined(player.team))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if(player.team == team)
|
||||||
|
{
|
||||||
|
player.bot_radar = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Fixes a weird iw3 bug when for a frame the player doesn't have any bones when they first spawn in.
|
||||||
|
*/
|
||||||
|
doPlayerModelFix()
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
self waittill("spawned_player");
|
||||||
|
wait 0.05;
|
||||||
|
self.bot_model_fix = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
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;
|
||||||
|
}
|
1986
main_shared/maps/mp/bots/_bot_utility.gsc
Normal file
1986
main_shared/maps/mp/bots/_bot_utility.gsc
Normal file
File diff suppressed because it is too large
Load Diff
200
main_shared/maps/mp/gametypes/_callbacksetup.gsc
Normal file
200
main_shared/maps/mp/gametypes/_callbacksetup.gsc
Normal file
@ -0,0 +1,200 @@
|
|||||||
|
// Callback Setup
|
||||||
|
// This script provides the hooks from code into script for the gametype callback functions.
|
||||||
|
|
||||||
|
//=============================================================================
|
||||||
|
// Code Callback functions
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called by code after the level's main script function has run.
|
||||||
|
================*/
|
||||||
|
CodeCallback_StartGameType()
|
||||||
|
{
|
||||||
|
// If the gametype has not beed started, run the startup
|
||||||
|
if(!isDefined(level.gametypestarted) || !level.gametypestarted)
|
||||||
|
{
|
||||||
|
[[level.callbackStartGameType]]();
|
||||||
|
|
||||||
|
level.gametypestarted = true; // so we know that the gametype has been started up
|
||||||
|
|
||||||
|
level thread maps\mp\bots\_bots::init();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a player begins connecting to the server.
|
||||||
|
Called again for every map change or tournement restart.
|
||||||
|
|
||||||
|
Return undefined if the client should be allowed, otherwise return
|
||||||
|
a string with the reason for denial.
|
||||||
|
|
||||||
|
Otherwise, the client will be sent the current gamestate
|
||||||
|
and will eventually get to ClientBegin.
|
||||||
|
|
||||||
|
firstTime will be qtrue the very first time a client connects
|
||||||
|
to the server machine, but qfalse on map changes and tournement
|
||||||
|
restarts.
|
||||||
|
================*/
|
||||||
|
CodeCallback_PlayerConnect()
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
[[level.callbackPlayerConnect]]();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a player drops from the server.
|
||||||
|
Will not be called between levels.
|
||||||
|
self is the player that is disconnecting.
|
||||||
|
================*/
|
||||||
|
CodeCallback_PlayerDisconnect()
|
||||||
|
{
|
||||||
|
self notify("disconnect");
|
||||||
|
|
||||||
|
// CODER_MOD - DSL - 03/24/08
|
||||||
|
// Tidy up ambient triggers.
|
||||||
|
|
||||||
|
client_num = self getentitynumber();
|
||||||
|
|
||||||
|
maps\mp\_ambientpackage::tidyup_triggers(client_num);
|
||||||
|
|
||||||
|
[[level.callbackPlayerDisconnect]]();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a player has taken damage.
|
||||||
|
self is the player that took damage.
|
||||||
|
================*/
|
||||||
|
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a player has been killed.
|
||||||
|
self is the player that was killed.
|
||||||
|
================*/
|
||||||
|
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration)
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a player has been killed, but has last stand perk.
|
||||||
|
self is the player that was killed.
|
||||||
|
================*/
|
||||||
|
CodeCallback_PlayerLastStand(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
|
||||||
|
{
|
||||||
|
self endon("disconnect");
|
||||||
|
[[level.callbackPlayerLastStand]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a actor has taken damage.
|
||||||
|
self is the actor that took damage.
|
||||||
|
================*/
|
||||||
|
CodeCallback_ActorDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset)
|
||||||
|
{
|
||||||
|
[[level.callbackActorDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a actor has been killed.
|
||||||
|
self is the actor that was killed.
|
||||||
|
================*/
|
||||||
|
CodeCallback_ActorKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset)
|
||||||
|
{
|
||||||
|
[[level.callbackActorKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a vehicle has taken damage.
|
||||||
|
self is the vehicl that took damage.
|
||||||
|
================*/
|
||||||
|
CodeCallback_VehicleDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset, damageFromUnderneath, modelIndex, partName)
|
||||||
|
{
|
||||||
|
[[level.callbackVehicleDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset, damageFromUnderneath, modelIndex, partName);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a vehicle has taken damage.
|
||||||
|
self is the vehicl that took damage.
|
||||||
|
================*/
|
||||||
|
CodeCallback_VehicleRadiusDamage(eInflictor, eAttacker, iDamage, fInnerDamage, fOuterDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, fRadius, fConeAngleCos, vConeDir, timeOffset)
|
||||||
|
{
|
||||||
|
[[level.callbackVehicleRadiusDamage]](eInflictor, eAttacker, iDamage, fInnerDamage, fOuterDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, fRadius, fConeAngleCos, vConeDir, timeOffset);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Setup any misc callbacks stuff like defines and default callbacks
|
||||||
|
================*/
|
||||||
|
SetupCallbacks()
|
||||||
|
{
|
||||||
|
SetDefaultCallbacks();
|
||||||
|
|
||||||
|
// Set defined for damage flags used in the playerDamage callback
|
||||||
|
level.iDFLAGS_RADIUS = 1;
|
||||||
|
level.iDFLAGS_NO_ARMOR = 2;
|
||||||
|
level.iDFLAGS_NO_KNOCKBACK = 4;
|
||||||
|
level.iDFLAGS_PENETRATION = 8;
|
||||||
|
level.iDFLAGS_NO_TEAM_PROTECTION = 16;
|
||||||
|
level.iDFLAGS_NO_PROTECTION = 32;
|
||||||
|
level.iDFLAGS_PASSTHRU = 64;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called from the gametype script to store off the default callback functions.
|
||||||
|
This allows the callbacks to be overridden by level script, but not lost.
|
||||||
|
================*/
|
||||||
|
SetDefaultCallbacks()
|
||||||
|
{
|
||||||
|
level.callbackStartGameType = maps\mp\gametypes\_globallogic::Callback_StartGameType;
|
||||||
|
level.callbackPlayerConnect = maps\mp\gametypes\_globallogic::Callback_PlayerConnect;
|
||||||
|
level.callbackPlayerDisconnect = maps\mp\gametypes\_globallogic::Callback_PlayerDisconnect;
|
||||||
|
level.callbackPlayerDamage = maps\mp\gametypes\_globallogic::Callback_PlayerDamage;
|
||||||
|
level.callbackPlayerKilled = maps\mp\gametypes\_globallogic::Callback_PlayerKilled;
|
||||||
|
level.callbackPlayerLastStand = maps\mp\gametypes\_globallogic::Callback_PlayerLastStand;
|
||||||
|
level.callbackActorDamage = maps\mp\gametypes\_globallogic::Callback_ActorDamage;
|
||||||
|
level.callbackActorKilled = maps\mp\gametypes\_globallogic::Callback_ActorKilled;
|
||||||
|
level.callbackVehicleDamage = maps\mp\gametypes\_globallogic::Callback_VehicleDamage;
|
||||||
|
level.callbackVehicleRadiusDamage = maps\mp\gametypes\_globallogic::Callback_VehicleRadiusDamage;
|
||||||
|
level.callbackPlayerSpawnGenerateInfluencers= maps\mp\gametypes\_globallogic::Callback_PlayerSpawnGenerateInfluencers;
|
||||||
|
level.callbackPlayerSpawnGenerateSpawnPointEntityBaseScore= maps\mp\gametypes\_globallogic::Callback_PlayerSpawnGenerateSpawnPointEntityBaseScore;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
Called when a gametype is not supported.
|
||||||
|
================*/
|
||||||
|
AbortLevel()
|
||||||
|
{
|
||||||
|
println("Aborting level - gametype is not supported");
|
||||||
|
|
||||||
|
level.callbackStartGameType = ::callbackVoid;
|
||||||
|
level.callbackPlayerConnect = ::callbackVoid;
|
||||||
|
level.callbackPlayerDisconnect = ::callbackVoid;
|
||||||
|
level.callbackPlayerDamage = ::callbackVoid;
|
||||||
|
level.callbackPlayerKilled = ::callbackVoid;
|
||||||
|
level.callbackPlayerLastStand = ::callbackVoid;
|
||||||
|
level.callbackActorDamage = ::callbackVoid;
|
||||||
|
level.callbackActorKilled = ::callbackVoid;
|
||||||
|
level.callbackVehicleDamage = ::callbackVoid;
|
||||||
|
level.callbackPlayerSpawnGenerateInfluencers= ::callbackVoid;
|
||||||
|
level.callbackPlayerSpawnGenerateSpawnPointEntityBaseScore= ::callbackVoid;
|
||||||
|
|
||||||
|
setdvar("g_gametype", "dm");
|
||||||
|
|
||||||
|
exitLevel(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*================
|
||||||
|
================*/
|
||||||
|
callbackVoid()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
Loading…
x
Reference in New Issue
Block a user