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@ -120,7 +120,7 @@ init()
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level thread onPlayerConnect();
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level thread handleBots();
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maps\bots\_bot_script::bot_script_init();
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level thread maps\bots\_bot_script::bot_script_init();
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}
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/*
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@ -161,22 +161,6 @@ onPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon,
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self [[level.prevCallbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
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}
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on_actor_spawned()
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{
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if ( isDefined( level.prevCallbackActorSpawned ) )
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{
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self [[ level.prevCallbackActorSpawned ]]();
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}
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}
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on_actor_killed( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset )
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{
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if ( isDefined( level.prevCallbackActorKilled ) )
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{
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self [[ level.prevCallbackActorKilled ]]( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, iTimeOffset );
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}
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}
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/*
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Starts the callbacks.
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*/
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@ -185,10 +169,6 @@ hook_callbacks()
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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.prevCallbackActorSpawned = level.callbackActorSpawned;
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level.callbackActorSpawned = ::on_actor_spawned;
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level.prevCallbackActorKilled = level.callbackActorKilled;
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level.callbackActorKilled = ::on_actor_killed;
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}
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/*
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@ -1,42 +1,13 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\bots\_bot_utility;
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#include maps\bots\script_objectives\_obj_actions;
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#include maps\bots\script_objectives\_obj_common;
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#include maps\bots\script_objectives\_obj_trackers;
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/*
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Initialize bot script level functions
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*/
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bot_script_init()
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{
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//maps\bots\script_objectives\_obj_common;
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//maps\bots\script_objectives\_obj_actions;
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register_bot_action( "objective", "powerup", ::bot_grab_powerup,
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::bot_powerup_process_order,
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::bot_powerup_init,
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::bot_powerup_post_think,
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::bot_should_grab_powerup,
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::bot_check_complete_grab_powerup,
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::bot_powerup_should_cancel,
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::bot_powerup_should_postpone,
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::bot_powerup_priority );
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register_bot_action( "objective", "revive", ::bot_revive_player,
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::bot_revive_process_order,
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::bot_revive_player_init,
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::bot_revive_player_post_think,
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::bot_should_revive_player,
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::bot_check_complete_revive_player,
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::bot_revive_player_should_cancel,
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::bot_revive_player_should_postpone,
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::bot_revive_player_priority );
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register_bot_objective( "powerup" );
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register_bot_objective( "revive" );
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//maps\bots\script_objectives\_obj_trackers;
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level thread store_powerups_dropped();
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level thread watch_for_downed_players();
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level thread maps\bots\script_objectives\_obj_init::init();
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}
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/*
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@ -59,15 +30,8 @@ connected()
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self thread difficulty();
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self thread onBotSpawned();
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self thread onSpawned();
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self thread initialize_bot_actions_queue();
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self thread bot_valid_pump();
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//self thread bot_objective_inaccessible_pump();
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self.on_powerup_grab_func = ::bot_on_powerup_grab;
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self.on_revive_success_func = ::bot_on_revive_success;
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self.obj_postponed_reason = "";
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self.obj_cancel_reason = "";
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self thread maps\bots\script_objectives\_obj_init::connected();
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}
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/*
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@ -402,9 +366,11 @@ onSpawned()
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for ( ;; )
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{
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self waittill( "spawned_player" );
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self thread bot_action_think();
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self.bot_lock_goal = false;
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self.bot_was_follow_script_update = undefined;
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self thread maps\bots\script_objectives::spawned();
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}
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}
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@ -416,11 +382,6 @@ start_bot_threads()
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self endon( "disconnect" );
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level endon( "intermission" );
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self endon( "zombified" );
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}
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//TODO: Add ability to pause an action so the bot won't be doing it while its paused but when its unpaused they can resume the action with the same settings
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//Similar to postpone except instead of selecting a new action the current action is preserved
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action_should_be_paused_global( primary_group_name, action_name )
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{
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return false;
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self thread maps\bots\script_objectives::start_bot_threads();
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}
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75
maps/bots/script_objectives/_obj_init.gsc
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75
maps/bots/script_objectives/_obj_init.gsc
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@ -0,0 +1,75 @@
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#include common_scripts\utility;
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#include maps\_utility;
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#include maps\bots\_bot_utility;
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#include maps\bots\script_objectives\_obj_common;
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#include maps\bots\script_objectives\_obj_actions;
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#include maps\bots\script_objectives\_obj_trackers;
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init()
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{
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//maps\bots\script_objectives\_obj_common;
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//maps\bots\script_objectives\_obj_actions;
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register_bot_action( "objective", "powerup", ::bot_grab_powerup,
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::bot_powerup_process_order,
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::bot_powerup_init,
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::bot_powerup_post_think,
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::bot_should_grab_powerup,
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::bot_check_complete_grab_powerup,
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::bot_powerup_should_cancel,
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::bot_powerup_should_postpone,
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::bot_powerup_priority );
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register_bot_action( "objective", "revive", ::bot_revive_player,
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::bot_revive_process_order,
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::bot_revive_player_init,
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::bot_revive_player_post_think,
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::bot_should_revive_player,
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::bot_check_complete_revive_player,
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::bot_revive_player_should_cancel,
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::bot_revive_player_should_postpone,
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::bot_revive_player_priority );
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register_bot_objective( "powerup" );
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register_bot_objective( "revive" );
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//maps\bots\script_objectives\_obj_trackers;
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level thread store_powerups_dropped();
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level thread watch_for_downed_players();
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}
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connected()
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{
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self endon( "disconnect" );
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self thread initialize_bot_actions_queue();
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self thread bot_valid_pump();
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//self thread bot_objective_inaccessible_pump();
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self.on_powerup_grab_func = ::bot_on_powerup_grab;
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self.on_revive_success_func = ::bot_on_revive_success;
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self.obj_postponed_reason = "";
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self.obj_cancel_reason = "";
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}
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spawned()
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{
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self endon( "disconnect" );
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level endon( "intermission" );
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self endon( "zombified" );
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self thread bot_action_think();
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}
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start_bot_threads()
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{
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self endon( "disconnect" );
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level endon( "intermission" );
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self endon( "zombified" );
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}
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//TODO: Add ability to pause an action so the bot won't be doing it while its paused but when its unpaused they can resume the action with the same settings
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//Similar to postpone except instead of selecting a new action the current action is preserved
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action_should_be_paused_global( primary_group_name, action_name )
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{
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return false;
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}
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