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https://github.com/JezuzLizard/t4sp_bot_warfare.git
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14
.astylerc
14
.astylerc
@ -1,21 +1,27 @@
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# try to mimic the original gsc provided
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# mode=ghc
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mode=c
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style=allman
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indent=tab
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indent=force-tab=2
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lineend=windows
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pad-oper
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pad-paren-in
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pad-header
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# delete-empty-lines
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# pad-brackets-in
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fill-empty-lines
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squeeze-lines=2
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squeeze-ws
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break-one-line-headers
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add-braces
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remove-comment-prefix
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break-blocks
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# remove-braces
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indent-switches
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indent-cases
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indent-after-parens
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indent-col1-comments
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remove-comment-prefix
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@ -4,7 +4,7 @@ root = true
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indent_style = tab
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indent_size = 2
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charset = latin1
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trim_trailing_whitespace = true
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trim_trailing_whitespace = false
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insert_final_newline = true
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[*.md]
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@ -29,52 +29,52 @@ init()
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if ( getdvar( "bots_main_GUIDs" ) == "" )
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{
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setdvar( "bots_main_GUIDs", "" ); // guids of players who will be given host powers, comma seperated
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setdvar( "bots_main_GUIDs", "" ); // guids of players who will be given host powers, comma seperated
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}
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if ( getdvar( "bots_main_firstIsHost" ) == "" )
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{
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setdvar( "bots_main_firstIsHost", false ); // first player to connect is a host
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setdvar( "bots_main_firstIsHost", false ); // first player to connect is a host
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}
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if ( getdvar( "bots_main_waitForHostTime" ) == "" )
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{
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setdvar( "bots_main_waitForHostTime", 10.0 ); // how long to wait to wait for the host player
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setdvar( "bots_main_waitForHostTime", 10.0 ); // how long to wait to wait for the host player
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}
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if ( getdvar( "bots_main_kickBotsAtEnd" ) == "" )
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{
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setdvar( "bots_main_kickBotsAtEnd", false ); // kicks the bots at game end
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setdvar( "bots_main_kickBotsAtEnd", false ); // kicks the bots at game end
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}
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if ( getdvar( "bots_manage_add" ) == "" )
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{
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setdvar( "bots_manage_add", 0 ); // amount of bots to add to the game
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setdvar( "bots_manage_add", 0 ); // amount of bots to add to the game
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}
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if ( getdvar( "bots_manage_fill" ) == "" )
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{
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setdvar( "bots_manage_fill", 0 ); // amount of bots to maintain
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setdvar( "bots_manage_fill", 0 ); // amount of bots to maintain
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}
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if ( getdvar( "bots_manage_fill_mode" ) == "" )
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{
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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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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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}
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if ( getdvar( "bots_manage_fill_kick" ) == "" )
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{
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setdvar( "bots_manage_fill_kick", false ); // kick bots if too many
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setdvar( "bots_manage_fill_kick", false ); // kick bots if too many
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}
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if ( getdvar( "bots_skill" ) == "" )
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{
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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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setdvar( "bots_skill", 0 ); // 0 is random, 1 is easy 7 is hard, 8 is custom, 9 is completely random
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}
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if ( getdvar( "bots_skill_hard" ) == "" )
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{
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setdvar( "bots_skill_hard", 0 ); // amount of hard bots on axis team
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setdvar( "bots_skill_hard", 0 ); // amount of hard bots on axis team
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}
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if ( getdvar( "bots_skill_med" ) == "" )
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@ -707,8 +707,8 @@ doBotMovement_loop( data )
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// rotate our direction according to our angles
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dir = ( dir[ 0 ] * cosa - dir[ 1 ] * sina,
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dir[ 0 ] * sina + dir[ 1 ] * cosa,
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0 );
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dir[ 0 ] * sina + dir[ 1 ] * cosa,
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0 );
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// make the length 127
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dir = vectornormalize( dir ) * 127;
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@ -1025,17 +1025,17 @@ target_loop()
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traceAnkleRight = bullettrace( myEye, targetAnkleRight, false, enemy );
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canTargetEnemy = ( ( sighttracepassed( myEye, targetHead, false, enemy ) ||
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sighttracepassed( myEye, targetAnkleLeft, false, enemy ) ||
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sighttracepassed( myEye, targetAnkleRight, false, enemy ) )
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sighttracepassed( myEye, targetAnkleLeft, false, enemy ) ||
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sighttracepassed( myEye, targetAnkleRight, false, enemy ) )
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&& ( ( traceHead[ "fraction" ] >= 1.0 || traceHead[ "surfacetype" ] == "glass" ) ||
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( traceAnkleLeft[ "fraction" ] >= 1.0 || traceAnkleLeft[ "surfacetype" ] == "glass" ) ||
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( traceAnkleRight[ "fraction" ] >= 1.0 || traceAnkleRight[ "surfacetype" ] == "glass" ) )
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&& ( ( traceHead[ "fraction" ] >= 1.0 || traceHead[ "surfacetype" ] == "glass" ) ||
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( traceAnkleLeft[ "fraction" ] >= 1.0 || traceAnkleLeft[ "surfacetype" ] == "glass" ) ||
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( traceAnkleRight[ "fraction" ] >= 1.0 || traceAnkleRight[ "surfacetype" ] == "glass" ) )
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&& ( getConeDot( enemy.origin, self.origin, myAngles ) >= myFov ||
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( isObjDef && obj.trace_time ) )
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&& ( getConeDot( enemy.origin, self.origin, myAngles ) >= myFov ||
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( isObjDef && obj.trace_time ) )
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&& ( !isdefined( enemy.magic_bullet_shield ) || !enemy.magic_bullet_shield ) );
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&& ( !isdefined( enemy.magic_bullet_shield ) || !enemy.magic_bullet_shield ) );
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if ( isdefined( self.bot.target_this_frame ) && self.bot.target_this_frame == enemy )
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{
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@ -1234,8 +1234,8 @@ updateAimOffset( obj )
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if ( diffAimAmount > 0 )
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{
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obj.aim_offset_base = ( randomfloatrange( 0 - diffAimAmount, diffAimAmount ),
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randomfloatrange( 0 - diffAimAmount, diffAimAmount ),
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randomfloatrange( 0 - diffAimAmount, diffAimAmount ) );
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randomfloatrange( 0 - diffAimAmount, diffAimAmount ),
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randomfloatrange( 0 - diffAimAmount, diffAimAmount ) );
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}
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else
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{
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@ -233,7 +233,7 @@ GoDoTreasureChest( eObj )
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ret = weapon_spawn_org waittill_any_timeout( 5, "randomization_done" );
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if (ret == "timeout")
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if ( ret == "timeout" )
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{
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eObj.sreason = "randomization_done timed out";
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return;
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