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https://github.com/JezuzLizard/t4sp_bot_warfare.git
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cleanup
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95d7947d54
commit
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@ -311,7 +311,7 @@ onNewEnemy()
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if ( !isDefined( self.bot.target ) )
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continue;
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if ( !isDefined( self.bot.target.entity ) || !self.bot.target.isactor )
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if ( !isDefined( self.bot.target.entity ) || !isAi( self.bot.target.entity ) )
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continue;
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if ( self.bot.target.didlook )
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@ -1068,7 +1068,6 @@ createTargetObj( ent, theTime )
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obj.trace_time_time = 0;
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obj.rand = randomInt( 100 );
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obj.didlook = false;
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obj.isactor = isai( ent );
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obj.offset = undefined;
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obj.bone = undefined;
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obj.aim_offset = undefined;
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@ -1205,7 +1204,7 @@ aim_loop()
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last_pos = self.bot.target.last_seen_pos;
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target = self.bot.target.entity;
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conedot = 0;
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isActor = self.bot.target.isactor;
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isact = isAi( self.bot.target.entity );
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offset = self.bot.target.offset;
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@ -1242,7 +1241,7 @@ aim_loop()
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{
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if ( no_trace_time > no_trace_ads_time )
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{
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if ( isActor )
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if ( isact )
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{
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//better room to nade? cook time function with dist?
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if ( !self.bot.isfraggingafter && !self.bot.issmokingafter )
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@ -1281,7 +1280,7 @@ aim_loop()
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if ( trace_time )
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{
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if ( isActor )
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if ( isact )
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{
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aimpos = target getTagOrigin( bone );
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@ -1316,7 +1315,7 @@ aim_loop()
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self thread bot_lookat( aimpos, aimspeed );
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}
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if ( isActor && !self.bot.isknifingafter && conedot > 0.9 && dist < level.bots_maxKnifeDistance && trace_time > reaction_time && !self.bot.isreloading && getDvarInt( "bots_play_knife" ) )
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if ( isact && !self.bot.isknifingafter && conedot > 0.9 && dist < level.bots_maxKnifeDistance && trace_time > reaction_time && !self.bot.isreloading && getDvarInt( "bots_play_knife" ) )
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{
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self clear_bot_after_target();
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self thread knife( target );
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@ -1349,7 +1348,7 @@ aim_loop()
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if ( ( !canADS || adsAmount >= 1.0 || self InLastStand() || self GetStance() == "prone" ) && ( conedot > 0.99 || dist < level.bots_maxKnifeDistance ) && getDvarInt( "bots_play_fire" ) )
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self botFire();
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if ( isActor )
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if ( isact )
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self thread start_bot_after_target( target );
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}
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@ -1489,7 +1488,7 @@ walk_loop()
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return;
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}
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if ( self.bot.target.trace_time && self canFire( curweap ) && self isInRange( self.bot.target.dist, curweap ) )
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if ( isAi( self.bot.target.entity ) self.bot.target.trace_time && self canFire( curweap ) && self isInRange( self.bot.target.dist, curweap ) )
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{
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if ( self inLastStand() || self GetStance() == "prone" || ( self.bot.is_cur_sniper && self PlayerADS() > 0 ) )
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return;
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