mirror of
https://github.com/JezuzLizard/t4sp_bot_warfare.git
synced 2025-04-23 15:05:43 +00:00
Fix mistakes in scripts. Create bot objective glob and add objectives on map to the glob. Don't create 3 separate threads for bot think.
729 lines
18 KiB
Plaintext
729 lines
18 KiB
Plaintext
#include common_scripts\utility;
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#include maps\_utility;
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#include maps\so\zm_common\_zm_utility;
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register_stats_for_bot_weapon( weapon, score )
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{
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if ( !isDefined( level.bot_weapons_stats ) )
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{
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level.bot_weapons_stats = [];
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}
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level.bot_weapons_stats[ weapon ] = score;
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}
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parse_bot_weapon_stats_from_table()
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{
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WEAPON_COLUMN = 0;
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SCORE_COLUMN = 1;
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/*
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row = 0;
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while ( true )
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{
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weapon = fs_tablelookupcolumnforrow( "tables\bot_weapon_stats.csv", row, WEAPON_COLUMN );
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if ( !isDefined( weapon ) || weapon == "" )
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{
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break;
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}
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score = fs_tablelookupcolumnforrow( "tables\bot_weapon_stats.csv", row, SCORE_COLUMN );
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if ( !isDefined( score ) || score == "" )
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{
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row++;
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continue;
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}
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if ( isDefined( level.zombie_include_weapons[ weapon + "_zm" ] ) )
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{
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register_stats_for_bot_weapon( weapon + "_zm", int( score ) );
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if ( isDefined( level.zombie_include_weapons[ weapon + "_upgraded_zm" ] ) )
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{
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register_stats_for_bot_weapon( weapon + "_upgraded_zm", int( score ) + 1 );
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}
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}
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else if ( isDefined( level.zombie_include_weapons[ weapon ] ) )
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{
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register_stats_for_bot_weapon( weapon, int( score ) );
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}
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row++;
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}
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*/
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}
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array_validate( array )
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{
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return isDefined( array ) && isArray( array ) && array.size > 0;
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}
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array_add( array, item )
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{
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array[ array.size ] = item;
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}
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swap( array, index1, index2 )
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{
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temp = array[ index1 ];
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array[ index1 ] = array[ index2 ];
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array[ index2 ] = temp;
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return array;
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}
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merge_sort( current_list, func_sort, param )
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{
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if ( current_list.size <= 1 )
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{
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return current_list;
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}
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left = [];
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right = [];
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middle = current_list.size / 2;
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for ( x = 0; x < middle; x++ )
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{
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array_add( left, current_list[ x ] );
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}
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for ( ; x < current_list.size; x++ )
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{
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array_add( right, current_list[ x ] );
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}
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left = merge_sort( left, func_sort, param );
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right = merge_sort( right, func_sort, param );
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//result = merge( left, right, func_sort, param );
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//return result;
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}
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quickSort(array, compare_func)
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{
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return quickSortMid(array, 0, array.size -1, compare_func);
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}
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quickSortMid( array, start, end, compare_func )
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{
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i = start;
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k = end;
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if(!IsDefined(compare_func))
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compare_func = ::quicksort_compare;
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if (end - start >= 1)
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{
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pivot = array[start];
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while (k > i)
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{
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while ( [[ compare_func ]](array[i], pivot) && i <= end && k > i)
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i++;
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while ( ![[ compare_func ]](array[k], pivot) && k >= start && k >= i)
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k--;
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if (k > i)
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array = swap(array, i, k);
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}
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array = swap(array, start, k);
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array = quickSortMid(array, start, k - 1, compare_func);
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array = quickSortMid(array, k + 1, end, compare_func);
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}
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else
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return array;
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return array;
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}
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quicksort_compare(left, right)
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{
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return left <= right;
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}
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push( array, val, index )
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{
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if ( !isdefined( index ) )
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{
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// use max free integer as index
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index = 0;
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keys = GetArrayKeys( array );
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for ( i = 0; i < keys.size; i++ )
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{
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key = keys[ i ];
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if ( IsInt( key ) && ( key >= index ) )
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{
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index = key + 1;
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}
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}
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}
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array = array_insert( array, val, index );
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return array;
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}
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bot_spawn_init()
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{
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time = gettime();
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if ( !isdefined( self.bot ) )
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{
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self.bot = spawnstruct();
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self.bot.threat = spawnstruct();
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}
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self.bot.glass_origin = undefined;
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self.bot.ignore_entity = [];
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self.bot.previous_origin = self.origin;
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self.bot.time_ads = 0;
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self.bot.update_c4 = time + randomintrange( 1000, 3000 );
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self.bot.update_crate = time + randomintrange( 1000, 3000 );
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self.bot.update_crouch = time + randomintrange( 1000, 3000 );
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self.bot.update_failsafe = time + randomintrange( 1000, 3000 );
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self.bot.update_idle_lookat = time + randomintrange( 1000, 3000 );
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self.bot.update_killstreak = time + randomintrange( 1000, 3000 );
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self.bot.update_lookat = time + randomintrange( 1000, 3000 );
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self.bot.update_objective = time + randomintrange( 1000, 3000 );
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self.bot.update_objective_patrol = time + randomintrange( 1000, 3000 );
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self.bot.update_patrol = time + randomintrange( 1000, 3000 );
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self.bot.update_toss = time + randomintrange( 1000, 3000 );
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self.bot.update_launcher = time + randomintrange( 1000, 3000 );
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self.bot.update_weapon = time + randomintrange( 1000, 3000 );
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self.bot.threat.entity = undefined;
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self.bot.threat.position = ( 0, 0, 0 );
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self.bot.threat.time_first_sight = 0;
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self.bot.threat.time_recent_sight = 0;
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self.bot.threat.time_aim_interval = 0;
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self.bot.threat.time_aim_correct = 0;
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self.bot.threat.update_riotshield = 0;
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}
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bot_should_hip_fire()
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{
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enemy = self.bot.threat.entity;
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weapon = self getcurrentweapon();
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if ( weapon == "none" )
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return 0;
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if ( weaponisdualwield( weapon ) )
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return 1;
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weapon_class = weaponclass( weapon );
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if ( isplayer( enemy ) && weapon_class == "spread" )
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return 1;
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distsq = distancesquared( self.origin, enemy.origin );
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distcheck = 0;
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switch ( weapon_class )
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{
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case "mg":
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distcheck = 250;
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break;
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case "smg":
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distcheck = 350;
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break;
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case "spread":
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distcheck = 400;
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break;
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case "pistol":
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distcheck = 200;
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break;
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case "rocketlauncher":
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distcheck = 0;
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break;
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case "rifle":
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default:
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distcheck = 300;
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break;
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}
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if ( isweaponscopeoverlay( weapon ) )
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distcheck = 500;
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return distsq < distcheck * distcheck;
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}
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get_allies()
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{
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return getPlayers( self.team );
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}
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get_zombies()
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{
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return getAiSpeciesArray( level.zombie_team, "all" );
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}
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find_gaps()
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{
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}
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are_enemies_horded()
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{
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MINIMUM_PERCENT_TO_BE_HORDE = 0.9;
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DISTANCE_SQ = 120 * 120;
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zombies = get_zombies();
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amount_in_horde = 0;
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max_eligible_zombies = isDefined( level.speed_change_round ) ? zombies.size - level.speed_change_num : zombies.size;
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expected_amount_in_horde_min = int( max_eligible_zombies * MINIMUM_PERCENT_TO_BE_HORDE );
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if ( isDefined( level.speed_change_round ) )
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{
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for ( i = 0; i < zombies.size; i++ )
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{
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if ( zombies[ i ].zombie_move_speed == "walk" )
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{
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continue;
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}
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if ( !isDefined( zombies[ i + 1 ] ) )
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{
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return false;
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}
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if ( zombies[ i + 1 ].zombie_move_speed != "walk" )
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{
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if ( distanceSquared( zombies[ i + 1 ].origin, zombies[ i ].origin ) <= DISTANCE_SQ )
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{
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amount_in_horde++;
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}
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}
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if ( amount_in_horde >= expected_amount_in_horde_min )
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{
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return true;
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}
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}
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}
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else
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{
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for ( i = 0; i < zombies.size; i++ )
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{
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if ( !isDefined( zombies[ i + 1 ] ) )
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{
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return false;
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}
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if ( distanceSquared( zombies[ i + 1 ].origin, zombies[ i ].origin ) <= DISTANCE_SQ )
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{
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amount_in_horde++;
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}
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if ( amount_in_horde >= expected_amount_in_horde_min )
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{
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return true;
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}
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}
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}
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return false;
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}
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any_enemies_in_direction( dir )
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{
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}
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predict_entity_position_frames( frames )
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{
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current_velocity = self getVelocity();
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predicted_origin = self.origin;
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for ( i = 0; i < frames; i++ )
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{
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predicted_origin += ( current_velocity / 20 );
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}
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return predicted_origin;
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}
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predict_entity_position_seconds( seconds )
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{
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current_velocity = self getVelocity();
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predicted_origin = self.origin;
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for ( i = 0; i < seconds; i++ )
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{
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predicted_origin += current_velocity;
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}
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return predicted_origin;
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}
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any_zombies_targeting_self()
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{
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ZOMBIE_TARGETING_DIST_SQ = 10 * 10;
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zombies = get_zombies();
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if ( !array_validate( zombies ) )
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{
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return false;
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}
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for ( i = 0; i < zombies.size; i++ )
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{
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if ( isDefined( zombies[ i ].favoriteenemy ) && zombies[ i ].favoriteenemy == self )
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{
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return true;
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}
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if ( isDefined( zombies[ i ].goal_pos ) && distanceSquared( zombies[ i ].goal_pos, self.origin ) < ZOMBIE_TARGETING_DIST_SQ )
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{
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return true;
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}
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}
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return false;
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}
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bot_is_in_danger( player )
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{
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return false;
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}
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bot_valid( player )
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{
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if ( !isdefined( player ) )
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return false;
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if ( !isalive( player ) )
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return false;
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if ( !isplayer( player ) )
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return false;
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if ( !is_true( player.pers[ "isBot" ] ) )
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return false;
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if ( isdefined( player.is_zombie ) && player.is_zombie == 1 )
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return false;
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if ( player.sessionstate == "spectator" )
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return false;
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if ( player.sessionstate == "intermission" )
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return false;
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if ( isdefined( player.intermission ) && player.intermission )
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return false;
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if ( isdefined( level.is_player_valid_override ) )
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return [[ level.is_player_valid_override ]]( player );
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return true;
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}
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assign_priority_to_powerup( powerup )
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{
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if ( !isDefined( powerup ) )
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{
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return;
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}
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priority = 0;
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powerup_is_max_ammo = false;
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switch ( powerup.powerup_name )
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{
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case "zombie_blood":
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case "insta_kill":
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case "nuke":
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priority += 2;
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break;
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case "full_ammo":
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powerup_is_max_ammo = true;
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priority += 1;
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break;
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case "double_points":
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case "fire_sale":
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case "carpenter":
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case "free_perk":
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priority += 1;
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break;
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default:
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priority += 0;
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break;
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}
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if ( powerup_is_max_ammo )
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{
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LOW_AMMO_THRESHOLD = 0.3;
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for ( i = 0; i < level.players.size; i++ )
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{
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weapons = level.players[ i ] getWeaponsListPrimaries();
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for ( j = 0; j < weapons.size; j++ )
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{
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if ( self getWeaponAmmoStock( weapons[ j ] ) <= int( weaponmaxammo( weapons[ j ] ) * LOW_AMMO_THRESHOLD ) )
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{
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priority += 1;
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break;
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}
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}
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if ( priority > 3 )
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{
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break;
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}
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}
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}
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if ( maps\mp\zombies\_zm_laststand::player_any_player_in_laststand() )
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{
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switch ( powerup.powerup_name )
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{
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case "zombie_blood":
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case "insta_kill":
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case "nuke":
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priority += 1;
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break;
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case "full_ammo":
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priority += 0;
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break;
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case "double_points":
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case "fire_sale":
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case "carpenter":
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case "free_perk":
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priority -= 1;
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break;
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default:
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priority += 0;
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break;
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}
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}
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if ( powerup.time_left_until_timeout < 10.0 )
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{
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priority += 1;
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}
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if ( priority < 0 )
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{
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priority = 0;
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}
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powerup.priority = priority;
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}
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sort_array_by_priority_field( array, item )
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{
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if ( isDefined( item ) )
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{
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array[ array.size ] = item;
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}
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priority_array = [];
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for ( i = 0; i < array.size; i++ )
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{
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priority_array[ i ] = array[ i ].priority;
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}
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priority_array = quickSort( priority_array );
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sorted_array = [];
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for ( i = 0; i < priority_array.size; i++ )
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{
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for ( j = 0; j < array.size; j++ )
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{
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if ( array[ j ].priority == priority_array[ i ] )
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{
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sorted_array[ sorted_array.size ] = array[ j ];
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}
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}
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}
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return sorted_array;
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}
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/*
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We need to calculate where the bot should go to next and update their movement constantly here
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If the calculations predicts death or teammates death based on current course we need recalculate next move
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Updating every frame(0.05) should be sufficient
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Key to movement code is determining gaps, and safe lines to follow
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Bot should try to find the nearest safe line and follow it
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Due to many different variables(primarily resulting from other players) we need to constantly verify if the line is safe to follow
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If the bot doesn't detect any danger allow them to stand still far enough away from the zombies to not draw aggro but close enough to shoot at them
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Questions:
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Can bots move and use the use button at the same time? Necessary to be able to support circle revive
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How do we know the bot is safe where they are currently or where they will be moving to?
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How do we determine gaps in zombies/terrain to slip through?
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*/
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movement_think()
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{
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while ( true )
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{
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}
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}
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/*
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bot methods docs
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enum BotGoalPriority
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{
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GOAL_PRIORITY_UNUSED = 0x0,
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GOAL_PRIORITY_LOW = 0x1,
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GOAL_PRIORITY_NORMAL = 0x2,
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GOAL_PRIORITY_HIGH = 0x3,
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GOAL_PRIORITY_URGENT = 0x4,
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GOAL_PRIORITY_MAX = 0x5,
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};
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success = bot addGoal( <origin|pathnode>, float<goalRadius>, BotGoalPriority<priority>, string<notify> );
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bot cancelGoal( string<notify> );
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bot atGoal( string[notify] );
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bot hasGoal( string<notify> );
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origin = bot getGoal( string<notify> );
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bot pressUseButton( float<time_in_seconds> );
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bot pressAttackButton( float<time_in_seconds> );
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bot pressDtpButton();
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bot pressAds( <bool> );
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bot pressMelee();
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bot throwGrenade( string<weapon_name>, vector<destination> );
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dist = bot getLookaheadDist();
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dir = bot getLookAheadDir();
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bot lookAt( vector<origin> );
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bot clearLookat();
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pos = bot predictPosition( entity<ent>, int<num_frames> );
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success = bot sightTracePassed( entity<ent>, vector[point] );
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enemies = bot getThreats( float<fov> ); //Fov value can be -1 to find all enemies instead of enemies in fov.
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bot botSetFailsafeNode( pathnode[node] );
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|
|
|
player methods docs
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player allowStand( <bool> );
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player allowCrouch( <bool> );
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player allowProne( <bool> );
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player allowAds( <bool> );
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player allowSprint( <bool> );
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player allowMelee( <bool> );
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player setSpawnWeapon( string<weapon_name> );
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player isLookingAt( <entity> );
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ads_amount = player playerAds();
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stance = player getstance();
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|
player setStance( string<stance> );
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dot = player playerSightTrace( vector<item_position>, int<unk>, int<hitnum> );
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|
|
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entity methods docs
|
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mins = entity getMins();
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maxes = entity getMaxes();
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absmins = entity getAdbMins();
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|
absmaxes = entity getAbsMaxes();
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eye = entity getEye();
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|
centroid = entity getCentroid()
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velocity = entity getVelocity();
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vector = entity getpointinbounds( float<x>, float<y>, float<z> );
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is_touching = entity isTouching( entity<ent>, vector[extra_boundary] );
|
|
is_touching = entity isTouchingVolume( vector<origin>, vector<mins>, vector<maxes> );
|
|
|
|
dot = entity damageConeTrace( vector<damage_origin>, entity[ent], vector[damage_angles], float[damage_amount] );
|
|
dot = entity sightConeTrace( vector<damage_origin>, entity[ent], vector[damage_angles], float[damage_amount] );
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|
|
|
common functions docs
|
|
|
|
nodeStringTable = {
|
|
"Path",
|
|
"Cover Stand",
|
|
"Cover Crouch",
|
|
"Cover Crouch Window",
|
|
"Cover Prone",
|
|
"Cover Right",
|
|
"Cover Left",
|
|
"Cover Pillar",
|
|
"Ambush",
|
|
"Exposed",
|
|
"Conceal Stand",
|
|
"Conceal Crouch",
|
|
"Conceal Prone",
|
|
"Reacquire",
|
|
"Balcony",
|
|
"Scripted",
|
|
"Begin",
|
|
"End",
|
|
"Turret",
|
|
"Guard"
|
|
}
|
|
|
|
enum team_t
|
|
{
|
|
TEAM_FREE = 0x0,
|
|
TEAM_BAD = 0x0,
|
|
TEAM_ALLIES = 0x1,
|
|
TEAM_AXIS = 0x2,
|
|
TEAM_THREE = 0x3,
|
|
TEAM_FOUR = 0x4,
|
|
TEAM_FIVE = 0x5,
|
|
TEAM_SIX = 0x6,
|
|
TEAM_SEVEN = 0x7,
|
|
TEAM_EIGHT = 0x8,
|
|
TEAM_NUM_PLAYING_TEAMS = 0x9,
|
|
TEAM_SPECTATOR = 0x9,
|
|
TEAM_NUM_TEAMS = 0xA,
|
|
TEAM_LOCALPLAYERS = 0xB,
|
|
TEAM_FIRST_PLAYING_TEAM = 0x1,
|
|
TEAM_LAST_PLAYING_TEAM = 0x8,
|
|
};
|
|
|
|
nodespawn_t nodespawns[21]
|
|
{
|
|
'node_pathnode'
|
|
'node_guard'
|
|
'node_turret'
|
|
'node_negotiation_end'
|
|
'node_negotiation_begin'
|
|
'node_scripted'
|
|
'node_balcony'
|
|
'node_reacquire'
|
|
'node_concealment_prone'
|
|
'node_concealment_crouch'
|
|
'node_concealment_stand'
|
|
'node_exposed'
|
|
'node_ambush'
|
|
'node_cover_pillar'
|
|
'node_cover_left'
|
|
'node_cover_right'
|
|
'node_cover_prone'
|
|
'node_cover_crouch_window'
|
|
'node_cover_crouch'
|
|
'node_cover_stand'
|
|
}
|
|
|
|
node = getNode( string<name>, entkey<key> );
|
|
nodes = getNodeArray( string<name>, entkey<key );
|
|
nodes = getNodeArraySorted( string<name>, entkey<key>, vector[origin], float[max_dist] );
|
|
nodes = getAnyNodeArray( vector<origin>, float<max_dist> );
|
|
nodes = getCoverNodeArray( vector<origin>, float<max_dist> );
|
|
nodes = getAllNodes();
|
|
nodes = getNodesInRadius( vector<origin>, float<max_radius>, float<min_radius>, float[max_height], nodeStringTable[type], int<max_nodes> );
|
|
nodes = getNodesInRadiusSorted( vector<origin>, float<max_radius>, float<min_radius>, float[max_height], nodeStringTable[type], int<max_nodes> );
|
|
node = getNearestNode( vector<origin> );
|
|
node = getVisibleNode( vector<start>, vector<end>, entity[ent] );
|
|
nodes = getVisibleNodes( node_ent<node> );
|
|
visible = nodesVisible( node_ent<node>, node_ent<node> );
|
|
canpath = nodesCanPath( node_ent<node>, node_ent<node> );
|
|
canclaimnode = canClaimNode( node_ent<node>, team_t<team> );
|
|
setEnableNode( node_ent<node>, [bool] );
|
|
linkNodes( node_ent<node>, node_ent<node> );
|
|
unLinkNodes( node_ent<node>, node_ent<node> );
|
|
nodesAreLinked( node_ent<node>, node_ent<node> );
|
|
dropnodetofloor( node_ent<node> );
|
|
node = spawnPathNode( nodespawn_t<classname>, vector<origin>, vector<angles>, key[key1], value[val1], ... );
|
|
deletePathNode( node_ent<node> );
|
|
occupied = isNodeOccupied( node_ent<node> );
|
|
nodeowner = getNodeOwner( node_ent<node> );
|
|
foundpath = findPath( vector<start>, vector<end>, entity[ent], bool[allow_negotiation_links], bool[allow_negotiation_hints] );
|
|
|
|
vector = vectorFromLineToPoint( vector<<start_pos>, vector<end_pos>, vector<point> );
|
|
point = pointOnSegmentNearestToPoint( vector<start_pos>, vector<end_pos>, vector<test_origin> );
|
|
pos_a_is_closer = closer( vector<ref_pos>, vector<a>, vector<b> );
|
|
dot = vectorDot( vector<a>, vector<b> );
|
|
cross = vectorCross( vector<a>, vector<b> );
|
|
normalized_vector = vectorNormalize( vector<vec> );
|
|
lerped_vector = vectorLerp( vector<from>, vector<to>, float<lerp> );
|
|
combined_angles = combineAngles( vector<a>, vector<b> );
|
|
angles = vectorToAngles( vector<vec> );
|
|
angle = absAngleClamp180( float<angle> );
|
|
angle = absAngleClamp360( float<angle> );
|
|
point = rotatePoint( vector<point>, vector<angles> );
|
|
|
|
trace
|
|
{
|
|
"fraction",
|
|
"position",
|
|
"entity",
|
|
"normal",
|
|
"surfacetype"
|
|
}
|
|
|
|
trace = bulletTrace( vector<end_pos>, vector<start_pos>, bool<use_content_mask_flag>, entity<ignore_ent>, bool[modify_contents_flags1], bool[modify_contents_flags2] );
|
|
passed = bulletTracePassed( vector<start_pos>, vector<end_pos>, bool<use_clipmask>, entity<ignore_ent>, entity[ignore_ent2?], bool[check_fx_visibility] );
|
|
trace = groundTrace( vector<end_pos>, vector<start_pos>, bool<use_content_mask_flag>, entity<ignore_ent>, bool[modify_contents_flags1], bool[modify_contents_flags2] );
|
|
passed = sightTracePassed( vector<start_pos>, vector<end_pos>, bool<use_clipmask>, entity<ignore_ent> );
|
|
|
|
player_physics_trace = playerPhysicsTrace( vector<end_pos>, vector<start_pos> );
|
|
trace = physicsTrace( vector<end_pos>, vector<smins>, vector[maxes], vector[end_pos], entity[ignore_ent] );
|
|
trace = worldTrace( vector<end_pos>, vector<start_pos> );
|
|
|
|
|
|
? customs functions to add
|
|
node = bot getNextNodeInPath( vector<start>, vector<end>, entity[ent], bool[allow_negotiation_links], bool[allow_negotiation_hints] );
|
|
bot botMovementOverride( byte<forward>, byte<right> );
|
|
self botButtonOverride( string<button>, string<value> );
|
|
self botClearMovementOverride();
|
|
self botClearButtonOverride( string<value> );
|
|
*/ |