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319 lines
8.4 KiB
319 lines
8.4 KiB
8 years ago
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#include "bot_common.h"
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/*
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* Globals initialization
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*/
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cvar_t cv_bot_traceview = { "bot_traceview", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_stop = { "bot_stop", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_show_nav = { "bot_show_nav", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_show_danger = { "bot_show_danger", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_nav_edit = { "bot_nav_edit", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_nav_zdraw = { "bot_nav_zdraw", "4", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_walk = { "bot_walk", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_difficulty = { "bot_difficulty", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_debug = { "bot_debug", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_quicksave = { "bot_quicksave", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_quota = { "bot_quota", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_quota_match = { "bot_quota_match", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_prefix = { "bot_prefix", "", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_rogues = { "bot_allow_rogues", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_pistols = { "bot_allow_pistols", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_shotguns = { "bot_allow_shotguns", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_sub_machine_guns = { "bot_allow_sub_machine_guns", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_rifles = { "bot_allow_rifles", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_machine_guns = { "bot_allow_machine_guns", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_grenades = { "bot_allow_grenades", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_snipers = { "bot_allow_snipers", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_allow_shield = { "bot_allow_shield", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_join_team = { "bot_join_team", "any", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_join_after_player = { "bot_join_after_player", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_auto_vacate = { "bot_auto_vacate", "1", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_zombie = { "bot_zombie", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_defer_to_human = { "bot_defer_to_human", "0", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_chatter = { "bot_chatter", "normal", FCVAR_SERVER, 0.0f, NULL };
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cvar_t cv_bot_profile_db = { "bot_profile_db", "BotProfile.db", FCVAR_SERVER, 0.0f, NULL };
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void InstallBotControl()
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{
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if (TheBots != NULL)
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{
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delete TheBots;
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TheBots = NULL;
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}
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TheBots = new CCSBotManager;
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}
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// Engine callback for custom server commands
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void Bot_ServerCommand()
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{
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if (TheBots != NULL)
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{
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const char *pcmd = CMD_ARGV(0);
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TheBots->ServerCommand(pcmd);
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}
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}
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void Bot_RegisterCvars()
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{
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if (true)
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{
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CVAR_REGISTER (&cv_bot_traceview);
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CVAR_REGISTER (&cv_bot_stop);
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CVAR_REGISTER (&cv_bot_show_nav);
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CVAR_REGISTER (&cv_bot_show_danger);
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CVAR_REGISTER (&cv_bot_nav_edit);
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CVAR_REGISTER (&cv_bot_nav_zdraw);
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CVAR_REGISTER (&cv_bot_walk);
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CVAR_REGISTER (&cv_bot_difficulty);
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CVAR_REGISTER (&cv_bot_debug);
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CVAR_REGISTER (&cv_bot_quicksave);
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CVAR_REGISTER (&cv_bot_quota);
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CVAR_REGISTER (&cv_bot_quota_match);
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CVAR_REGISTER (&cv_bot_prefix);
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CVAR_REGISTER (&cv_bot_allow_rogues);
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CVAR_REGISTER (&cv_bot_allow_pistols);
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CVAR_REGISTER (&cv_bot_allow_shotguns);
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CVAR_REGISTER (&cv_bot_allow_sub_machine_guns);
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CVAR_REGISTER (&cv_bot_allow_rifles);
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CVAR_REGISTER (&cv_bot_allow_machine_guns);
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CVAR_REGISTER (&cv_bot_allow_grenades);
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CVAR_REGISTER (&cv_bot_allow_snipers);
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CVAR_REGISTER (&cv_bot_allow_shield);
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CVAR_REGISTER (&cv_bot_join_team);
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CVAR_REGISTER (&cv_bot_join_after_player);
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CVAR_REGISTER (&cv_bot_auto_vacate);
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CVAR_REGISTER (&cv_bot_zombie);
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CVAR_REGISTER (&cv_bot_defer_to_human);
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CVAR_REGISTER (&cv_bot_chatter);
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CVAR_REGISTER (&cv_bot_profile_db);
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}
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}
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// Constructor
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CCSBot::CCSBot() : m_chatter(this), m_gameState(this)
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{
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;
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}
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// Prepare bot for action
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bool CCSBot::Initialize(const BotProfile *profile)
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{
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// extend
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CBot::Initialize(profile);
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// CS bot initialization
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m_diedLastRound = false;
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m_morale = POSITIVE; // starting a new round makes everyone a little happy
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m_combatRange = RANDOM_FLOAT(325, 425);
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m_navNodeList = NULL;
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m_currentNode = NULL;
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// set initial safe time guess for this map
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m_safeTime = 15.0f + 5.0f * GetProfile()->GetAggression();
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m_name[0] = '\0';
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ResetValues();
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StartNormalProcess();
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return true;
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}
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// Reset internal data to initial state
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void CCSBot::ResetValues()
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{
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m_chatter.Reset();
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m_gameState.Reset();
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m_avoid = NULL;
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m_avoidTimestamp = 0.0f;
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m_hurryTimer.Invalidate();
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m_isStuck = false;
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m_stuckTimestamp = 0.0f;
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m_wiggleTimestamp = 0.0f;
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m_stuckJumpTimestamp = 0.0f;
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m_pathLength = 0;
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m_pathIndex = 0;
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m_areaEnteredTimestamp = 0.0f;
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m_currentArea = NULL;
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m_lastKnownArea = NULL;
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m_avoidFriendTimer.Invalidate();
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m_isFriendInTheWay = false;
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m_isWaitingBehindFriend = false;
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m_disposition = ENGAGE_AND_INVESTIGATE;
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m_enemy = NULL;
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m_isWaitingToTossGrenade = false;
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m_wasSafe = true;
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m_nearbyEnemyCount = 0;
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m_enemyPlace = 0;
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m_nearbyFriendCount = 0;
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m_closestVisibleFriend = NULL;
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m_closestVisibleHumanFriend = NULL;
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for (int w = 0; w < ARRAYSIZE(m_watchInfo); ++w)
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{
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m_watchInfo[w].timestamp = 0.0f;
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m_watchInfo[w].isEnemy = false;
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}
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m_isEnemyVisible = false;
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m_visibleEnemyParts = NONE;
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m_lastSawEnemyTimestamp = 0.0f;
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m_firstSawEnemyTimestamp = 0.0f;
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m_currentEnemyAcquireTimestamp = 0.0f;
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m_isLastEnemyDead = true;
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m_attacker = NULL;
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m_attackedTimestamp = 0.0f;
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m_enemyDeathTimestamp = 0.0f;
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m_lastVictimID = 0;
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m_isAimingAtEnemy = false;
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m_fireWeaponTimestamp = 0.0f;
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m_equipTimer.Invalidate();
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m_isFollowing = false;
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m_leader = NULL;
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m_followTimestamp = 0.0f;
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m_allowAutoFollowTime = 0.0f;
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m_enemyQueueIndex = 0;
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m_enemyQueueCount = 0;
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m_enemyQueueAttendIndex = 0;
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m_bomber = NULL;
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m_lookAroundStateTimestamp = 0.0f;
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m_inhibitLookAroundTimestamp = 0.0f;
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m_lookPitch = 0.0f;
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m_lookPitchVel = 0.0f;
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m_lookYaw = 0.0f;
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m_lookYawVel = 0.0f;
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m_aimOffsetTimestamp = 0.0f;
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m_aimSpreadTimestamp = 0.0f;
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m_lookAtSpotState = NOT_LOOKING_AT_SPOT;
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m_spotEncounter = NULL;
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m_spotCheckTimestamp = 0.0f;
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m_peripheralTimestamp = 0.0f;
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m_avgVelIndex = 0;
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m_avgVelCount = 0;
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m_lastOrigin = (pev != NULL) ? pev->origin : Vector(0, 0, 0);
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m_lastRadioCommand = EVENT_INVALID;
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m_lastRadioRecievedTimestamp = 0.0f;
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m_lastRadioSentTimestamp = 0.0f;
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m_radioSubject = NULL;
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m_voiceFeedbackEndTimestamp = 0.0f;
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m_hostageEscortCount = 0;
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m_hostageEscortCountTimestamp = 0.0f;
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m_noisePosition = Vector(0, 0, 0);
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m_noiseTimestamp = 0.0f;
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m_noiseCheckTimestamp = 0.0f;
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m_isNoiseTravelRangeChecked = false;
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m_stateTimestamp = 0.0f;
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m_task = SEEK_AND_DESTROY;
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m_taskEntity = NULL;
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m_approachPointCount = 0;
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m_approachPointViewPosition = Vector(0, 0, 0);
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m_checkedHidingSpotCount = 0;
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m_isJumpCrouching = false;
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StandUp();
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Run();
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m_mustRunTimer.Invalidate();
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m_repathTimer.Invalidate();
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m_pathLadder = NULL;
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m_huntState.ClearHuntArea();
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// adjust morale - if we died, our morale decreased,
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// but if we live, no adjustement (round win/loss also adjusts morale
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if (m_diedLastRound)
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DecreaseMorale();
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m_diedLastRound = false;
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// IsRogue() randomly changes this
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m_isRogue = false;
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m_surpriseDelay = 0.0f;
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m_surpriseTimestamp = 0.0f;
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// even though these are EHANDLEs, they need to be NULL-ed
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m_goalEntity = NULL;
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m_avoid = NULL;
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m_enemy = NULL;
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for (int i = 0; i < MAX_ENEMY_QUEUE; ++i)
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{
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m_enemyQueue[i].player = NULL;
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m_enemyQueue[i].isReloading = false;
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m_enemyQueue[i].isProtectedByShield = false;
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}
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// start in idle state
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StopAttacking();
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Idle();
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}
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// Called when bot is placed in map, and when bots are reset after a round ends.
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// NOTE: For some reason, this can be called twice when a bot is added.
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void CCSBot::SpawnBot()
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{
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CCSBotManager *ctrl = TheCSBots();
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ctrl->ValidateMapData();
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ResetValues();
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Q_strcpy(m_name, STRING(pev->netname));
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SetState(&m_huntState);
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SetTouch(&CCSBot::BotTouch);
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if (!TheNavAreaList.Count () && !ctrl->IsLearningMap())
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{
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ctrl->SetLearningMapFlag();
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StartLearnProcess();
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}
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}
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void CCSBot::RoundRespawn()
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{
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// do the normal player spawn process
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//CBasePlayer::RoundRespawn();
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// EndVoiceFeedback();
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}
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void CCSBot::Disconnect()
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{
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// EndVoiceFeedback();
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if (m_processMode != PROCESS_NORMAL)
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{
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hideProgressMeter();
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}
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}
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