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511 lines
13 KiB
511 lines
13 KiB
8 years ago
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#include "bot_common.h"
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bool HasDefaultPistol(CCSBot *me)
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{
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CBasePlayerWeapon *pistol = static_cast<CBasePlayerWeapon *>(me->m_rgpPlayerItems[ PISTOL_SLOT ]);
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if (pistol == NULL)
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return false;
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if (me->m_iTeam == TERRORIST && pistol->m_iId == WEAPON_GLOCK18)
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return true;
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if (me->m_iTeam == CT && pistol->m_iId == WEAPON_USP)
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return true;
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return false;
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}
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// Buy weapons, armor, etc.
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void BuyState::OnEnter(CCSBot *me)
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{
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CCSBotManager *ctrl = TheCSBots();
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m_retries = 0;
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m_prefRetries = 0;
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m_prefIndex = 0;
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m_doneBuying = false;
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m_isInitialDelay = true;
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// this will force us to stop holding live grenade
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me->EquipBestWeapon();
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m_buyDefuseKit = false;
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m_buyShield = false;
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if (me->m_iTeam == CT)
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{
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if (ctrl->GetScenario() == CCSBotManager::SCENARIO_DEFUSE_BOMB)
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{
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// CT's sometimes buy defuse kits in the bomb scenario (except in career mode, where the player should defuse)
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if (g_pGameRules->IsCareer() == false)
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{
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const float buyDefuseKitChance = 50.0f; // 100.0f * (me->GetProfile()->GetSkill() + 0.2f);
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if (RANDOM_FLOAT(0.0f, 100.0f) < buyDefuseKitChance)
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{
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m_buyDefuseKit = true;
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}
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}
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}
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// determine if we want a tactical shield
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if (!me->m_bHasPrimary && ctrl->AllowTacticalShield())
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{
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if (me->m_iAccount > 2500)
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{
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if (me->m_iAccount < 4000)
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m_buyShield = (RANDOM_FLOAT(0, 100.0f) < 33.3f) ? true : false;
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else
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m_buyShield = (RANDOM_FLOAT(0, 100.0f) < 10.0f) ? true : false;
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}
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}
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}
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if (ctrl->AllowGrenades())
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{
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m_buyGrenade = (RANDOM_FLOAT(0.0f, 100.0f) < 33.3f) ? true : false;
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}
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else
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{
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m_buyGrenade = false;
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}
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m_buyPistol = false;
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if (ctrl->AllowPistols())
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{
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CBasePlayerWeapon *pistol = static_cast<CBasePlayerWeapon *>(me->m_rgpPlayerItems[ PISTOL_SLOT ]);
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// check if we have a pistol
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if (pistol != NULL)
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{
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// if we have our default pistol, think about buying a different one
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if (HasDefaultPistol(me))
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{
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// if everything other than pistols is disallowed, buy a pistol
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if (ctrl->AllowShotguns() == false &&
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ctrl->AllowSubMachineGuns() == false &&
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ctrl->AllowRifles() == false &&
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ctrl->AllowMachineGuns() == false &&
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ctrl->AllowTacticalShield() == false &&
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ctrl->AllowSnipers() == false)
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{
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m_buyPistol = (RANDOM_FLOAT(0, 100) < 75.0f);
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}
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else if (me->m_iAccount < 1000)
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{
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// if we're low on cash, buy a pistol
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m_buyPistol = (RANDOM_FLOAT(0, 100) < 75.0f);
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}
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else
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{
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m_buyPistol = (RANDOM_FLOAT(0, 100) < 33.3f);
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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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// we dont have a pistol - buy one
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m_buyPistol = true;
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}
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}
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}
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enum WeaponType
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{
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PISTOL,
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SHOTGUN,
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SUB_MACHINE_GUN,
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RIFLE,
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MACHINE_GUN,
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SNIPER_RIFLE,
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GRENADE,
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NUM_WEAPON_TYPES,
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};
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struct BuyInfo
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{
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WeaponType type;
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bool preferred; // more challenging bots prefer these weapons
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char *buyAlias; // the buy alias for this equipment
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};
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// These tables MUST be kept in sync with the CT and T buy aliases
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static BuyInfo primaryWeaponBuyInfoCT[ PRIMARY_WEAPON_BUY_COUNT ] =
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{
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{ SHOTGUN, false, "m3" }, // WEAPON_M3
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{ SHOTGUN, false, "xm1014" }, // WEAPON_XM1014
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{ SUB_MACHINE_GUN, false, "tmp" }, // WEAPON_TMP
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{ SUB_MACHINE_GUN, false, "mp5" }, // WEAPON_MP5N
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{ SUB_MACHINE_GUN, false, "ump45" }, // WEAPON_UMP45
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{ SUB_MACHINE_GUN, false, "p90" }, // WEAPON_P90
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{ RIFLE, true, "famas" }, // WEAPON_FAMAS
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{ SNIPER_RIFLE, false, "scout" }, // WEAPON_SCOUT
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{ RIFLE, true, "m4a1" }, // WEAPON_M4A1
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{ RIFLE, false, "aug" }, // WEAPON_AUG
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{ SNIPER_RIFLE, true, "sg550" }, // WEAPON_SG550
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{ SNIPER_RIFLE, true, "awp" }, // WEAPON_AWP
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{ MACHINE_GUN, false, "m249" } // WEAPON_M249
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};
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static BuyInfo secondaryWeaponBuyInfoCT[ SECONDARY_WEAPON_BUY_COUNT ] =
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{
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// { PISTOL, false, "glock" },
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// { PISTOL, false, "usp" },
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{ PISTOL, true, "p228" },
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{ PISTOL, true, "deagle" },
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{ PISTOL, true, "fn57" }
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};
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static BuyInfo primaryWeaponBuyInfoT[ PRIMARY_WEAPON_BUY_COUNT ] =
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{
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{ SHOTGUN, false, "m3" }, // WEAPON_M3
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{ SHOTGUN, false, "xm1014" }, // WEAPON_XM1014
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{ SUB_MACHINE_GUN, false, "mac10" }, // WEAPON_MAC10
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{ SUB_MACHINE_GUN, false, "mp5" }, // WEAPON_MP5N
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{ SUB_MACHINE_GUN, false, "ump45" }, // WEAPON_UMP45
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{ SUB_MACHINE_GUN, false, "p90" }, // WEAPON_P90
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{ RIFLE, true, "galil" }, // WEAPON_GALIL
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{ RIFLE, true, "ak47" }, // WEAPON_AK47
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{ SNIPER_RIFLE, false, "scout" }, // WEAPON_SCOUT
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{ RIFLE, true, "sg552" }, // WEAPON_SG552
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{ SNIPER_RIFLE, true, "awp" }, // WEAPON_AWP
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{ SNIPER_RIFLE, true, "g3sg1" }, // WEAPON_G3SG1
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{ MACHINE_GUN, false, "m249" } // WEAPON_M249
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};
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static BuyInfo secondaryWeaponBuyInfoT[ SECONDARY_WEAPON_BUY_COUNT ] =
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{
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// { PISTOL, false, "glock" },
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// { PISTOL, false, "usp" },
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{ PISTOL, true, "p228" },
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{ PISTOL, true, "deagle" },
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{ PISTOL, true, "elites" }
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};
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// Given a weapon alias, return the kind of weapon it is
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inline WeaponType GetWeaponType(const char *alias)
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{
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int i;
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for (i = 0; i < PRIMARY_WEAPON_BUY_COUNT; ++i)
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{
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if (!Q_stricmp(alias, primaryWeaponBuyInfoCT[i].buyAlias))
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return primaryWeaponBuyInfoCT[i].type;
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if (!Q_stricmp(alias, primaryWeaponBuyInfoT[i].buyAlias))
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return primaryWeaponBuyInfoT[i].type;
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}
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for (i = 0; i < SECONDARY_WEAPON_BUY_COUNT; ++i)
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{
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if (!Q_stricmp(alias, secondaryWeaponBuyInfoCT[i].buyAlias))
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return secondaryWeaponBuyInfoCT[i].type;
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if (!Q_stricmp(alias, secondaryWeaponBuyInfoT[i].buyAlias))
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return secondaryWeaponBuyInfoT[i].type;
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}
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return NUM_WEAPON_TYPES;
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}
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void BuyState::OnUpdate(CCSBot *me)
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{
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// wait for a Navigation Mesh
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if (!TheNavAreaList.Count())
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return;
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// apparently we cant buy things in the first few seconds, so wait a bit
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if (m_isInitialDelay)
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{
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const float waitToBuyTime = 2.0f; // 0.25f;
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if (gpGlobals->time - me->GetStateTimestamp() < waitToBuyTime)
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return;
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m_isInitialDelay = false;
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}
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// if we're done buying and still in the freeze period, wait
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if (m_doneBuying)
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{
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if (g_pGameRules->IsMultiplayer () && g_pGameRules->IsFreezePeriod ())
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{
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// make sure we're locked and loaded
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me->EquipBestWeapon (MUST_EQUIP);
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me->Reload ();
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me->ResetStuckMonitor ();
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return;
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}
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me->Idle();
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return;
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}
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// is the bot spawned outside of a buy zone?
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if (!(me->m_signals.GetState() & SIGNAL_BUY))
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{
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m_doneBuying = true;
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UTIL_DPrintf("%s bot spawned outside of a buy zone (%d, %d, %d)\n", (me->m_iTeam == CT) ? "CT" : "Terrorist", me->pev->origin.x, me->pev->origin.y, me->pev->origin.z);
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return;
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}
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CCSBotManager *ctrl = TheCSBots();
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// try to buy some weapons
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const float buyInterval = 0.2f; // 0.02f
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if (gpGlobals->time - me->GetStateTimestamp() > buyInterval)
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{
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me->m_stateTimestamp = gpGlobals->time;
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bool isPreferredAllDisallowed = true;
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// try to buy our preferred weapons first
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if (m_prefIndex < me->GetProfile()->GetWeaponPreferenceCount())
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{
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// need to retry because sometimes first buy fails??
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const int maxPrefRetries = 2;
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if (m_prefRetries >= maxPrefRetries)
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{
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// try to buy next preferred weapon
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++m_prefIndex;
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m_prefRetries = 0;
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return;
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}
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int weaponPreference = me->GetProfile()->GetWeaponPreference(m_prefIndex);
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// don't buy it again if we still have one from last round
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CBasePlayerWeapon *weapon = me->GetActiveWeapon();
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if (weapon != NULL && weapon->m_iId == weaponPreference)
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{
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// done with buying preferred weapon
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m_prefIndex = 9999;
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return;
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}
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if (me->HasShield() && weaponPreference == WEAPON_SHIELDGUN)
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{
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// done with buying preferred weapon
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m_prefIndex = 9999;
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return;
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}
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const char *buyAlias = NULL;
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if (weaponPreference == WEAPON_SHIELDGUN)
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{
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if (ctrl->AllowTacticalShield())
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buyAlias = "shield";
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}
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else
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{
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buyAlias = WeaponIDToAlias(weaponPreference);
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WeaponType type = GetWeaponType(buyAlias);
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switch (type)
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{
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case PISTOL:
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if (!ctrl->AllowPistols())
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buyAlias = NULL;
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break;
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case SHOTGUN:
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if (!ctrl->AllowShotguns())
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buyAlias = NULL;
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break;
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case SUB_MACHINE_GUN:
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if (!ctrl->AllowSubMachineGuns())
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buyAlias = NULL;
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break;
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case RIFLE:
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if (!ctrl->AllowRifles())
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buyAlias = NULL;
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break;
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case MACHINE_GUN:
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if (!ctrl->AllowMachineGuns())
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buyAlias = NULL;
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break;
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case SNIPER_RIFLE:
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if (!ctrl->AllowSnipers())
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buyAlias = NULL;
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break;
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}
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}
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if (buyAlias)
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{
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me->ClientCommand(buyAlias);
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me->PrintIfWatched("Tried to buy preferred weapon %s.\n", buyAlias);
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isPreferredAllDisallowed = false;
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}
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++m_prefRetries;
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// bail out so we dont waste money on other equipment
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// unless everything we prefer has been disallowed, then buy at random
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if (isPreferredAllDisallowed == false)
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return;
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}
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// if we have no preferred primary weapon (or everything we want is disallowed), buy at random
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if (!me->m_bHasPrimary && (isPreferredAllDisallowed || !me->GetProfile()->HasPrimaryPreference()))
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{
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if (m_buyShield)
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{
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// buy a shield
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me->ClientCommand("shield");
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me->PrintIfWatched("Tried to buy a shield.\n");
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}
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else
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{
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// build list of allowable weapons to buy
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BuyInfo *masterPrimary = (me->m_iTeam == TERRORIST) ? primaryWeaponBuyInfoT : primaryWeaponBuyInfoCT;
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BuyInfo *stockPrimary[ PRIMARY_WEAPON_BUY_COUNT ];
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int stockPrimaryCount = 0;
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// dont choose sniper rifles as often
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const float sniperRifleChance = 50.0f;
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bool wantSniper = (RANDOM_FLOAT(0, 100) < sniperRifleChance) ? true : false;
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for (int i = 0; i < PRIMARY_WEAPON_BUY_COUNT; ++i)
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{
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if ((masterPrimary[i].type == SHOTGUN && ctrl->AllowShotguns()) ||
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(masterPrimary[i].type == SUB_MACHINE_GUN && ctrl->AllowSubMachineGuns()) ||
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(masterPrimary[i].type == RIFLE && ctrl->AllowRifles()) ||
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(masterPrimary[i].type == SNIPER_RIFLE && ctrl->AllowSnipers() && wantSniper) ||
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(masterPrimary[i].type == MACHINE_GUN && ctrl->AllowMachineGuns()))
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{
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stockPrimary[ stockPrimaryCount++ ] = &masterPrimary[i];
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}
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}
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if (stockPrimaryCount)
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{
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// buy primary weapon if we don't have one
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int which;
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// on hard difficulty levels, bots try to buy preferred weapons on the first pass
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if (m_retries == 0 && ctrl->GetDifficultyLevel() >= BOT_HARD)
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{
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// count up available preferred weapons
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int prefCount = 0;
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for (which = 0; which < stockPrimaryCount; ++which)
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{
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if (stockPrimary[which]->preferred)
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++prefCount;
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}
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if (prefCount)
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{
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int whichPref = RANDOM_LONG(0, prefCount - 1);
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for (which = 0; which < stockPrimaryCount; ++which)
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{
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if (stockPrimary[which]->preferred && whichPref-- == 0)
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break;
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}
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}
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else
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{
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// no preferred weapons available, just pick randomly
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which = RANDOM_LONG(0, stockPrimaryCount - 1);
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}
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}
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else
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{
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which = RANDOM_LONG(0, stockPrimaryCount - 1);
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}
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me->ClientCommand(stockPrimary[ which ]->buyAlias);
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me->PrintIfWatched("Tried to buy %s.\n", stockPrimary[ which ]->buyAlias);
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}
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}
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}
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// If we now have a weapon, or have tried for too long, we're done
|
||
|
if (me->m_bHasPrimary || m_retries++ > 5)
|
||
|
{
|
||
|
// primary ammo
|
||
|
if (me->m_bHasPrimary)
|
||
|
{
|
||
|
me->ClientCommand("primammo");
|
||
|
}
|
||
|
|
||
|
// buy armor last, to make sure we bought a weapon first
|
||
|
me->ClientCommand("vesthelm");
|
||
|
me->ClientCommand("vest");
|
||
|
|
||
|
// pistols - if we have no preferred pistol, buy at random
|
||
|
if (ctrl->AllowPistols() && !me->GetProfile()->HasPistolPreference())
|
||
|
{
|
||
|
if (m_buyPistol)
|
||
|
{
|
||
|
int which = RANDOM_LONG(0, SECONDARY_WEAPON_BUY_COUNT - 1);
|
||
|
|
||
|
if (me->m_iTeam == TERRORIST)
|
||
|
me->ClientCommand(secondaryWeaponBuyInfoT[ which ].buyAlias);
|
||
|
else
|
||
|
me->ClientCommand(secondaryWeaponBuyInfoCT[ which ].buyAlias);
|
||
|
|
||
|
// only buy one pistol
|
||
|
m_buyPistol = false;
|
||
|
}
|
||
|
|
||
|
me->ClientCommand("secammo");
|
||
|
}
|
||
|
|
||
|
// buy a grenade if we wish, and we don't already have one
|
||
|
if (m_buyGrenade && !me->HasGrenade())
|
||
|
{
|
||
|
if (UTIL_IsTeamAllBots(me->m_iTeam))
|
||
|
{
|
||
|
// only allow Flashbangs if everyone on the team is a bot (dont want to blind our friendly humans)
|
||
|
float rnd = RANDOM_FLOAT(0, 100);
|
||
|
|
||
|
if (rnd < 10.0f)
|
||
|
{
|
||
|
// smoke grenade
|
||
|
me->ClientCommand("sgren");
|
||
|
}
|
||
|
else if (rnd < 35.0f)
|
||
|
{
|
||
|
// flashbang
|
||
|
me->ClientCommand("flash");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// he grenade
|
||
|
me->ClientCommand("hegren");
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (RANDOM_FLOAT(0, 100) < 10.0f)
|
||
|
{
|
||
|
// smoke grenade
|
||
|
me->ClientCommand("sgren");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// he grenade
|
||
|
me->ClientCommand("hegren");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_buyDefuseKit)
|
||
|
{
|
||
|
me->ClientCommand("defuser");
|
||
|
}
|
||
|
|
||
|
m_doneBuying = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void BuyState::OnExit(CCSBot *me)
|
||
|
{
|
||
|
me->ResetStuckMonitor();
|
||
|
me->EquipBestWeapon();
|
||
|
}
|