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// botman's Half-Life bot example
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//
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// http://planethalflife.com/botman/
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//
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// bot_combat.cpp
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//
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#include "extdll.h"
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#include "util.h"
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#include "client.h"
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#include "cbase.h"
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#include "player.h"
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#include "items.h"
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#include "effects.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "animation.h"
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#include "bot.h"
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extern int f_Observer; // flag to indicate if player is in observer mode
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extern cvar_t pausebots; //Pause the bots in test mode
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extern cvar_t bottaunt;
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// weapon firing delay based on skill (min and max delay for each weapon)
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float primary_fire_delay[WEAPON_SNARK+1][5][2] = {
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// WEAPON_NONE - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_CROWBAR
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.6, 1.0}},
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// WEAPON_GLOCK (9mm)
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{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.3}, {0.3, 0.4}, {0.4, 0.5}},
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// WEAPON_PYTHON (357)
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {1.0, 1.3}, {1.5, 2.0}},
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// WEAPON_MP5 (9mmAR)
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{{0.0, 0.1}, {0.1, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.5, 0.8}},
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// WEAPON_CHAINGUN - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_CROSSBOW
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{{0.0, 0.25}, {0.2, 0.4}, {0.5, 0.7}, {0.8, 1.0}, {1.0, 1.3}},
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// WEAPON_SHOTGUN
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}},
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// WEAPON_RPG
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{{1.0, 3.0}, {2.0, 4.0}, {3.0, 5.0}, {4.0, 6.0}, {5.0, 7.0}},
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// WEAPON_GAUSS
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {1.0, 1.2}},
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// WEAPON_EGON
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_HORNETGUN
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{{0.0, 0.1}, {0.25, 0.4}, {0.4, 0.7}, {0.6, 1.0}, {1.0, 1.5}},
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// WEAPON_HANDGRENADE
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{{1.0, 1.4}, {1.4, 2.0}, {1.8, 2.6}, {2.0, 3.0}, {2.5, 3.8}},
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// WEAPON_TRIPMINE
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_SATCHEL
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_SNARK
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{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.5}, {0.5, 0.7}, {0.6, 1.0}},
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};
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float secondary_fire_delay[WEAPON_SNARK+1][5][2] = {
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// WEAPON_NONE - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_CROWBAR - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_GLOCK (9mm)
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{{0.0, 0.1}, {0.0, 0.1}, {0.1, 0.2}, {0.1, 0.2}, {0.2, 0.4}},
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// WEAPON_PYTHON (357)
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_MP5 (9mmAR)
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{{0.0, 0.3}, {0.5, 0.8}, {0.7, 1.0}, {1.0, 1.6}, {1.4, 2.0}},
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// WEAPON_CHAINGUN - NOT USED
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_CROSSBOW
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_SHOTGUN
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{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}},
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// WEAPON_RPG - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_GAUSS
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{{0.2, 0.5}, {0.3, 0.7}, {0.5, 1.0}, {0.8, 1.5}, {1.0, 2.0}},
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// WEAPON_EGON - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_HORNETGUN
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{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {0.7, 1.2}},
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// WEAPON_HANDGRENADE - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_TRIPMINE - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_SATCHEL
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}},
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// WEAPON_SNARK - Not applicable
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{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}
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};
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ammo_check_t ammo_check[] = {
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{"ammo_glockclip", "9mm", _9MM_MAX_CARRY},
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{"ammo_9mmclip", "9mm", _9MM_MAX_CARRY},
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{"ammo_9mmAR", "9mm", _9MM_MAX_CARRY},
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{"ammo_9mmbox", "9mm", _9MM_MAX_CARRY},
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{"ammo_mp5clip", "9mm", _9MM_MAX_CARRY},
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{"ammo_chainboxclip", "9mm", _9MM_MAX_CARRY},
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{"ammo_mp5grenades", "ARgrenades", M203_GRENADE_MAX_CARRY},
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{"ammo_ARgrenades", "ARgrenades", M203_GRENADE_MAX_CARRY},
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{"ammo_buckshot", "buckshot", BUCKSHOT_MAX_CARRY},
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{"ammo_crossbow", "bolts", BOLT_MAX_CARRY},
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{"ammo_357", "357", _357_MAX_CARRY},
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{"ammo_rpgclip", "rockets", ROCKET_MAX_CARRY},
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{"ammo_egonclip", "uranium", URANIUM_MAX_CARRY},
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{"ammo_gaussclip", "uranium", URANIUM_MAX_CARRY},
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{"", 0, 0}};
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// sounds for Bot taunting after a kill...
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const char *barney_taunt[] = { BA_TNT1, BA_TNT2, BA_TNT3, BA_TNT4, BA_TNT5 };
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const char *scientist_taunt[] = { SC_TNT1, SC_TNT2, SC_TNT3, SC_TNT4, SC_TNT5 };
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const char *vader_taunt[] = { DV_TNT1, DV_TNT2, DV_TNT3, DV_TNT4, DV_TNT5 };
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CBaseEntity * CBot::BotFindEnemy( void )
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{
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Vector vecEnd;
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static BOOL flag=TRUE;
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char sound[40]; // for taunting sounds
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if (pBotEnemy != NULL) // does the bot already have an enemy?
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{
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vecEnd = pBotEnemy->EyePosition();
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// if the enemy is dead or has switched to botcam mode...
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if (!pBotEnemy->IsAlive() || (pBotEnemy->pev->effects & EF_NODRAW))
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{
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if (!pBotEnemy->IsAlive()) // is the enemy dead?, assume bot killed it
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{
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if (bottaunt.value > 0)
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{
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//TODO: POPULATE AN ARRAY TO HAVE CUSTOM BOT OWNAGE
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if (RANDOM_LONG(1, 100) <= 10)
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{
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char text[1024];
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switch(RANDOM_LONG(0,4))
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{
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case 0: sprintf( text, "%s: DONE!\n", STRING(pev->netname) ); break;
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case 1: sprintf( text, "%s: BULLDOZED!\n", STRING(pev->netname) ); break;
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case 2: sprintf( text, "%s: Taking out the trash; all 9000 pounds!\n", STRING(pev->netname) ); break;
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case 3: sprintf( text, "%s: I KEEP A RECORD OF MY K/D THANK YOU!\n", STRING(pev->netname) ); break;
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case 4: sprintf( text, "%s: lol gonna fuk ur mother lmao!\n", STRING(pev->netname) ); break;
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}
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UTIL_SayTextAll( text, pBotEnemy );
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}
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}
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//Scream 15% of the time
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if (RANDOM_LONG(1,100) <= 15)
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{
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switch ( RANDOM_LONG( 0, 1 ) )
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{
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case 0: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bcry/battlecry1.wav", 1, ATTN_NORM ); break;
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case 1: EMIT_SOUND( ENT(pev), CHAN_WEAPON, "bcry/battlecry2.wav", 1, ATTN_NORM ); break;
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}
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}
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// check if this player is not a bot (i.e. not fake client)...
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if (pBotEnemy->IsNetClient() && !IS_DEDICATED_SERVER())
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{
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// speak taunt sounds about 15% of the time
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if (RANDOM_LONG(1, 100) <= 15)
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{
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if (bot_model == MODEL_BARNEY)
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strcpy( sound, barney_taunt[RANDOM_LONG(0,4)] );
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else if (bot_model == MODEL_SCIENTIST)
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strcpy( sound, scientist_taunt[RANDOM_LONG(0,4)] );
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else if (bot_model == MODEL_VADER)
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strcpy( sound, vader_taunt[RANDOM_LONG(0,4)] );
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EMIT_SOUND(ENT(pBotEnemy->pev), CHAN_VOICE, sound,
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RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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}
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}
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}
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// don't have an enemy anymore so null out the pointer...
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//UTIL_SayTextAll( "Called", pBotEnemy );
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pBotEnemy = NULL;
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}
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else if (FInViewCone( &vecEnd ) && FVisible( vecEnd ))
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{
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// if enemy is still visible and in field of view, keep it
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// face the enemy
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Vector v_enemy = pBotEnemy->pev->origin - pev->origin;
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Vector bot_angles = UTIL_VecToAngles( v_enemy );
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pev->ideal_yaw = bot_angles.y;
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// check for wrap around of angle...
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if (pev->ideal_yaw > 180)
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pev->ideal_yaw -= 360;
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if (pev->ideal_yaw < -180)
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pev->ideal_yaw += 360;
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return (pBotEnemy);
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}
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}
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int i;
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float nearestdistance = 1000;
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CBaseEntity *pNewEnemy = NULL;
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if (!g_pGameRules->IsMonster())
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{
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// search the world for players...
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for (i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
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// skip invalid players and skip self (i.e. this bot)
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if ((!pPlayer) || (pPlayer == this))
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continue;
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// skip this player if not alive (i.e. dead or dying)
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if (pPlayer->pev->deadflag != DEAD_NO)
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continue;
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// skip players that are not bots in observer mode...
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if (pPlayer->IsNetClient() && f_Observer)
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continue;
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// skip players that are in botcam mode...
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if (pPlayer->pev->effects & EF_NODRAW)
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continue;
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// BigGuy - START
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// is team play enabled?
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if (g_pGameRules->IsTeamplay())
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{
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// don't target your teammates if team names match...
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if (UTIL_TeamsMatch(g_pGameRules->GetTeamID(this),
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g_pGameRules->GetTeamID(pPlayer)))
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continue;
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}
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// BigGuy - END
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vecEnd = pPlayer->EyePosition();
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// see if bot can see the player...
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if (FInViewCone( &vecEnd ) && FVisible( vecEnd ))
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{
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float distance = (pPlayer->pev->origin - pev->origin).Length();
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if (distance < nearestdistance)
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{
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nearestdistance = distance;
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pNewEnemy = pPlayer;
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pBotUser = NULL; // don't follow user when enemy found
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}
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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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CBaseEntity *pMonster = NULL;
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while((pMonster = UTIL_FindEntityByClassname(pMonster, CVAR_GET_STRING("bot_target_ent")))) //For now, bots only hunt for Gay Glenn.
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{
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vecEnd = pMonster->EyePosition();
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// see if bot can see the player...
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if (FInViewCone( &vecEnd ) && FVisible( vecEnd ))
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{
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if (!pMonster->IsAlive())
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continue;
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float distance = (pMonster->pev->origin - pev->origin).Length();
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if (distance < nearestdistance)
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{
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nearestdistance = distance;
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pNewEnemy = pMonster;
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pBotUser = NULL; // don't follow user when enemy found
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continue;
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}
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}
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}
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}
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if (pNewEnemy)
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{
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// face the enemy
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Vector v_enemy = pNewEnemy->pev->origin - pev->origin;
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Vector bot_angles = UTIL_VecToAngles( v_enemy );
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pev->ideal_yaw = bot_angles.y;
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// check for wrap around of angle...
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if (pev->ideal_yaw > 180)
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pev->ideal_yaw -= 360;
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if (pev->ideal_yaw < -180)
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pev->ideal_yaw += 360;
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}
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return (pNewEnemy);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Vector CBot::BotBodyTarget( CBaseEntity *pBotEnemy )
|
|
|
|
{
|
|
|
|
Vector target;
|
|
|
|
float f_distance;
|
|
|
|
float f_scale;
|
|
|
|
int d_x, d_y, d_z;
|
|
|
|
|
|
|
|
f_distance = (pBotEnemy->pev->origin - pev->origin).Length();
|
|
|
|
|
|
|
|
if (f_distance > 1000)
|
|
|
|
f_scale = 1.0;
|
|
|
|
else if (f_distance > 100)
|
|
|
|
f_scale = f_distance / 1000.0f;
|
|
|
|
else
|
|
|
|
f_scale = 0.1;
|
|
|
|
|
|
|
|
switch (bot_skill)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
// VERY GOOD, same as from CBasePlayer::BodyTarget (in player.h)
|
|
|
|
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 );
|
|
|
|
d_x = 0; // no offset
|
|
|
|
d_y = 0;
|
|
|
|
d_z = 0;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
// GOOD, offset a little for x, y, and z
|
|
|
|
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs;
|
|
|
|
d_x = RANDOM_FLOAT(-5, 5) * f_scale;
|
|
|
|
d_y = RANDOM_FLOAT(-5, 5) * f_scale;
|
|
|
|
d_z = RANDOM_FLOAT(-9, 9) * f_scale;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
// FAIR, offset somewhat for x, y, and z
|
|
|
|
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs;
|
|
|
|
d_x = RANDOM_FLOAT(-9, 9) * f_scale;
|
|
|
|
d_y = RANDOM_FLOAT(-9, 9) * f_scale;
|
|
|
|
d_z = RANDOM_FLOAT(-15, 15) * f_scale;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
// POOR, offset for x, y, and z
|
|
|
|
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs;
|
|
|
|
d_x = RANDOM_FLOAT(-16, 16) * f_scale;
|
|
|
|
d_y = RANDOM_FLOAT(-16, 16) * f_scale;
|
|
|
|
d_z = RANDOM_FLOAT(-20, 20) * f_scale;
|
|
|
|
break;
|
|
|
|
case 4:
|
|
|
|
// BAD, offset lots for x, y, and z
|
|
|
|
target = pBotEnemy->Center() + pBotEnemy->pev->view_ofs;
|
|
|
|
d_x = RANDOM_FLOAT(-20, 20) * f_scale;
|
|
|
|
d_y = RANDOM_FLOAT(-20, 20) * f_scale;
|
|
|
|
d_z = RANDOM_FLOAT(-27, 27) * f_scale;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
target = target + Vector(d_x, d_y, d_z);
|
|
|
|
|
|
|
|
return target;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotWeaponInventory( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// initialize the elements of the weapons arrays...
|
|
|
|
for (i = 0; i < MAX_WEAPONS; i++)
|
|
|
|
{
|
|
|
|
weapon_ptr[i] = NULL;
|
|
|
|
primary_ammo[i] = 0;
|
|
|
|
secondary_ammo[i] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// find out which weapons the bot is carrying...
|
|
|
|
for (i = 0; i < MAX_ITEM_TYPES; i++)
|
|
|
|
{
|
|
|
|
CBasePlayerItem *pItem = NULL;
|
|
|
|
|
|
|
|
if (m_rgpPlayerItems[i])
|
|
|
|
{
|
|
|
|
pItem = m_rgpPlayerItems[i];
|
|
|
|
while (pItem)
|
|
|
|
{
|
|
|
|
weapon_ptr[pItem->m_iId] = pItem; // store pointer to item
|
|
|
|
|
|
|
|
pItem = pItem->m_pNext;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// find out how much ammo of each type the bot is carrying...
|
|
|
|
for (i = 0; i < MAX_AMMO_SLOTS; i++)
|
|
|
|
{
|
|
|
|
if (!CBasePlayerItem::AmmoInfoArray[i].pszName)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (strcmp("9mm", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
{
|
|
|
|
primary_ammo[WEAPON_GLOCK] = m_rgAmmo[i];
|
|
|
|
primary_ammo[WEAPON_MP5] = m_rgAmmo[i];
|
|
|
|
}
|
|
|
|
// else if (strcmp("357", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
// {
|
|
|
|
// primary_ammo[WEAPON_PYTHON] = m_rgAmmo[i];
|
|
|
|
// }
|
|
|
|
else if (strcmp("ARgrenades", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
secondary_ammo[WEAPON_MP5] = m_rgAmmo[i];
|
|
|
|
// else if (strcmp("bolts", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
// {
|
|
|
|
// primary_ammo[WEAPON_CROSSBOW] = m_rgAmmo[i];
|
|
|
|
// }
|
|
|
|
else if (stricmp("buckshot", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
{
|
|
|
|
primary_ammo[WEAPON_SHOTGUN] = m_rgAmmo[i];
|
|
|
|
}
|
|
|
|
else if (stricmp("rockets", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_RPG] = m_rgAmmo[i];
|
|
|
|
/* else if (strcmp("uranium", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
{
|
|
|
|
primary_ammo[WEAPON_GAUSS] = m_rgAmmo[i];
|
|
|
|
primary_ammo[WEAPON_EGON] = m_rgAmmo[i];
|
|
|
|
}*/
|
|
|
|
else if (stricmp("Hornets", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_SODA] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("Hand Grenade", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_HANDGRENADE] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("Trip Mine", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_TRIPMINE] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("Satchel Charge", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_SATCHEL] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("Snarks", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_SNARK] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("gold", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_GOLDENGUN] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("scientist", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_SCIENTIST] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("zap", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_ZAPPER] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("stars", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_NSTAR] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("mw2", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_MW2] = m_rgAmmo[i];
|
|
|
|
else if (stricmp("arrows", CBasePlayerItem::AmmoInfoArray[i].pszName) == 0)
|
|
|
|
primary_ammo[WEAPON_BOW] = m_rgAmmo[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// specifing a weapon_choice allows you to choose the weapon the bot will
|
|
|
|
// use (assuming enough ammo exists for that weapon)
|
|
|
|
// BotFireWeapon will return TRUE if weapon was fired, FALSE otherwise
|
|
|
|
// primary is used to indicate whether you want primary or secondary fire
|
|
|
|
// if you have specified a weapon using weapon_choice
|
|
|
|
|
|
|
|
BOOL CBot::BotFireWeapon( Vector v_enemy_origin, int weapon_choice, BOOL primary )
|
|
|
|
{
|
|
|
|
|
|
|
|
int dumb = RANDOM_LONG(1,100); // Chance of them making a dumb decision
|
|
|
|
CBasePlayerItem *new_weapon;
|
|
|
|
BOOL enemy_below;
|
|
|
|
|
|
|
|
int chance = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// is it time to check weapons inventory yet?
|
|
|
|
if (f_weapon_inventory_time <= gpGlobals->time)
|
|
|
|
{
|
|
|
|
// check weapon and ammo inventory then update check time...
|
|
|
|
BotWeaponInventory();
|
|
|
|
f_weapon_inventory_time = gpGlobals->time + 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector v_enemy = v_enemy_origin - GetGunPosition( );
|
|
|
|
|
|
|
|
float distance = v_enemy.Length(); // how far away is the enemy?
|
|
|
|
|
|
|
|
// is enemy at least 45 units below bot? (for handgrenades and snarks)
|
|
|
|
if (v_enemy_origin.z < (pev->origin.z - 45))
|
|
|
|
enemy_below = TRUE;
|
|
|
|
else
|
|
|
|
enemy_below = FALSE;
|
|
|
|
|
|
|
|
// if bot is carrying the crowbar...
|
|
|
|
if (pev->weapons & (1<<WEAPON_CROWBAR))
|
|
|
|
{
|
|
|
|
// if close to enemy, and skill level is 1, 2 or 3, use the crowbar
|
|
|
|
if (((distance <= 40) && (bot_skill <= 2) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_CROWBAR))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_CROWBAR];
|
|
|
|
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_crowbar"); // select the crowbar
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (whack! whack!)
|
|
|
|
|
|
|
|
// set next time to "shoot"
|
|
|
|
f_shoot_time = gpGlobals->time + 0.3f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROWBAR][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_CROWBAR][bot_skill][1]);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pausebots.value == 1 && g_pGameRules->IsTest())
|
|
|
|
{
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if bot is carrying the jason...
|
|
|
|
if (pev->weapons & (1<<WEAPON_JASON))
|
|
|
|
{
|
|
|
|
// if close to enemy, and skill level is 4, use the jason
|
|
|
|
if (((distance <= 60) && (bot_skill >= 4) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_JASON))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_JASON];
|
|
|
|
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_jason"); // select the crowbar
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (whack! whack!)
|
|
|
|
|
|
|
|
// set next time to "shoot"
|
|
|
|
f_shoot_time = gpGlobals->time + 0.3f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_CROWBAR][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_CROWBAR][bot_skill][1]);
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if bot is carrying any hand grenades and enemy is below bot...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_HANDGRENADE)) && (enemy_below))
|
|
|
|
{
|
|
|
|
long use_grenade = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use hand grenades about 30% of the time...
|
|
|
|
if (((distance > 250) && (distance < 750) &&
|
|
|
|
(weapon_choice == 0) && (use_grenade <= 30)) ||
|
|
|
|
(weapon_choice == WEAPON_HANDGRENADE))
|
|
|
|
{
|
|
|
|
// BigGuy - START
|
|
|
|
new_weapon = weapon_ptr[WEAPON_HANDGRENADE];
|
|
|
|
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_handgrenade"); // select the hand grenades
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (boom!)
|
|
|
|
|
|
|
|
// set next time to "shoot"
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_HANDGRENADE][bot_skill][1]);
|
|
|
|
return TRUE;
|
|
|
|
// BigGuy - END
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if bot is carrying any snarks (can't use underwater) and enemy is below bot...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_SNARK)) && (pev->waterlevel != 3) &&
|
|
|
|
(enemy_below))
|
|
|
|
{
|
|
|
|
long use_snark = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use snarks about 50% of the time...
|
|
|
|
if (((distance > 150) && (distance < 500) &&
|
|
|
|
(weapon_choice == 0) && (use_snark <= 50)) ||
|
|
|
|
(weapon_choice == WEAPON_SNARK))
|
|
|
|
{
|
|
|
|
// BigGuy - START
|
|
|
|
new_weapon = weapon_ptr[WEAPON_SNARK];
|
|
|
|
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_snark"); // select the "squeak grenades"
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (eek! eek!)
|
|
|
|
|
|
|
|
// set next time to "shoot"
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_SNARK][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_SNARK][bot_skill][1]);
|
|
|
|
return TRUE;
|
|
|
|
// BigGuy - END
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the egon gun (can't use underwater)...
|
|
|
|
|
|
|
|
// if the bot is carrying the shotgun (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_SHOTGUN)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
// if close enough for good shotgun blasts...
|
|
|
|
if (((distance > 30) && (distance < 150) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_SHOTGUN))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_SHOTGUN];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_SHOTGUN] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_shotgun"); // select the shotgun
|
|
|
|
|
|
|
|
long use_secondary = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use secondary attack about 30% of the time
|
|
|
|
if ((use_secondary <= 30) && (primary_ammo[WEAPON_SHOTGUN] >= 2))
|
|
|
|
{
|
|
|
|
// BigGuy - START
|
|
|
|
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 1.5f +
|
|
|
|
RANDOM_FLOAT(secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][0],
|
|
|
|
secondary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]);
|
|
|
|
}
|
|
|
|
// BigGuy - END
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.75f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_SHOTGUN][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_SHOTGUN][bot_skill][1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* // if the bot is carrying the hornet gun...
|
|
|
|
if (pev->weapons & (1<<WEAPON_HORNETGUN))
|
|
|
|
{
|
|
|
|
// if close enough for hornet gun...
|
|
|
|
if (((distance > 30) && (distance < 1000) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_HORNETGUN))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_HORNETGUN];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_HORNETGUN] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_hornetgun"); // select the hornet gun
|
|
|
|
|
|
|
|
long use_secondary = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use secondary attack about 50% of the time (if fully reloaded)
|
|
|
|
if ((use_secondary <= 50) &&
|
|
|
|
(primary_ammo[WEAPON_HORNETGUN] >= HORNET_MAX_CARRY))
|
|
|
|
{
|
|
|
|
// BigGuy - START
|
|
|
|
pev->button |= IN_ATTACK2; // use secondary attack (buzz! buzz!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][0],
|
|
|
|
secondary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]);
|
|
|
|
// BigGuy - END
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (buzz! buzz!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.25f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_HORNETGUN][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_HORNETGUN][bot_skill][1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
|
|
|
|
// if the bot is carrying the MW2 (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_MW2)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
|
|
|
|
// if close enough for good MW2 shot...
|
|
|
|
if (((distance < 350) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_MW2))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_MW2];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_MW2] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_mw2"); // select the 9mmAR (MW2)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0], //Borrow the Mp5 delay
|
|
|
|
primary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the AK47 (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_AK47)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
|
|
|
|
// if close enough for good AK47 shot...
|
|
|
|
if (((distance < 350) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_AK47))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_AK47];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_AK47] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_ak47"); // select the 9mmAR (AK47)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0], //Borrow the Mp5 delay
|
|
|
|
primary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the NSTAR (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_NSTAR)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
|
|
|
|
// if close enough for good NSTAR shot...
|
|
|
|
if (((distance < 180) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_NSTAR))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_NSTAR];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_NSTAR] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_nstar"); // select the 9mmAR (NSTAR)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0], //Steal mp5 delay
|
|
|
|
primary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the BOW (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_BOW)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
|
|
|
|
// if close enough for good BOW shot...
|
|
|
|
if (((distance < 180) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_BOW))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_BOW];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_BOW] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_bow"); // select the 9mmAR (BOW)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0], //Steal glock delay
|
|
|
|
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the SCIENTIST...
|
|
|
|
if (pev->weapons & (1<<WEAPON_SCIENTIST))
|
|
|
|
{
|
|
|
|
// don't use the SCIENTIST unless the enemy is not so far away...
|
|
|
|
if (((distance > 35) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_SCIENTIST))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_SCIENTIST];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_SCIENTIST] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_scientist"); // select the SCIENTIST rocket launcher
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 1.5f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_RPG][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_RPG][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// if the bot is carrying the MP5 (can't use underwater)...
|
|
|
|
if ((pev->weapons & (1<<WEAPON_MP5)) && (pev->waterlevel != 3))
|
|
|
|
{
|
|
|
|
long use_secondary = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use secondary attack about 10% of the time...
|
|
|
|
if (((distance > 300) && (distance < 600) &&
|
|
|
|
(weapon_choice == 0) && (use_secondary <= 10)) ||
|
|
|
|
((weapon_choice == WEAPON_MP5) && (primary == FALSE)))
|
|
|
|
{
|
|
|
|
// at some point we need to fire upwards in the air slightly
|
|
|
|
// for long distance kills. for right now, just fire the
|
|
|
|
// grenade at the poor sucker.
|
|
|
|
|
|
|
|
// BigGuy - START
|
|
|
|
new_weapon = weapon_ptr[WEAPON_MP5];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (secondary_ammo[WEAPON_MP5] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_9mmAR"); // select the 9mmAR (MP5)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK2; // use secodnary attack (boom!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 1.0f +
|
|
|
|
RANDOM_FLOAT(secondary_fire_delay[WEAPON_MP5][bot_skill][0],
|
|
|
|
secondary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
// BigGuy - END
|
|
|
|
}
|
|
|
|
|
|
|
|
// if close enough for good MP5 shot...
|
|
|
|
if (((distance < 250) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_MP5))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_MP5];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_MP5] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_9mmAR"); // select the 9mmAR (MP5)
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.1f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_MP5][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_MP5][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the RPG...
|
|
|
|
if (pev->weapons & (1<<WEAPON_RPG))
|
|
|
|
{
|
|
|
|
// don't use the RPG unless the enemy is pretty far away...
|
|
|
|
if (((distance > 300) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_RPG))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_RPG];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_RPG] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_rpg"); // select the RPG rocket launcher
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 1.5f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_RPG][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_RPG][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the 9mm glock...
|
|
|
|
if (pev->weapons & (1<<WEAPON_GLOCK))
|
|
|
|
{
|
|
|
|
// if nothing else was selected, try the good ol' 9mm glock...
|
|
|
|
if (((distance < 15) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_GLOCK))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_GLOCK];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_GLOCK] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_9mmhandgun"); // select the trusty 9mm glock
|
|
|
|
|
|
|
|
long use_secondary = RANDOM_LONG(1,100);
|
|
|
|
|
|
|
|
// use secondary attack about 30% of the time
|
|
|
|
if (use_secondary <= 30)
|
|
|
|
{
|
|
|
|
// BigGuy - START
|
|
|
|
pev->button |= IN_ATTACK2; // use secondary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.2f +
|
|
|
|
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
|
|
|
secondary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
|
|
|
// BigGuy - END
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.3f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bot is carrying the 9mm glock...
|
|
|
|
if (pev->weapons & (1<<WEAPON_GOLDENGUN))
|
|
|
|
{
|
|
|
|
// if nothing else was selected, try the good ol' 9mm glock...
|
|
|
|
if (((distance < 1200) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_GOLDENGUN))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_GOLDENGUN];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_GOLDENGUN] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_goldengun"); // select the trusty 9mm glock
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
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|
f_shoot_time = gpGlobals->time + 0.3f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
|
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|
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (pev->weapons & (1<<WEAPON_GLOCK))
|
|
|
|
{
|
|
|
|
// if nothing else was selected, try the good ol' 9mm glock...
|
|
|
|
if (((distance < 1200) && (weapon_choice == 0)) ||
|
|
|
|
(weapon_choice == WEAPON_GLOCK))
|
|
|
|
{
|
|
|
|
new_weapon = weapon_ptr[WEAPON_GLOCK];
|
|
|
|
|
|
|
|
// check if the bot has any ammo left for this weapon...
|
|
|
|
if (primary_ammo[WEAPON_GLOCK] > 0)
|
|
|
|
{
|
|
|
|
// check if the bot isn't already using this item...
|
|
|
|
if (m_pActiveItem != new_weapon)
|
|
|
|
SelectItem("weapon_9mmhandgun"); // select the trusty 9mm glock
|
|
|
|
|
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!)
|
|
|
|
|
|
|
|
// set next time to shoot
|
|
|
|
f_shoot_time = gpGlobals->time + 0.3f +
|
|
|
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_GLOCK][bot_skill][0],
|
|
|
|
primary_fire_delay[WEAPON_GLOCK][bot_skill][1]);
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// didn't have any available weapons or ammo, return FALSE
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBot::BotShootAtEnemy( void )
|
|
|
|
{
|
|
|
|
float f_distance;
|
|
|
|
|
|
|
|
// aim for the head and/or body
|
|
|
|
Vector v_enemy = BotBodyTarget( pBotEnemy ) - GetGunPosition();
|
|
|
|
|
|
|
|
pev->v_angle = UTIL_VecToAngles( v_enemy );
|
|
|
|
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.y = pev->v_angle.y;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
pev->ideal_yaw = pev->v_angle.y;
|
|
|
|
|
|
|
|
// check for wrap around of angle...
|
|
|
|
if (pev->ideal_yaw > 180)
|
|
|
|
pev->ideal_yaw -= 360;
|
|
|
|
if (pev->ideal_yaw < -180)
|
|
|
|
pev->ideal_yaw += 360;
|
|
|
|
|
|
|
|
pev->v_angle.x = -pev->v_angle.x; //adjust pitch to point gun
|
|
|
|
|
|
|
|
// is it time to shoot yet?
|
|
|
|
if (f_shoot_time <= gpGlobals->time)
|
|
|
|
{
|
|
|
|
// select the best weapon to use at this distance and fire...
|
|
|
|
BotFireWeapon( pBotEnemy->pev->origin );
|
|
|
|
}
|
|
|
|
|
|
|
|
v_enemy.z = 0; // ignore z component (up & down)
|
|
|
|
|
|
|
|
f_distance = v_enemy.Length(); // how far away is the enemy scum?
|
|
|
|
|
|
|
|
if (f_distance > 200) // run if distance to enemy is far
|
|
|
|
f_move_speed = f_max_speed;
|
|
|
|
else if (f_distance > 20) // walk if distance is closer
|
|
|
|
f_move_speed = f_max_speed / 2;
|
|
|
|
else // don't move if close enough
|
|
|
|
f_move_speed = 0.0;
|
|
|
|
}
|
|
|
|
|