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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 21:24:27 +00:00
fix players online counter, make optimization
This commit is contained in:
parent
281f0241f6
commit
13bc2b0a49
@ -127,6 +127,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres
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sprintf( cmd, "kick \"%s\"\n", bot_respawn[i].name );
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sprintf( cmd, "kick \"%s\"\n", bot_respawn[i].name );
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bot_respawn[i].is_used = FALSE;
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bot_respawn[i].state = BOT_NEED_TO_RESPAWN;
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bot_respawn[i].state = BOT_NEED_TO_RESPAWN;
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SERVER_COMMAND( cmd ); // kick the bot using (kick "name")
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SERVER_COMMAND( cmd ); // kick the bot using (kick "name")
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@ -1000,6 +1001,7 @@ void StartFrame( void )
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static float respawn_time = 0;
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static float respawn_time = 0;
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static float previous_time = 0.0;
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static float previous_time = 0.0;
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char msg[120];
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char msg[120];
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int online = 0;
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// END BOT
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// END BOT
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// START BOT - thanks Jehannum!
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// START BOT - thanks Jehannum!
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@ -1012,6 +1014,9 @@ void StartFrame( void )
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if( !pPlayer ) // if invalid then continue with next index...
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if( !pPlayer ) // if invalid then continue with next index...
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continue;
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continue;
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if( pPlayer->pev->takedamage == DAMAGE_NO )
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continue; // solution to detect player not in the game
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// check if this is a FAKECLIENT (i.e. is it a bot?)
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// check if this is a FAKECLIENT (i.e. is it a bot?)
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if( FBitSet( pPlayer->pev->flags, FL_FAKECLIENT ) )
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if( FBitSet( pPlayer->pev->flags, FL_FAKECLIENT ) )
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{
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{
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@ -1020,19 +1025,20 @@ void StartFrame( void )
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// call the think function for the bot...
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// call the think function for the bot...
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pBot->BotThink();
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pBot->BotThink();
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}
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}
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// increase online of bots and players
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online++;
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}
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}
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// END BOT
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// END BOT
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// START BOT
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// START BOT
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int count = 0;
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// count total players
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// check if any players are using the botcam...
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if( ( g_fGameOver ) && ( respawn_time < 1.0 ) )
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if( ( g_fGameOver ) && ( respawn_time < 1.0 ) )
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{
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{
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// if the game is over (time/frag limit) set the respawn time...
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// if the game is over (time/frag limit) set the respawn time...
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respawn_time = 5.0;
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respawn_time = 5.0;
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// check if any players are using the botcam...
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for( i = 1; i <= gpGlobals->maxClients; i++ )
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for( i = 1; i <= gpGlobals->maxClients; i++ )
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{
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{
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
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@ -1040,15 +1046,13 @@ void StartFrame( void )
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if( !pPlayer )
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if( !pPlayer )
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continue; // if invalid then continue with next index...
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continue; // if invalid then continue with next index...
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if( pPlayer->pBotCam ) // check if any players are using the botcam...
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if( pPlayer->pBotCam )
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pPlayer->pBotCam->Disconnect();
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pPlayer->pBotCam->Disconnect();
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count++; // count the number of bots and players
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}
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}
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}
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}
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// check if a map was changed via "map" without kicking bots...
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// check if a map was changed via "map" without kicking bots...
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if( ( count < max_bots ) && ( previous_time > gpGlobals->time ) )
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if( previous_time > gpGlobals->time )
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{
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{
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bot_check_time = gpGlobals->time + 10.0;
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bot_check_time = gpGlobals->time + 10.0;
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@ -1066,38 +1070,6 @@ void StartFrame( void )
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}
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}
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}
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}
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// is new game started and time to respawn bots yet?
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if( ( !g_fGameOver ) && ( respawn_time > 1.0 ) &&
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( gpGlobals->time >= respawn_time ) )
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{
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int index = 0;
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bot_check_time = gpGlobals->time + 5.0;
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// find bot needing to be respawned...
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while( ( index < 32 ) &&
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( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) )
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index++;
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if( index < 32 )
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{
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bot_respawn[index].state = BOT_IS_RESPAWNING;
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bot_respawn[index].is_used = FALSE; // free up this slot
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// respawn 1 bot then wait a while (otherwise engine crashes)
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BotCreate( bot_respawn[index].skin,
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bot_respawn[index].name,
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bot_respawn[index].skill );
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respawn_time = gpGlobals->time + 1.0; // set next respawn time
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}
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else
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{
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respawn_time = 0.0;
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}
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}
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// END BOT
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//ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
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if( g_pGameRules )
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if( g_pGameRules )
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{
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{
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g_pGameRules->Think();
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g_pGameRules->Think();
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@ -1197,6 +1169,9 @@ void StartFrame( void )
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{
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{
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BotCreate( arg1, arg2, arg3 );
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BotCreate( arg1, arg2, arg3 );
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// increase online of bots and players
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online++;
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// have to delay here or engine gives "Tried to write to
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// have to delay here or engine gives "Tried to write to
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// uninitialized sizebuf_t" error and crashes...
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// uninitialized sizebuf_t" error and crashes...
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pause_time = gpGlobals->time + 1;
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pause_time = gpGlobals->time + 1;
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@ -1314,6 +1289,9 @@ void StartFrame( void )
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printf( "adding new bot...\n" );
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printf( "adding new bot...\n" );
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BotCreate( arg1, arg2, arg3 );
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BotCreate( arg1, arg2, arg3 );
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// increase online of bots and players
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online++;
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}
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}
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else if( strcmp( cmd, "botskill" ) == 0 )
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else if( strcmp( cmd, "botskill" ) == 0 )
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{
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{
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@ -1354,43 +1332,31 @@ void StartFrame( void )
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// check if time to see if a bot needs to be created...
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// check if time to see if a bot needs to be created...
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if( bot_check_time < gpGlobals->time )
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if( bot_check_time < gpGlobals->time )
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{
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{
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int count = 0;
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bot_check_time = gpGlobals->time + 5.0;
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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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if( !pPlayer )
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continue; // if invalid then continue with next index...
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if( pPlayer->pev->takedamage == DAMAGE_NO )
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continue; // if bot was kicked, don't count as a player...
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count++; // count the number of bots and players
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}
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// if there are currently less than the maximum number of "players"
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// if there are currently less than the maximum number of "players"
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// then add another bot using the default skill level...
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// then add another bot using the default skill level...
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if( count < max_bots )
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if ( online < max_bots )
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{
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{
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for( i = 0; i < 32; i++ )
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for( i = 0; i < 32; i++ )
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{
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{
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if( !bot_respawn[i].is_used &&
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if( !bot_respawn[i].is_used &&
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bot_respawn[i].state == BOT_NEED_TO_RESPAWN &&
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bot_respawn[i].state == BOT_NEED_TO_RESPAWN &&
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gpGlobals->time >= respawn_time)
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gpGlobals->time >= respawn_time )
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{
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{
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bot_respawn[i].is_used = TRUE;
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bot_respawn[i].state = BOT_IS_RESPAWNING;
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bot_respawn[i].state = BOT_IS_RESPAWNING;
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bot_respawn[i].is_used = FALSE; // free up this slot
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BotCreate( bot_respawn[i].skin, bot_respawn[i].name, bot_respawn[i].skill );
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BotCreate( bot_respawn[i].skin, bot_respawn[i].name, bot_respawn[i].skill );
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online++; // increase online of bots and players
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respawn_time = gpGlobals->time + 1.0; // set next respawn time (to prevent server crash)
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respawn_time = gpGlobals->time + 1.0; // set next respawn time (to prevent server crash)
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break;
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break;
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}
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}
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}
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}
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}
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}
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bot_check_time = gpGlobals->time + 10.0;
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}
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}
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previous_time = gpGlobals->time; // keep track of last time in StartFrame()
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previous_time = gpGlobals->time; // keep track of last time in StartFrame()
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