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https://github.com/YGGverse/hlsdk-portable.git
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Clean gamestate part
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parent
857c080545
commit
70af6c8e9e
@ -604,8 +604,7 @@ void CCSBot::Update()
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&& GetProfile()->GetTeamwork() > minAutoFollowTeamwork
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&& GetProfile()->GetTeamwork() > minAutoFollowTeamwork
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&& CanAutoFollow()
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&& CanAutoFollow()
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&& !IsBusy()
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&& !IsBusy()
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&& !IsFollowing()
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&& !IsFollowing())
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&& !GetGameState()->IsAtPlantedBombsite())
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{
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{
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// chance of following is proportional to teamwork attribute
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// chance of following is proportional to teamwork attribute
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if (GetProfile()->GetTeamwork() > RANDOM_FLOAT(0.0f, 1.0f))
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if (GetProfile()->GetTeamwork() > RANDOM_FLOAT(0.0f, 1.0f))
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@ -5,9 +5,10 @@ CSGameState::CSGameState(CCSBot *owner)
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m_owner = owner;
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m_owner = owner;
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m_isRoundOver = false;
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m_isRoundOver = false;
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// m_bombState = MOVING;
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// m_bombState = MOVING;
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#if 0
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m_lastSawBomber.Invalidate();
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m_lastSawBomber.Invalidate();
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m_lastSawLooseBomb.Invalidate();
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m_lastSawLooseBomb.Invalidate();
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#endif
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m_validateInterval.Invalidate();
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m_validateInterval.Invalidate();
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// m_isPlantedBombPosKnown = false;
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// m_isPlantedBombPosKnown = false;
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// m_plantedBombsite = UNKNOWN;
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// m_plantedBombsite = UNKNOWN;
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@ -36,12 +37,11 @@ void CSGameState::Reset()
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CCSBotManager *ctrl = TheCSBots();
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CCSBotManager *ctrl = TheCSBots();
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m_isRoundOver = false;
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m_isRoundOver = false;
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#if 0
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// bomb
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// bomb
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m_bombState = MOVING;
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m_bombState = MOVING;
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m_lastSawBomber.Invalidate();
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m_lastSawBomber.Invalidate();
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m_lastSawLooseBomb.Invalidate();
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m_lastSawLooseBomb.Invalidate();
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#if 0
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m_bombsiteCount = ctrl->GetZoneCount();
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m_bombsiteCount = ctrl->GetZoneCount();
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m_isPlantedBombPosKnown = false;
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m_isPlantedBombPosKnown = false;
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@ -110,7 +110,7 @@ bool CSGameState::IsRoundOver() const
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{
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{
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return m_isRoundOver;
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return m_isRoundOver;
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}
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}
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#if 0
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void CSGameState::SetBombState(BombState state)
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void CSGameState::SetBombState(BombState state)
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{
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{
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// if state changed, reset "last seen" timestamps
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// if state changed, reset "last seen" timestamps
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@ -309,6 +309,7 @@ bool CSGameState::IsBombsiteClear(int zoneIndex) const
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#endif
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#endif
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return false;
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return false;
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}
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}
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#endif
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#if 0
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#if 0
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void CSGameState::InitializeHostageInfo()
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void CSGameState::InitializeHostageInfo()
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{
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{
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@ -692,4 +693,4 @@ void CSGameState::AllHostagesGone()
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for (int i = 0; i < m_hostageCount; ++i)
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for (int i = 0; i < m_hostageCount; ++i)
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m_hostage[i].isValid = false;
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m_hostage[i].isValid = false;
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}
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}
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#endif
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#endif
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@ -44,7 +44,7 @@ public:
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void Reset();
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void Reset();
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void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling
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void OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other); // Event handling
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bool IsRoundOver() const; // true if round has been won or lost (but not yet reset)
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bool IsRoundOver() const; // true if round has been won or lost (but not yet reset)
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#if 0
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// bomb defuse scenario
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// bomb defuse scenario
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enum BombState
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enum BombState
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{
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{
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@ -81,14 +81,14 @@ public:
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void ClearBombsite(int zoneIndex); // mark bombsite as clear
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void ClearBombsite(int zoneIndex); // mark bombsite as clear
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const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know
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const Vector *GetBombPosition() const; // return where we think the bomb is, or NULL if we don't know
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#endif
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// hostage rescue scenario
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// hostage rescue scenario
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//enum ValidateStatusType:unsigned char //C++11 feature
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//enum ValidateStatusType:unsigned char //C++11 feature
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private:
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private:
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CCSBot *m_owner; // who owns this gamestate
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CCSBot *m_owner; // who owns this gamestate
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bool m_isRoundOver; // true if round is over, but no yet reset
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bool m_isRoundOver; // true if round is over, but no yet reset
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#if 0
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// bomb defuse scenario
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// bomb defuse scenario
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void SetBombState(BombState state);
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void SetBombState(BombState state);
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BombState GetBombState() { return m_bombState; }
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BombState GetBombState() { return m_bombState; }
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@ -100,7 +100,7 @@ private:
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IntervalTimer m_lastSawLooseBomb;
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IntervalTimer m_lastSawLooseBomb;
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Vector m_looseBombPos;
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Vector m_looseBombPos;
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#endif
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CountdownTimer m_validateInterval;
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CountdownTimer m_validateInterval;
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};
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};
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