You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1075 lines
37 KiB
1075 lines
37 KiB
// botman's Half-Life bot example |
|
// |
|
// http://planethalflife.com/botman/ |
|
// |
|
// bot_combat.cpp |
|
// |
|
|
|
#include "extdll.h" |
|
#include "util.h" |
|
#include "client.h" |
|
#include "cbase.h" |
|
#include "player.h" |
|
#include "items.h" |
|
#include "effects.h" |
|
#include "weapons.h" |
|
#include "soundent.h" |
|
#include "gamerules.h" |
|
#include "animation.h" |
|
|
|
#include "bot.h" |
|
|
|
|
|
extern int f_Observer; // flag to indicate if player is in observer mode |
|
|
|
// weapon firing delay based on skill (min and max delay for each weapon) |
|
float primary_fire_delay[WEAPON_SNARK+1][5][2] = { |
|
// WEAPON_NONE - NOT USED |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_CROWBAR |
|
{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.6, 1.0}}, |
|
// WEAPON_GLOCK (9mm) |
|
{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.3}, {0.3, 0.4}, {0.4, 0.5}}, |
|
// WEAPON_PYTHON (357) |
|
{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {1.0, 1.3}, {1.5, 2.0}}, |
|
// WEAPON_MP5 (9mmAR) |
|
{{0.0, 0.1}, {0.1, 0.3}, {0.3, 0.5}, {0.4, 0.6}, {0.5, 0.8}}, |
|
// WEAPON_CHAINGUN - NOT USED |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_CROSSBOW |
|
{{0.0, 0.25}, {0.2, 0.4}, {0.5, 0.7}, {0.8, 1.0}, {1.0, 1.3}}, |
|
// WEAPON_SHOTGUN |
|
{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}}, |
|
// WEAPON_RPG |
|
{{1.0, 3.0}, {2.0, 4.0}, {3.0, 5.0}, {4.0, 6.0}, {5.0, 7.0}}, |
|
// WEAPON_GAUSS |
|
{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {1.0, 1.2}}, |
|
// WEAPON_EGON |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_HORNETGUN |
|
{{0.0, 0.1}, {0.25, 0.4}, {0.4, 0.7}, {0.6, 1.0}, {1.0, 1.5}}, |
|
// WEAPON_HANDGRENADE |
|
{{1.0, 1.4}, {1.4, 2.0}, {1.8, 2.6}, {2.0, 3.0}, {2.5, 3.8}}, |
|
// WEAPON_TRIPMINE |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_SATCHEL |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_SNARK |
|
{{0.0, 0.1}, {0.1, 0.2}, {0.2, 0.5}, {0.5, 0.7}, {0.6, 1.0}}, |
|
}; |
|
|
|
float secondary_fire_delay[WEAPON_SNARK+1][5][2] = { |
|
// WEAPON_NONE - NOT USED |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_CROWBAR - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_GLOCK (9mm) |
|
{{0.0, 0.1}, {0.0, 0.1}, {0.1, 0.2}, {0.1, 0.2}, {0.2, 0.4}}, |
|
// WEAPON_PYTHON (357) |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_MP5 (9mmAR) |
|
{{0.0, 0.3}, {0.5, 0.8}, {0.7, 1.0}, {1.0, 1.6}, {1.4, 2.0}}, |
|
// WEAPON_CHAINGUN - NOT USED |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_CROSSBOW |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_SHOTGUN |
|
{{0.0, 0.25}, {0.2, 0.5}, {0.4, 0.8}, {0.6, 1.2}, {0.8, 2.0}}, |
|
// WEAPON_RPG - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_GAUSS |
|
{{0.2, 0.5}, {0.3, 0.7}, {0.5, 1.0}, {0.8, 1.5}, {1.0, 2.0}}, |
|
// WEAPON_EGON - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_HORNETGUN |
|
{{0.0, 0.1}, {0.2, 0.3}, {0.3, 0.5}, {0.5, 0.8}, {0.7, 1.2}}, |
|
// WEAPON_HANDGRENADE - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_TRIPMINE - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_SATCHEL |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}}, |
|
// WEAPON_SNARK - Not applicable |
|
{{0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}, {0.0, 0.0}} |
|
}; |
|
|
|
ammo_check_t ammo_check[] = { |
|
{"ammo_glockclip", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_9mmclip", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_9mmAR", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_9mm41a", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_9mmbox", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_mp5clip", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_chainboxclip", "9mm", _9MM_MAX_CARRY}, |
|
{"ammo_mp5grenades", "ARgrenades", M203_GRENADE_MAX_CARRY}, |
|
{"ammo_ARgrenades", "ARgrenades", M203_GRENADE_MAX_CARRY}, |
|
{"ammo_buckshot", "buckshot", BUCKSHOT_MAX_CARRY}, |
|
{"ammo_crossbow", "bolts", BOLT_MAX_CARRY}, |
|
{"ammo_357", "357", _357_MAX_CARRY}, |
|
{"ammo_rpgclip", "rockets", ROCKET_MAX_CARRY}, |
|
{"ammo_egonclip", "uranium", URANIUM_MAX_CARRY}, |
|
{"ammo_gaussclip", "uranium", URANIUM_MAX_CARRY}, |
|
{"", 0, 0}}; |
|
|
|
// sounds for Bot taunting after a kill... |
|
const char *barney_taunt[] = { BA_TNT1, BA_TNT2, BA_TNT3, BA_TNT4, BA_TNT5 }; |
|
const char *scientist_taunt[] = { SC_TNT1, SC_TNT2, SC_TNT3, SC_TNT4, SC_TNT5 }; |
|
|
|
|
|
CBaseEntity * CBot::BotFindEnemy( void ) |
|
{ |
|
Vector vecEnd; |
|
static BOOL flag=TRUE; |
|
char sound[40]; // for taunting sounds |
|
|
|
if (pBotEnemy != NULL) // does the bot already have an enemy? |
|
{ |
|
vecEnd = pBotEnemy->EyePosition(); |
|
|
|
// if the enemy is dead or has switched to botcam mode... |
|
if (!pBotEnemy->IsAlive() || (pBotEnemy->pev->effects & EF_NODRAW)) |
|
{ |
|
if (!pBotEnemy->IsAlive()) // is the enemy dead?, assume bot killed it |
|
{ |
|
// the enemy is dead, jump for joy about 10% of the time |
|
if (RANDOM_LONG(1, 100) <= 10) |
|
pev->button |= IN_JUMP; |
|
|
|
// check if this player is not a bot (i.e. not fake client)... |
|
if (pBotEnemy->IsNetClient() && !IS_DEDICATED_SERVER()) |
|
{ |
|
// speak taunt sounds about 10% of the time |
|
if (RANDOM_LONG(1, 100) <= 10) |
|
{ |
|
if (bot_model == MODEL_BARNEY) |
|
strcpy( sound, barney_taunt[RANDOM_LONG(0,4)] ); |
|
else if (bot_model == MODEL_SCIENTIST) |
|
strcpy( sound, scientist_taunt[RANDOM_LONG(0,4)] ); |
|
|
|
EMIT_SOUND(ENT(pBotEnemy->pev), CHAN_VOICE, sound, |
|
RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
|
} |
|
} |
|
} |
|
|
|
// don't have an enemy anymore so null out the pointer... |
|
pBotEnemy = NULL; |
|
} |
|
else if (FInViewCone( &vecEnd ) && FVisible( vecEnd )) |
|
{ |
|
// if enemy is still visible and in field of view, keep it |
|
|
|
// face the enemy |
|
Vector v_enemy = pBotEnemy->pev->origin - pev->origin; |
|
Vector bot_angles = UTIL_VecToAngles( v_enemy ); |
|
|
|
pev->ideal_yaw = bot_angles.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; |
|
|
|
return (pBotEnemy); |
|
} |
|
} |
|
|
|
int i; |
|
float nearestdistance = 1000; |
|
CBaseEntity *pNewEnemy = NULL; |
|
|
|
// search the world for players... |
|
for (i = 1; i <= gpGlobals->maxClients; i++) |
|
{ |
|
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i ); |
|
|
|
// skip invalid players and skip self (i.e. this bot) |
|
if ((!pPlayer) || (pPlayer == this)) |
|
continue; |
|
|
|
// skip this player if not alive (i.e. dead or dying) |
|
if (pPlayer->pev->deadflag != DEAD_NO) |
|
continue; |
|
|
|
// skip players that are not bots in observer mode... |
|
if (pPlayer->IsNetClient() && f_Observer) |
|
continue; |
|
|
|
// skip players that are in botcam mode... |
|
if (pPlayer->pev->effects & EF_NODRAW) |
|
continue; |
|
|
|
// BigGuy - START |
|
// is team play enabled? |
|
if (g_pGameRules->IsTeamplay()) |
|
{ |
|
// don't target your teammates if team names match... |
|
if (UTIL_TeamsMatch(g_pGameRules->GetTeamID(this), |
|
g_pGameRules->GetTeamID(pPlayer))) |
|
continue; |
|
} |
|
// BigGuy - END |
|
|
|
vecEnd = pPlayer->EyePosition(); |
|
|
|
// see if bot can see the player... |
|
if (FInViewCone( &vecEnd ) && FVisible( vecEnd )) |
|
{ |
|
float distance = (pPlayer->pev->origin - pev->origin).Length(); |
|
if (distance < nearestdistance) |
|
{ |
|
nearestdistance = distance; |
|
pNewEnemy = pPlayer; |
|
|
|
pBotUser = NULL; // don't follow user when enemy found |
|
} |
|
} |
|
} |
|
|
|
if (pNewEnemy) |
|
{ |
|
// face the enemy |
|
Vector v_enemy = pNewEnemy->pev->origin - pev->origin; |
|
Vector bot_angles = UTIL_VecToAngles( v_enemy ); |
|
|
|
pev->ideal_yaw = bot_angles.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; |
|
} |
|
|
|
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_HORNETGUN] = 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]; |
|
} |
|
|
|
} |
|
|
|
|
|
// 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 ) |
|
{ |
|
CBasePlayerItem *new_weapon; |
|
BOOL enemy_below; |
|
|
|
// 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 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 ((pev->weapons & (1<<WEAPON_EGON)) && (pev->waterlevel != 3)) |
|
{ |
|
if ((weapon_choice == 0) || (weapon_choice == WEAPON_EGON)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_EGON]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_EGON] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_egon"); // select the egon gun |
|
|
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!) |
|
|
|
// set next time to shoot |
|
f_shoot_time = gpGlobals->time; |
|
|
|
return TRUE; |
|
} |
|
} |
|
} |
|
|
|
// if the bot is carrying the gauss gun (can't use underwater)... |
|
if ((pev->weapons & (1<<WEAPON_GAUSS)) && (pev->waterlevel != 3)) |
|
{ |
|
if ((weapon_choice == 0) || (weapon_choice == WEAPON_GAUSS)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_GAUSS]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_GAUSS] > 1) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_gauss"); // select the gauss gun |
|
|
|
long use_secondary = RANDOM_LONG(1,100); |
|
|
|
// are we charging the gauss gun? |
|
if (f_fire_gauss > 0) |
|
{ |
|
// is it time to fire the charged gauss gun? |
|
if (f_fire_gauss >= gpGlobals->time) |
|
{ |
|
// we DON'T set pev->button here to release the secondary |
|
// fire button which will fire the charged gauss gun |
|
|
|
f_fire_gauss = -1; // -1 means not charging gauss gun |
|
|
|
// set next time to shoot |
|
f_shoot_time = gpGlobals->time + 1.0f + |
|
RANDOM_FLOAT(secondary_fire_delay[WEAPON_GAUSS][bot_skill][0], |
|
secondary_fire_delay[WEAPON_GAUSS][bot_skill][1]); |
|
} |
|
else |
|
{ |
|
pev->button |= IN_ATTACK2; // charge the gauss gun |
|
f_shoot_time = gpGlobals->time; // keep charging |
|
} |
|
} |
|
else if ((use_secondary <= 20) && |
|
(primary_ammo[WEAPON_GAUSS] >= 10)) |
|
{ |
|
// release secondary fire in 0.5 seconds... |
|
f_fire_gauss = gpGlobals->time + 0.5f; |
|
|
|
pev->button |= IN_ATTACK2; // charge the gauss gun |
|
f_shoot_time = gpGlobals->time; // keep charging |
|
} |
|
else |
|
{ |
|
pev->button |= IN_ATTACK; // use primary attack (bang! bang!) |
|
|
|
// set next time to shoot |
|
f_shoot_time = gpGlobals->time + 0.2f + |
|
RANDOM_FLOAT(primary_fire_delay[WEAPON_GAUSS][bot_skill][0], |
|
primary_fire_delay[WEAPON_GAUSS][bot_skill][1]); |
|
} |
|
|
|
return TRUE; |
|
} |
|
} |
|
} |
|
|
|
// 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 357/PYTHON, (can't use underwater)... |
|
if ((pev->weapons & (1<<WEAPON_PYTHON)) && (pev->waterlevel != 3)) |
|
{ |
|
// if close enough for 357 shot... |
|
if (((distance > 30) && (distance < 700) && (weapon_choice == 0)) || |
|
(weapon_choice == WEAPON_PYTHON)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_PYTHON]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_PYTHON] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_357"); // select the 357 python |
|
|
|
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_PYTHON][bot_skill][0], |
|
primary_fire_delay[WEAPON_PYTHON][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 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 MP5 (can't use underwater)... |
|
if ((pev->weapons & (1<<WEAPON_MP41A)) && (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_MP41A) && (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_MP41A]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (secondary_ammo[WEAPON_MP41A] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_9mm41a"); // 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_MP41A][bot_skill][0], |
|
secondary_fire_delay[WEAPON_MP41A][bot_skill][1]); |
|
|
|
return TRUE; |
|
} |
|
// BigGuy - END |
|
} |
|
|
|
// if close enough for good MP5 shot... |
|
if (((distance < 250) && (weapon_choice == 0)) || |
|
(weapon_choice == WEAPON_MP41A)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_MP41A]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_MP41A] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_9mm41a"); // 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_MP41A][bot_skill][0], |
|
primary_fire_delay[WEAPON_MP41A][bot_skill][1]); |
|
|
|
return TRUE; |
|
} |
|
} |
|
} |
|
|
|
if ((pev->weapons & (1<<WEAPON_MINIGUN)) && (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_MINIGUN) && (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_MINIGUN]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (secondary_ammo[WEAPON_MINIGUN] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_minigun"); // 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_MINIGUN][bot_skill][0], |
|
secondary_fire_delay[WEAPON_MINIGUN][bot_skill][1]); |
|
|
|
return TRUE; |
|
} |
|
// BigGuy - END |
|
} |
|
|
|
// if close enough for good Minigun shot... |
|
if (((distance < 250) && (weapon_choice == 0)) || |
|
(weapon_choice == WEAPON_MINIGUN)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_MINIGUN]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_MINIGUN] > 200) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_minigun"); // 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_MINIGUN][bot_skill][0], |
|
primary_fire_delay[WEAPON_MINIGUN][bot_skill][1]); |
|
|
|
return TRUE; |
|
} |
|
} |
|
} |
|
|
|
// if the bot is carrying the crossbow... |
|
if (pev->weapons & (1<<WEAPON_CROSSBOW)) |
|
{ |
|
// if bot is not too close for crossbow and not too far... |
|
if (((distance > 100) && (distance < 1000) && (weapon_choice == 0)) || |
|
(weapon_choice == WEAPON_CROSSBOW)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_CROSSBOW]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_CROSSBOW] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_crossbow"); // select the crossbow |
|
|
|
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_CROSSBOW][bot_skill][0], |
|
primary_fire_delay[WEAPON_CROSSBOW][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 < 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 |
|
|
|
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_EAGEL)) |
|
{ |
|
// if nothing else was selected, try the good ol' 9mm glock... |
|
if (((distance < 1200) && (weapon_choice == 0)) || |
|
(weapon_choice == WEAPON_EAGEL)) |
|
{ |
|
new_weapon = weapon_ptr[WEAPON_EAGEL]; |
|
|
|
// check if the bot has any ammo left for this weapon... |
|
if (primary_ammo[WEAPON_EAGEL] > 0) |
|
{ |
|
// check if the bot isn't already using this item... |
|
if (m_pActiveItem != new_weapon) |
|
SelectItem("weapon_eagel"); // 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_EAGEL][bot_skill][0], |
|
secondary_fire_delay[WEAPON_EAGEL][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_EAGEL][bot_skill][0], |
|
primary_fire_delay[WEAPON_EAGEL][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; |
|
} |
|
|
|
|
|
|
|
|