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436 lines
11 KiB
436 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Basic BOT handling.
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "hl2mp_player.h"
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#include "in_buttons.h"
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#include "movehelper_server.h"
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void ClientPutInServer( edict_t *pEdict, const char *playername );
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void Bot_Think( CHL2MP_Player *pBot );
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#ifdef DEBUG
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ConVar bot_forcefireweapon( "bot_forcefireweapon", "", 0, "Force bots with the specified weapon to fire." );
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ConVar bot_forceattack2( "bot_forceattack2", "0", 0, "When firing, use attack2." );
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ConVar bot_forceattackon( "bot_forceattackon", "0", 0, "When firing, don't tap fire, hold it down." );
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ConVar bot_flipout( "bot_flipout", "0", 0, "When on, all bots fire their guns." );
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ConVar bot_defend( "bot_defend", "0", 0, "Set to a team number, and that team will all keep their combat shields raised." );
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ConVar bot_changeclass( "bot_changeclass", "0", 0, "Force all bots to change to the specified class." );
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ConVar bot_zombie( "bot_zombie", "0", 0, "Brraaaaaiiiins." );
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static ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "0", 0, "Offsets the bot yaw." );
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ConVar bot_attack( "bot_attack", "1", 0, "Shoot!" );
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ConVar bot_sendcmd( "bot_sendcmd", "", 0, "Forces bots to send the specified command." );
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ConVar bot_crouch( "bot_crouch", "0", 0, "Bot crouches" );
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#ifdef NEXT_BOT
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extern ConVar bot_mimic;
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#else
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ConVar bot_mimic( "bot_mimic", "0", 0, "Bot uses usercmd of player by index." );
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#endif
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static int BotNumber = 1;
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static int g_iNextBotTeam = -1;
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static int g_iNextBotClass = -1;
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typedef struct
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{
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bool backwards;
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float nextturntime;
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bool lastturntoright;
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float nextstrafetime;
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float sidemove;
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QAngle forwardAngle;
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QAngle lastAngles;
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float m_flJoinTeamTime;
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int m_WantedTeam;
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int m_WantedClass;
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} botdata_t;
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static botdata_t g_BotData[ MAX_PLAYERS ];
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//-----------------------------------------------------------------------------
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// Purpose: Create a new Bot and put it in the game.
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// Output : Pointer to the new Bot, or NULL if there's no free clients.
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//-----------------------------------------------------------------------------
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CBasePlayer *BotPutInServer( bool bFrozen, int iTeam )
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{
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g_iNextBotTeam = iTeam;
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char botname[ 64 ];
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Q_snprintf( botname, sizeof( botname ), "Bot%02i", BotNumber );
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// This is an evil hack, but we use it to prevent sv_autojointeam from kicking in.
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edict_t *pEdict = engine->CreateFakeClient( botname );
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if (!pEdict)
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{
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Msg( "Failed to create Bot.\n");
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return NULL;
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}
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// Allocate a CBasePlayer for the bot, and call spawn
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//ClientPutInServer( pEdict, botname );
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CHL2MP_Player *pPlayer = ((CHL2MP_Player *)CBaseEntity::Instance( pEdict ));
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pPlayer->ClearFlags();
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pPlayer->AddFlag( FL_CLIENT | FL_FAKECLIENT );
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if ( bFrozen )
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pPlayer->AddEFlags( EFL_BOT_FROZEN );
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BotNumber++;
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g_BotData[pPlayer->entindex()-1].m_WantedTeam = iTeam;
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g_BotData[pPlayer->entindex()-1].m_flJoinTeamTime = gpGlobals->curtime + 0.3;
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return pPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Run through all the Bots in the game and let them think.
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//-----------------------------------------------------------------------------
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void Bot_RunAll( void )
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{
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CHL2MP_Player *pPlayer = ToHL2MPPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer && (pPlayer->GetFlags() & FL_FAKECLIENT) )
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{
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Bot_Think( pPlayer );
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}
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}
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}
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bool RunMimicCommand( CUserCmd& cmd )
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{
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if ( bot_mimic.GetInt() <= 0 )
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return false;
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if ( bot_mimic.GetInt() > gpGlobals->maxClients )
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return false;
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( bot_mimic.GetInt() );
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if ( !pPlayer )
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return false;
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if ( !pPlayer->GetLastUserCommand() )
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return false;
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cmd = *pPlayer->GetLastUserCommand();
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cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Simulates a single frame of movement for a player
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// Input : *fakeclient -
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// *viewangles -
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// forwardmove -
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// sidemove -
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// upmove -
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// buttons -
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// impulse -
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// msec -
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// Output : virtual void
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//-----------------------------------------------------------------------------
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static void RunPlayerMove( CHL2MP_Player *fakeclient, const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime )
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{
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if ( !fakeclient )
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return;
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CUserCmd cmd;
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// Store off the globals.. they're gonna get whacked
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float flOldFrametime = gpGlobals->frametime;
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float flOldCurtime = gpGlobals->curtime;
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float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime;
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fakeclient->SetTimeBase( flTimeBase );
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Q_memset( &cmd, 0, sizeof( cmd ) );
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if ( !RunMimicCommand( cmd ) && !bot_zombie.GetBool() )
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{
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VectorCopy( viewangles, cmd.viewangles );
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cmd.forwardmove = forwardmove;
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cmd.sidemove = sidemove;
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cmd.upmove = upmove;
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cmd.buttons = buttons;
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cmd.impulse = impulse;
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cmd.random_seed = random->RandomInt( 0, 0x7fffffff );
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}
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if( bot_crouch.GetInt() )
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cmd.buttons |= IN_DUCK;
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if ( bot_attack.GetBool() )
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cmd.buttons |= IN_ATTACK;
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MoveHelperServer()->SetHost( fakeclient );
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fakeclient->PlayerRunCommand( &cmd, MoveHelperServer() );
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// save off the last good usercmd
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fakeclient->SetLastUserCommand( cmd );
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// Clear out any fixangle that has been set
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fakeclient->pl.fixangle = FIXANGLE_NONE;
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// Restore the globals..
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gpGlobals->frametime = flOldFrametime;
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gpGlobals->curtime = flOldCurtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Run this Bot's AI for one frame.
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//-----------------------------------------------------------------------------
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void Bot_Think( CHL2MP_Player *pBot )
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{
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// Make sure we stay being a bot
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pBot->AddFlag( FL_FAKECLIENT );
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botdata_t *botdata = &g_BotData[ ENTINDEX( pBot->edict() ) - 1 ];
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QAngle vecViewAngles;
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float forwardmove = 0.0;
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float sidemove = botdata->sidemove;
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float upmove = 0.0;
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unsigned short buttons = 0;
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byte impulse = 0;
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float frametime = gpGlobals->frametime;
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vecViewAngles = pBot->GetLocalAngles();
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// Create some random values
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if ( pBot->IsAlive() && (pBot->GetSolid() == SOLID_BBOX) )
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{
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trace_t trace;
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// Stop when shot
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if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) )
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{
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if ( pBot->m_iHealth == 100 )
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{
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forwardmove = 600 * ( botdata->backwards ? -1 : 1 );
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if ( botdata->sidemove != 0.0f )
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{
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forwardmove *= random->RandomFloat( 0.1, 1.0f );
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}
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}
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else
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{
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forwardmove = 0;
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}
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}
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// Only turn if I haven't been hurt
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if ( !pBot->IsEFlagSet(EFL_BOT_FROZEN) && pBot->m_iHealth == 100 )
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{
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Vector vecEnd;
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Vector forward;
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QAngle angle;
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float angledelta = 15.0;
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int maxtries = (int)360.0/angledelta;
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if ( botdata->lastturntoright )
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{
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angledelta = -angledelta;
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}
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angle = pBot->GetLocalAngles();
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Vector vecSrc;
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while ( --maxtries >= 0 )
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{
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AngleVectors( angle, &forward );
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vecSrc = pBot->GetLocalOrigin() + Vector( 0, 0, 36 );
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vecEnd = vecSrc + forward * 10;
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UTIL_TraceHull( vecSrc, vecEnd, VEC_HULL_MIN_SCALED( pBot ), VEC_HULL_MAX_SCALED( pBot ),
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MASK_PLAYERSOLID, pBot, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction == 1.0 )
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{
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if ( gpGlobals->curtime < botdata->nextturntime )
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{
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break;
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}
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}
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angle.y += angledelta;
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if ( angle.y > 180 )
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angle.y -= 360;
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else if ( angle.y < -180 )
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angle.y += 360;
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botdata->nextturntime = gpGlobals->curtime + 2.0;
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botdata->lastturntoright = random->RandomInt( 0, 1 ) == 0 ? true : false;
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botdata->forwardAngle = angle;
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botdata->lastAngles = angle;
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}
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if ( gpGlobals->curtime >= botdata->nextstrafetime )
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{
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botdata->nextstrafetime = gpGlobals->curtime + 1.0f;
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if ( random->RandomInt( 0, 5 ) == 0 )
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{
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botdata->sidemove = -600.0f + 1200.0f * random->RandomFloat( 0, 2 );
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}
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else
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{
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botdata->sidemove = 0;
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}
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sidemove = botdata->sidemove;
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if ( random->RandomInt( 0, 20 ) == 0 )
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{
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botdata->backwards = true;
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}
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else
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{
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botdata->backwards = false;
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}
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}
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pBot->SetLocalAngles( angle );
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vecViewAngles = angle;
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}
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// Is my team being forced to defend?
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if ( bot_defend.GetInt() == pBot->GetTeamNumber() )
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{
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buttons |= IN_ATTACK2;
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}
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// If bots are being forced to fire a weapon, see if I have it
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else if ( bot_forcefireweapon.GetString() )
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{
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CBaseCombatWeapon *pWeapon = pBot->Weapon_OwnsThisType( bot_forcefireweapon.GetString() );
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if ( pWeapon )
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{
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// Switch to it if we don't have it out
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CBaseCombatWeapon *pActiveWeapon = pBot->GetActiveWeapon();
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// Switch?
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if ( pActiveWeapon != pWeapon )
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{
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pBot->Weapon_Switch( pWeapon );
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}
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else
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{
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// Start firing
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// Some weapons require releases, so randomise firing
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
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{
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buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
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}
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}
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}
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}
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if ( bot_flipout.GetInt() )
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{
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if ( bot_forceattackon.GetBool() || (RandomFloat(0.0,1.0) > 0.5) )
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{
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buttons |= bot_forceattack2.GetBool() ? IN_ATTACK2 : IN_ATTACK;
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}
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}
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if ( strlen( bot_sendcmd.GetString() ) > 0 )
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{
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//send the cmd from this bot
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CCommand args;
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args.Tokenize( bot_sendcmd.GetString() );
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pBot->ClientCommand( args );
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bot_sendcmd.SetValue("");
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}
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}
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else
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{
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// Wait for Reinforcement wave
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if ( !pBot->IsAlive() )
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{
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// Try hitting my buttons occasionally
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if ( random->RandomInt( 0, 100 ) > 80 )
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{
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// Respawn the bot
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if ( random->RandomInt( 0, 1 ) == 0 )
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{
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buttons |= IN_JUMP;
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}
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else
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{
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buttons = 0;
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}
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}
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}
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}
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if ( bot_flipout.GetInt() >= 2 )
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{
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QAngle angOffset = RandomAngle( -1, 1 );
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botdata->lastAngles += angOffset;
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for ( int i = 0 ; i < 2; i++ )
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{
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if ( fabs( botdata->lastAngles[ i ] - botdata->forwardAngle[ i ] ) > 15.0f )
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{
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if ( botdata->lastAngles[ i ] > botdata->forwardAngle[ i ] )
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{
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botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] + 15;
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}
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else
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{
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botdata->lastAngles[ i ] = botdata->forwardAngle[ i ] - 15;
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}
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}
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}
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botdata->lastAngles[ 2 ] = 0;
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pBot->SetLocalAngles( botdata->lastAngles );
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}
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RunPlayerMove( pBot, pBot->GetLocalAngles(), forwardmove, sidemove, upmove, buttons, impulse, frametime );
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}
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#endif
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