a little fixes
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0314cee6d3
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02fe78ceee
4 changed files with 36 additions and 74 deletions
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@ -100,6 +100,8 @@ typedef struct
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int iHitgroup; // 0 == generic, non zero is specific body part
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} TraceResult;
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typedef edict_t *entity_t;
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typedef uint32 CRC32_t;
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// Engine hands this to DLLs for functionality callbacks
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@ -2896,11 +2896,11 @@ void Bot::ChooseAimDirection (void)
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GetValidWaypoint ();
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// check if last enemy vector valid
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if (m_lastEnemyOrigin != nullvec)
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if (m_seeEnemyTime + 7.0 < GetWorldTime () && m_lastEnemyOrigin != nullvec)
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{
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TraceLine (EyePosition (), m_lastEnemyOrigin, false, true, GetEntity (), &tr);
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if ((pev->origin - m_lastEnemyOrigin).GetLength () >= 1600 && IsEntityNull (m_enemy) && !UsesSniper () || (tr.flFraction <= 0.2 && tr.pHit == g_hostEntity) && m_seeEnemyTime + 7.0 < GetWorldTime ())
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if ((pev->origin - m_lastEnemyOrigin).GetLength () >= 1600 && IsEntityNull (m_enemy) && !UsesSniper () || (tr.flFraction <= 0.2 && tr.pHit == g_hostEntity))
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{
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if ((m_aimFlags & (AIM_LAST_ENEMY | AIM_PREDICT_PATH)) && m_wantsToFire)
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m_wantsToFire = false;
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@ -2909,12 +2909,13 @@ void Bot::ChooseAimDirection (void)
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m_aimFlags &= ~(AIM_LAST_ENEMY | AIM_PREDICT_PATH);
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flags &= ~(AIM_LAST_ENEMY | AIM_PREDICT_PATH);
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flags = m_aimFlags;
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}
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}
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else
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{
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m_aimFlags &= ~(AIM_LAST_ENEMY | AIM_PREDICT_PATH);
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flags &= ~(AIM_LAST_ENEMY | AIM_PREDICT_PATH);
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flags = m_aimFlags;
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}
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// don't allow bot to look at danger positions under certain circumstances
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@ -4853,32 +4854,34 @@ void Bot::BotAI (void)
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SetConditions ();
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// some stuff required by by chatter engine
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if ((m_states & STATE_SEEING_ENEMY) && !IsEntityNull (m_enemy))
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if (yb_communication_type.GetInt () == 2)
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{
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if (Random.Long (0, 100) < 45 && GetNearbyFriendsNearPosition (pev->origin, 512) == 0 && (m_enemy->v.weapons & (1 << WEAPON_C4)))
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ChatterMessage (Chatter_SpotTheBomber);
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if ((m_states & STATE_SEEING_ENEMY) && !IsEntityNull (m_enemy))
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{
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if (Random.Long (0, 100) < 45 && GetNearbyFriendsNearPosition (pev->origin, 512) == 0 && (m_enemy->v.weapons & (1 << WEAPON_C4)))
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ChatterMessage (Chatter_SpotTheBomber);
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if (Random.Long (0, 100) < 45 && m_team == TEAM_TF && GetNearbyFriendsNearPosition (pev->origin, 512) == 0 && *g_engfuncs.pfnInfoKeyValue (g_engfuncs.pfnGetInfoKeyBuffer (m_enemy), "model") == 'v')
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ChatterMessage (Chatter_VIPSpotted);
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if (Random.Long (0, 100) < 45 && m_team == TEAM_TF && GetNearbyFriendsNearPosition (pev->origin, 512) == 0 && *g_engfuncs.pfnInfoKeyValue (g_engfuncs.pfnGetInfoKeyBuffer (m_enemy), "model") == 'v')
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ChatterMessage (Chatter_VIPSpotted);
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if (Random.Long (0, 100) < 50 && GetNearbyFriendsNearPosition (pev->origin, 450) == 0 && GetTeam (m_enemy) != m_team && IsGroupOfEnemies (m_enemy->v.origin, 2, 384))
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ChatterMessage (Chatter_ScaredEmotion);
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if (Random.Long (0, 100) < 50 && GetNearbyFriendsNearPosition (pev->origin, 450) == 0 && GetTeam (m_enemy) != m_team && IsGroupOfEnemies (m_enemy->v.origin, 2, 384))
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ChatterMessage (Chatter_ScaredEmotion);
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if (Random.Long (0, 100) < 40 && GetNearbyFriendsNearPosition (pev->origin, 1024) == 0 && ((m_enemy->v.weapons & (1 << WEAPON_AWP)) || (m_enemy->v.weapons & (1 << WEAPON_SCOUT)) || (m_enemy->v.weapons & (1 << WEAPON_G3SG1)) || (m_enemy->v.weapons & (1 << WEAPON_SG550))))
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ChatterMessage (Chatter_SniperWarning);
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if (Random.Long (0, 100) < 40 && GetNearbyFriendsNearPosition (pev->origin, 1024) == 0 && ((m_enemy->v.weapons & (1 << WEAPON_AWP)) || (m_enemy->v.weapons & (1 << WEAPON_SCOUT)) || (m_enemy->v.weapons & (1 << WEAPON_G3SG1)) || (m_enemy->v.weapons & (1 << WEAPON_SG550))))
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ChatterMessage (Chatter_SniperWarning);
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}
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// if bot is trapped under shield yell for help !
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if (GetTaskId () == TASK_CAMP && HasShield () && IsShieldDrawn () && GetNearbyEnemiesNearPosition (pev->origin, 650) >= 2 && IsEnemyViewable (m_enemy))
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InstantChatterMessage (Chatter_Pinned_Down);
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// if bomb planted warn teammates !
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if (g_canSayBombPlanted && g_bombPlanted && GetTeam (GetEntity ()) == TEAM_CF)
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{
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g_canSayBombPlanted = false;
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ChatterMessage (Chatter_GottaFindTheBomb);
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}
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}
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// if bot is trapped under shield yell for help !
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if (GetTaskId () == TASK_CAMP && HasShield() && IsShieldDrawn () && GetNearbyEnemiesNearPosition (pev->origin, 650) >= 2 && IsEnemyViewable(m_enemy))
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InstantChatterMessage(Chatter_Pinned_Down);
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// if bomb planted warn teammates !
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if (g_canSayBombPlanted && g_bombPlanted && GetTeam (GetEntity()) == TEAM_CF)
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{
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g_canSayBombPlanted = false;
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ChatterMessage (Chatter_GottaFindTheBomb);
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}
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Vector src, destination;
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m_checkTerrain = true;
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@ -5781,7 +5784,7 @@ byte Bot::ThrottledMsec (void)
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if (newMsec < 10)
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{
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msecVal = msecVal - static_cast <float> (newMsec) + m_msecValRest;
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msecVal -= static_cast <float> (newMsec) + m_msecValRest;
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msecRest = static_cast <int> (msecVal);
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m_msecValRest = msecVal - static_cast <float> (msecRest);
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@ -191,7 +191,7 @@ bool Bot::LookupEnemy (void)
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if (friendBot != NULL)
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{
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if (friendBot->m_seeEnemyTime + 2.0 < GetWorldTime () || IsEntityNull (friendBot->m_lastEnemy))
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if (friendBot->m_seeEnemyTime + 2.0f < GetWorldTime () || IsEntityNull (friendBot->m_lastEnemy))
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{
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if (IsVisible (pev->origin, ENT (friendBot->pev)))
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{
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@ -213,7 +213,7 @@ bool Bot::LookupEnemy (void)
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if (!IsAlive (newEnemy))
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{
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m_enemy = NULL;
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// shoot at dying players if no new enemy to give some more human-like illusion
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if (m_seeEnemyTime + 0.1 > GetWorldTime ())
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{
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@ -648,49 +648,6 @@ void Bot::FireWeapon (void)
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selectId = WEAPON_KNIFE; // no available ammo, use knife!
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}
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// ignore enemies protected by shields
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if (IsEnemyProtectedByShield (m_enemy) && !(m_currentWeapon == WEAPON_KNIFE) && IsEnemyViewable (m_enemy))
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{
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if (!g_bombPlanted && Random.Float (0, 100) < 50)
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StartTask (TASK_CAMP, TASKPRI_CAMP, -1, GetWorldTime () + Random.Float (5, 10), true);
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}
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// check if bot has shield
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if (HasShield () && m_shieldCheckTime < GetWorldTime () && GetTaskId () != TASK_CAMP && IsEnemyViewable (m_enemy))
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{
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if (IsGroupOfEnemies (pev->origin, 3, 750) && !IsShieldDrawn () && !g_bombPlanted)
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StartTask (TASK_SEEKCOVER, TASKPRI_SEEKCOVER, -1, GetWorldTime () + Random.Float (10, 20), true);
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if (distance >= 750 || ((m_enemy->v.button & IN_ATTACK) && !IsShieldDrawn()))
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{
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pev->button |= IN_ATTACK2; // draw the shield
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pev->button &= ~IN_DUCK;
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if (IsGroupOfEnemies (pev->origin, 3, 550) || (GetNearbyEnemiesNearPosition (pev->origin, 550) >= 3 && IsShieldDrawn ()))
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{
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ChooseAimDirection();
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FacePosition ();
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}
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else if(!g_bombPlanted)
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StartTask (TASK_CAMP, TASKPRI_PAUSE, -1, GetWorldTime () + Random.Float (10, 20), true);
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if (IsEnemyProtectedByShield (m_lastEnemy) && !(m_currentWeapon == WEAPON_KNIFE) && IsEnemyViewable (m_lastEnemy))
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{
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pev->button &= ~IN_ATTACK;
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StartTask (TASK_CAMP, TASKPRI_CAMP, -1, GetWorldTime () + Random.Float (10, 20), true);
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}
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}
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else if (IsShieldDrawn () || (!IsEntityNull (m_enemy) && (m_enemy->v.button & IN_RELOAD) || !IsEnemyViewable (m_enemy)))
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{
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pev->button |= (IN_ATTACK2 | IN_DUCK); // draw out the shield
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if (!g_bombPlanted)
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StartTask (TASK_SEEKCOVER, TASKPRI_SEEKCOVER, -1, GetWorldTime () + Random.Float (10, 25), true);
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}
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m_shieldCheckTime = GetWorldTime () + 0.5;
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}
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WeaponSelectEnd:
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// we want to fire weapon, don't reload now
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if (!m_isReloading)
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@ -997,12 +997,12 @@ void Touch (edict_t *pentTouched, edict_t *pentOther)
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// the two entities both have velocities, for example two players colliding, this function
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// is called twice, once for each entity moving.
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if (!IsEntityNull (pentTouched) && (pentTouched->v.flags & FL_FAKECLIENT))
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if (!IsEntityNull (pentOther) && (pentOther->v.flags & FL_FAKECLIENT))
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{
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Bot *touched = g_botManager->GetBot (pentTouched);
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Bot *bot = g_botManager->GetBot (pentOther);
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if (touched != NULL)
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touched->VerifyBreakable (pentOther);
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if (bot != NULL)
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bot->VerifyBreakable (pentTouched);
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}
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if (g_isMetamod)
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RETURN_META (MRES_IGNORED);
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