fixed bot's don't shoot thru walls
added some knife-mode movement some codestyle fixes
This commit is contained in:
parent
c850e45ed2
commit
04365ab202
5 changed files with 342 additions and 399 deletions
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@ -1786,6 +1786,42 @@ void Bot::UpdateEmotions (void)
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m_nextEmotionUpdate = GetWorldTime () + 1.0f;
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}
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void Bot::SetConditionsOverride (void)
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{
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if (m_currentWeapon != WEAPON_KNIFE && m_difficulty > 3 && ((m_aimFlags & AIM_ENEMY) || (m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY)) || (GetTaskId () == TASK_SEEKCOVER && (m_isReloading || m_isVIP))) && !yb_jasonmode.GetBool () && GetTaskId () != TASK_CAMP && !IsOnLadder ())
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{
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m_moveToGoal = false; // don't move to goal
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m_navTimeset = GetWorldTime ();
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if (IsValidPlayer (m_enemy))
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CombatFight ();
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}
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// check if we need to escape from bomb
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if ((g_mapType & MAP_DE) && g_bombPlanted && m_notKilled && GetTaskId () != TASK_ESCAPEFROMBOMB && GetTaskId () != TASK_CAMP && OutOfBombTimer ())
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{
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TaskComplete (); // complete current task
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// then start escape from bomb immidiate
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PushTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, -1, 0.0f, true);
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}
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// special handling, if we have a knife in our hands
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if (m_currentWeapon == WEAPON_KNIFE && IsValidPlayer (m_enemy) && (GetTaskId () != TASK_MOVETOPOSITION || GetTask ()->desire != TASKPRI_HIDE))
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{
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if ((pev->origin - m_enemy->v.origin).GetLength2D () > 100.0f && (m_states & STATE_SEEING_ENEMY))
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{
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int nearestToEnemyPoint = waypoints.FindNearest (m_enemy->v.origin);
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if (nearestToEnemyPoint != -1 && nearestToEnemyPoint != m_currentWaypointIndex && fabsf (waypoints.GetPath (nearestToEnemyPoint)->origin.z - m_enemy->v.origin.z) < 16.0f)
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{
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PushTask (TASK_MOVETOPOSITION, TASKPRI_HIDE, nearestToEnemyPoint, GetWorldTime () + Random.Float (5.0f, 10.0f), true);
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m_enemy = NULL;
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}
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}
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}
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}
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void Bot::SetConditions (void)
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{
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// this function carried out each frame. does all of the sensing, calculates emotions and finally sets the desired
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@ -1988,7 +2024,7 @@ void Bot::ApplyTaskFilters (void)
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ratio = timeHeard * 0.1f;
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}
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if (g_bombPlanted || m_isStuck)
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if (g_bombPlanted || m_isStuck || m_currentWeapon == WEAPON_KNIFE)
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ratio /= 3.0f; // reduce the seek cover desire if bomb is planted
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else if (m_isVIP || m_isReloading)
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ratio *= 3.0f; // triple the seek cover desire if bot is VIP or reloading
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@ -2194,14 +2230,12 @@ bool Bot::EnemyIsThreat (void)
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if (IsEntityNull (m_enemy) || GetTaskId () == TASK_SEEKCOVER)
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return false;
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float distance = (m_enemy->v.origin - pev->origin).GetLength ();
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// if bot is camping, he should be firing anyway and not leaving his position
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if (GetTaskId () == TASK_CAMP)
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return false;
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// if enemy is near or facing us directly
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if (distance < 256.0f || IsInViewCone (m_enemy->v.origin))
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if ((m_enemy->v.origin - pev->origin).GetLength () < 256.0f || IsInViewCone (m_enemy->v.origin))
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return true;
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return false;
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@ -2241,7 +2275,7 @@ bool Bot::ReactOnEnemy (void)
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bool Bot::LastEnemyShootable (void)
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{
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// don't allow shooting through walls
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if (!(m_aimFlags & AIM_LAST_ENEMY) || !m_lastEnemyOrigin.IsZero () || IsEntityNull (m_lastEnemy))
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if (!(m_aimFlags & AIM_LAST_ENEMY) || m_lastEnemyOrigin.IsZero () || IsEntityNull (m_lastEnemy))
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return false;
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return GetShootingConeDeviation (GetEntity (), &m_lastEnemyOrigin) >= 0.90f && IsShootableThruObstacle (m_lastEnemyOrigin);
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@ -2554,6 +2588,7 @@ void Bot::CheckRadioCommands (void)
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if (curDist < nearestDistance)
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{
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nearestDistance = curDist;
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m_lastEnemy = enemy;
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m_lastEnemyOrigin = enemy->v.origin;
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}
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@ -3049,8 +3084,11 @@ void Bot::RunTask_Normal (void)
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m_prevGoalIndex = -1;
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// spray logo sometimes if allowed to do so
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if (m_timeLogoSpray < GetWorldTime () && yb_spraypaints.GetBool () && Random.Long (1, 100) < 60 && m_moveSpeed > GetWalkSpeed () && IsEntityNull (m_pickupItem))
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PushTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, -1, GetWorldTime () + 1.0f, false);
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if (!g_bombPlanted && m_timeLogoSpray < GetWorldTime () && yb_spraypaints.GetBool () && Random.Long (1, 100) < 60 && m_moveSpeed > GetWalkSpeed () && IsEntityNull (m_pickupItem))
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{
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if (!((g_mapType & MAP_DE) && g_bombPlanted && m_team == TEAM_CF))
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PushTask (TASK_SPRAY, TASKPRI_SPRAYLOGO, -1, GetWorldTime () + 1.0f, false);
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}
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// reached waypoint is a camp waypoint
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if ((m_currentPath->flags & FLAG_CAMP) && !yb_csdm_mode.GetBool () && yb_camping_allowed.GetBool ())
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@ -3108,8 +3146,8 @@ void Bot::RunTask_Normal (void)
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m_moveToGoal = false;
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m_checkTerrain = false;
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m_moveSpeed = 0;
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m_strafeSpeed = 0;
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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}
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}
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}
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@ -3182,7 +3220,7 @@ void Bot::RunTask_Normal (void)
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// no more nodes to follow - search new ones (or we have a bomb)
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else if (!GoalIsValid ())
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{
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m_moveSpeed = pev->maxspeed;
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m_moveSpeed = 0.0f;
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DeleteSearchNodes ();
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int destIndex = -1;
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@ -3433,6 +3471,9 @@ void Bot::RunTask_Attack (void)
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DeleteSearchNodes ();
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}
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CombatFight ();
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if (m_currentWeapon == WEAPON_KNIFE && !m_lastEnemyOrigin.IsZero ())
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m_destOrigin = m_lastEnemyOrigin;
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}
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else
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{
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@ -3729,8 +3770,8 @@ void Bot::RunTask_PlantBomb (void)
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else
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pev->button |= IN_ATTACK;
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m_moveSpeed = 0;
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m_strafeSpeed = 0;
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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}
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}
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else // done with planting
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@ -4483,8 +4524,8 @@ void Bot::RunTask_PickupItem ()
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m_moveToGoal = false;
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m_checkTerrain = false;
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m_moveSpeed = 0;
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m_strafeSpeed = 0;
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m_moveSpeed = 0.0f;
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m_strafeSpeed = 0.0f;
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PushTask (TASK_DEFUSEBOMB, TASKPRI_DEFUSEBOMB, -1, 0.0f, false);
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}
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@ -4846,23 +4887,7 @@ void Bot::BotAI (void)
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m_moveAngles.ClampAngles ();
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m_moveAngles.x *= -1.0f; // invert for engine
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if (m_difficulty > 3 && ((m_aimFlags & AIM_ENEMY) || (m_states & (STATE_SEEING_ENEMY | STATE_SUSPECT_ENEMY)) || (GetTaskId () == TASK_SEEKCOVER && (m_isReloading || m_isVIP))) && !yb_jasonmode.GetBool () && GetTaskId () != TASK_CAMP && !IsOnLadder ())
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{
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m_moveToGoal = false; // don't move to goal
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m_navTimeset = GetWorldTime ();
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if (IsValidPlayer (m_enemy))
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CombatFight ();
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}
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// check if we need to escape from bomb
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if ((g_mapType & MAP_DE) && g_bombPlanted && m_notKilled && GetTaskId () != TASK_ESCAPEFROMBOMB && GetTaskId () != TASK_CAMP && OutOfBombTimer ())
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{
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TaskComplete (); // complete current task
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// then start escape from bomb immidiate
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PushTask (TASK_ESCAPEFROMBOMB, TASKPRI_ESCAPEFROMBOMB, -1, 0.0f, true);
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}
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SetConditionsOverride ();
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// allowed to move to a destination position?
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if (m_moveToGoal)
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@ -4946,257 +4971,10 @@ void Bot::BotAI (void)
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pev->button |= IN_MOVELEFT;
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}
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// display some debugging thingy to host entity
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if (!IsEntityNull (g_hostEntity) && yb_debug.GetInt () >= 1)
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{
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bool displayDebugOverlay = false;
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if (g_hostEntity->v.iuser2 == IndexOfEntity (GetEntity ()))
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displayDebugOverlay = true;
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if (!displayDebugOverlay && yb_debug.GetInt () >= 2)
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{
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Bot *nearest = NULL;
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if (FindNearestPlayer (reinterpret_cast <void **> (&nearest), g_hostEntity, 128.0f, true, true, true, true) && nearest == this)
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displayDebugOverlay = true;
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}
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if (displayDebugOverlay)
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{
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static float timeDebugUpdate = 0.0f;
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static int index, goal, taskID;
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if (!m_tasks.IsEmpty ())
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{
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if (taskID != GetTaskId () || index != m_currentWaypointIndex || goal != GetTask ()->data || timeDebugUpdate < GetWorldTime ())
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{
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taskID = GetTaskId ();
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index = m_currentWaypointIndex;
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goal = GetTask ()->data;
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char taskName [80];
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memset (taskName, 0, sizeof (taskName));
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switch (taskID)
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{
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case TASK_NORMAL:
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sprintf (taskName, "Normal");
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break;
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case TASK_PAUSE:
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sprintf (taskName, "Pause");
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break;
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case TASK_MOVETOPOSITION:
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sprintf (taskName, "MoveToPosition");
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break;
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case TASK_FOLLOWUSER:
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sprintf (taskName, "FollowUser");
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break;
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case TASK_WAITFORGO:
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sprintf (taskName, "WaitForGo");
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break;
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case TASK_PICKUPITEM:
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sprintf (taskName, "PickupItem");
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break;
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case TASK_CAMP:
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sprintf (taskName, "Camp");
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break;
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case TASK_PLANTBOMB:
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sprintf (taskName, "PlantBomb");
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break;
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case TASK_DEFUSEBOMB:
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sprintf (taskName, "DefuseBomb");
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break;
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case TASK_ATTACK:
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sprintf (taskName, "AttackEnemy");
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break;
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case TASK_HUNTENEMY:
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sprintf (taskName, "HuntEnemy");
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break;
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case TASK_SEEKCOVER:
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sprintf (taskName, "SeekCover");
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break;
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case TASK_THROWHEGRENADE:
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sprintf (taskName, "ThrowExpGrenade");
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break;
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case TASK_THROWFLASHBANG:
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sprintf (taskName, "ThrowFlashGrenade");
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break;
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case TASK_THROWSMOKE:
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sprintf (taskName, "ThrowSmokeGrenade");
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break;
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case TASK_DOUBLEJUMP:
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sprintf (taskName, "PerformDoubleJump");
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break;
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case TASK_ESCAPEFROMBOMB:
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sprintf (taskName, "EscapeFromBomb");
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break;
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case TASK_SHOOTBREAKABLE:
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sprintf (taskName, "ShootBreakable");
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break;
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case TASK_HIDE:
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sprintf (taskName, "Hide");
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break;
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case TASK_BLINDED:
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sprintf (taskName, "Blinded");
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break;
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case TASK_SPRAY:
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sprintf (taskName, "SprayLogo");
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break;
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}
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char enemyName[80], weaponName[80], aimFlags[64], botType[32];
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if (!IsEntityNull (m_enemy))
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strncpy (enemyName, STRING (m_enemy->v.netname), SIZEOF_CHAR (enemyName));
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else if (!IsEntityNull (m_lastEnemy))
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{
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strcpy (enemyName, " (L)");
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strncat (enemyName, STRING (m_lastEnemy->v.netname), SIZEOF_CHAR (enemyName));
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}
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else
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strcpy (enemyName, " (null)");
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char pickupName[80];
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memset (pickupName, 0, sizeof (pickupName));
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if (!IsEntityNull (m_pickupItem))
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strncpy (pickupName, STRING (m_pickupItem->v.classname), SIZEOF_CHAR (pickupName));
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else
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strcpy (pickupName, " (null)");
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WeaponSelect *selectTab = &g_weaponSelect[0];
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char weaponCount = 0;
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while (m_currentWeapon != selectTab->id && weaponCount < NUM_WEAPONS)
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{
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selectTab++;
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weaponCount++;
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}
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memset (aimFlags, 0, sizeof (aimFlags));
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// set the aim flags
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sprintf (aimFlags, "%s%s%s%s%s%s%s%s",
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(m_aimFlags & AIM_NAVPOINT) ? " NavPoint" : "",
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(m_aimFlags & AIM_CAMP) ? " CampPoint" : "",
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(m_aimFlags & AIM_PREDICT_PATH) ? " PredictPath" : "",
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(m_aimFlags & AIM_LAST_ENEMY) ? " LastEnemy" : "",
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(m_aimFlags & AIM_ENTITY) ? " Entity" : "",
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(m_aimFlags & AIM_ENEMY) ? " Enemy" : "",
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(m_aimFlags & AIM_GRENADE) ? " Grenade" : "",
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(m_aimFlags & AIM_OVERRIDE) ? " Override" : "");
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// set the bot type
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sprintf (botType, "%s%s%s", m_personality == PERSONALITY_RUSHER ? " Rusher" : "",
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m_personality == PERSONALITY_CAREFUL ? " Careful" : "",
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m_personality == PERSONALITY_NORMAL ? " Normal" : "");
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if (weaponCount >= NUM_WEAPONS)
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{
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// prevent printing unknown message from known weapons
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switch (m_currentWeapon)
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{
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case WEAPON_EXPLOSIVE:
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strcpy (weaponName, "weapon_hegrenade");
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break;
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case WEAPON_FLASHBANG:
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strcpy (weaponName, "weapon_flashbang");
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break;
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case WEAPON_SMOKE:
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strcpy (weaponName, "weapon_smokegrenade");
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break;
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case WEAPON_C4:
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strcpy (weaponName, "weapon_c4");
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break;
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default:
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sprintf (weaponName, "Unknown! (%d)", m_currentWeapon);
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}
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}
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else
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strncpy (weaponName, selectTab->weaponName, SIZEOF_CHAR (weaponName));
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char outputBuffer[512];
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memset (outputBuffer, 0, sizeof (outputBuffer));
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sprintf (outputBuffer, "\n\n\n\n%s (H:%.1f/A:%.1f)- Task: %d=%s Desire:%.02f\nItem: %s Clip: %d Ammo: %d%s Money: %d AimFlags: %s\nSP=%.02f SSP=%.02f I=%d PG=%d G=%d T: %.02f MT: %d\nEnemy=%s Pickup=%s Type=%s\n", STRING (pev->netname), pev->health, pev->armorvalue, taskID, taskName, GetTask ()->desire, &weaponName[7], GetAmmoInClip (), GetAmmo (), m_isReloading ? " (R)" : "", m_moneyAmount, aimFlags, m_moveSpeed, m_strafeSpeed, index, m_prevGoalIndex, goal, m_navTimeset - GetWorldTime (), pev->movetype, enemyName, pickupName, botType);
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MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, g_hostEntity);
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WRITE_BYTE (TE_TEXTMESSAGE);
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WRITE_BYTE (1);
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WRITE_SHORT (FixedSigned16 (-1, 1 << 13));
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WRITE_SHORT (FixedSigned16 (0, 1 << 13));
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WRITE_BYTE (0);
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WRITE_BYTE (m_team == TEAM_CF ? 0 : 255);
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WRITE_BYTE (100);
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WRITE_BYTE (m_team != TEAM_CF ? 0 : 255);
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WRITE_BYTE (0);
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WRITE_BYTE (255);
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WRITE_BYTE (255);
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WRITE_BYTE (255);
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WRITE_BYTE (0);
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WRITE_SHORT (FixedUnsigned16 (0, 1 << 8));
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WRITE_SHORT (FixedUnsigned16 (0, 1 << 8));
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WRITE_SHORT (FixedUnsigned16 (1.0, 1 << 8));
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WRITE_STRING (const_cast <const char *> (&outputBuffer[0]));
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MESSAGE_END ();
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timeDebugUpdate = GetWorldTime () + 1.0;
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}
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// green = destination origin
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// blue = ideal angles
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// red = view angles
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DrawArrow (g_hostEntity, EyePosition (), m_destOrigin, 10, 0, 0, 255, 0, 250, 5, 1);
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MakeVectors (m_idealAngles);
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DrawArrow (g_hostEntity, EyePosition (), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 0, 0, 255, 250, 5, 1);
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MakeVectors (pev->v_angle);
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DrawArrow (g_hostEntity, EyePosition (), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 255, 0, 0, 250, 5, 1);
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// now draw line from source to destination
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PathNode *node = &m_navNode[0];
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while (node != NULL)
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{
|
||||
const Vector &srcPath = waypoints.GetPath (node->index)->origin;
|
||||
node = node->next;
|
||||
|
||||
if (node != NULL)
|
||||
{
|
||||
const Vector &dstPath = waypoints.GetPath (node->index)->origin;
|
||||
DrawArrow (g_hostEntity, srcPath, dstPath, 15, 0, 255, 100, 55, 200, 5, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DisplayDebugOverlay ();
|
||||
|
||||
// save the previous speed (for checking if stuck)
|
||||
m_prevSpeed = fabsf (m_moveSpeed);
|
||||
m_lastDamageType = -1; // reset damage
|
||||
|
|
@ -5205,6 +4983,256 @@ void Bot::BotAI (void)
|
|||
pev->v_angle.ClampAngles ();
|
||||
}
|
||||
|
||||
void Bot::DisplayDebugOverlay (void)
|
||||
{
|
||||
bool displayDebugOverlay = false;
|
||||
|
||||
if (g_hostEntity->v.iuser2 == IndexOfEntity (GetEntity ()))
|
||||
displayDebugOverlay = true;
|
||||
|
||||
if (!displayDebugOverlay && yb_debug.GetInt () >= 2)
|
||||
{
|
||||
Bot *nearest = NULL;
|
||||
|
||||
if (FindNearestPlayer (reinterpret_cast <void **> (&nearest), g_hostEntity, 128.0f, true, true, true, true) && nearest == this)
|
||||
displayDebugOverlay = true;
|
||||
}
|
||||
|
||||
if (displayDebugOverlay)
|
||||
{
|
||||
static float timeDebugUpdate = 0.0f;
|
||||
static int index, goal, taskID;
|
||||
|
||||
if (!m_tasks.IsEmpty ())
|
||||
{
|
||||
if (taskID != GetTaskId () || index != m_currentWaypointIndex || goal != GetTask ()->data || timeDebugUpdate < GetWorldTime ())
|
||||
{
|
||||
taskID = GetTaskId ();
|
||||
index = m_currentWaypointIndex;
|
||||
goal = GetTask ()->data;
|
||||
|
||||
char taskName[80];
|
||||
memset (taskName, 0, sizeof (taskName));
|
||||
|
||||
switch (taskID)
|
||||
{
|
||||
case TASK_NORMAL:
|
||||
sprintf (taskName, "Normal");
|
||||
break;
|
||||
|
||||
case TASK_PAUSE:
|
||||
sprintf (taskName, "Pause");
|
||||
break;
|
||||
|
||||
case TASK_MOVETOPOSITION:
|
||||
sprintf (taskName, "MoveToPosition");
|
||||
break;
|
||||
|
||||
case TASK_FOLLOWUSER:
|
||||
sprintf (taskName, "FollowUser");
|
||||
break;
|
||||
|
||||
case TASK_WAITFORGO:
|
||||
sprintf (taskName, "WaitForGo");
|
||||
break;
|
||||
|
||||
case TASK_PICKUPITEM:
|
||||
sprintf (taskName, "PickupItem");
|
||||
break;
|
||||
|
||||
case TASK_CAMP:
|
||||
sprintf (taskName, "Camp");
|
||||
break;
|
||||
|
||||
case TASK_PLANTBOMB:
|
||||
sprintf (taskName, "PlantBomb");
|
||||
break;
|
||||
|
||||
case TASK_DEFUSEBOMB:
|
||||
sprintf (taskName, "DefuseBomb");
|
||||
break;
|
||||
|
||||
case TASK_ATTACK:
|
||||
sprintf (taskName, "AttackEnemy");
|
||||
break;
|
||||
|
||||
case TASK_HUNTENEMY:
|
||||
sprintf (taskName, "HuntEnemy");
|
||||
break;
|
||||
|
||||
case TASK_SEEKCOVER:
|
||||
sprintf (taskName, "SeekCover");
|
||||
break;
|
||||
|
||||
case TASK_THROWHEGRENADE:
|
||||
sprintf (taskName, "ThrowExpGrenade");
|
||||
break;
|
||||
|
||||
case TASK_THROWFLASHBANG:
|
||||
sprintf (taskName, "ThrowFlashGrenade");
|
||||
break;
|
||||
|
||||
case TASK_THROWSMOKE:
|
||||
sprintf (taskName, "ThrowSmokeGrenade");
|
||||
break;
|
||||
|
||||
case TASK_DOUBLEJUMP:
|
||||
sprintf (taskName, "PerformDoubleJump");
|
||||
break;
|
||||
|
||||
case TASK_ESCAPEFROMBOMB:
|
||||
sprintf (taskName, "EscapeFromBomb");
|
||||
break;
|
||||
|
||||
case TASK_SHOOTBREAKABLE:
|
||||
sprintf (taskName, "ShootBreakable");
|
||||
break;
|
||||
|
||||
case TASK_HIDE:
|
||||
sprintf (taskName, "Hide");
|
||||
break;
|
||||
|
||||
case TASK_BLINDED:
|
||||
sprintf (taskName, "Blinded");
|
||||
break;
|
||||
|
||||
case TASK_SPRAY:
|
||||
sprintf (taskName, "SprayLogo");
|
||||
break;
|
||||
}
|
||||
|
||||
char enemyName[80], weaponName[80], aimFlags[64], botType[32];
|
||||
|
||||
if (!IsEntityNull (m_enemy))
|
||||
strncpy (enemyName, STRING (m_enemy->v.netname), SIZEOF_CHAR (enemyName));
|
||||
else if (!IsEntityNull (m_lastEnemy))
|
||||
{
|
||||
strcpy (enemyName, " (L)");
|
||||
strncat (enemyName, STRING (m_lastEnemy->v.netname), SIZEOF_CHAR (enemyName));
|
||||
}
|
||||
else
|
||||
strcpy (enemyName, " (null)");
|
||||
|
||||
char pickupName[80];
|
||||
memset (pickupName, 0, sizeof (pickupName));
|
||||
|
||||
if (!IsEntityNull (m_pickupItem))
|
||||
strncpy (pickupName, STRING (m_pickupItem->v.classname), SIZEOF_CHAR (pickupName));
|
||||
else
|
||||
strcpy (pickupName, " (null)");
|
||||
|
||||
WeaponSelect *selectTab = &g_weaponSelect[0];
|
||||
char weaponCount = 0;
|
||||
|
||||
while (m_currentWeapon != selectTab->id && weaponCount < NUM_WEAPONS)
|
||||
{
|
||||
selectTab++;
|
||||
weaponCount++;
|
||||
}
|
||||
memset (aimFlags, 0, sizeof (aimFlags));
|
||||
|
||||
// set the aim flags
|
||||
sprintf (aimFlags, "%s%s%s%s%s%s%s%s",
|
||||
(m_aimFlags & AIM_NAVPOINT) ? " NavPoint" : "",
|
||||
(m_aimFlags & AIM_CAMP) ? " CampPoint" : "",
|
||||
(m_aimFlags & AIM_PREDICT_PATH) ? " PredictPath" : "",
|
||||
(m_aimFlags & AIM_LAST_ENEMY) ? " LastEnemy" : "",
|
||||
(m_aimFlags & AIM_ENTITY) ? " Entity" : "",
|
||||
(m_aimFlags & AIM_ENEMY) ? " Enemy" : "",
|
||||
(m_aimFlags & AIM_GRENADE) ? " Grenade" : "",
|
||||
(m_aimFlags & AIM_OVERRIDE) ? " Override" : "");
|
||||
|
||||
// set the bot type
|
||||
sprintf (botType, "%s%s%s", m_personality == PERSONALITY_RUSHER ? " Rusher" : "",
|
||||
m_personality == PERSONALITY_CAREFUL ? " Careful" : "",
|
||||
m_personality == PERSONALITY_NORMAL ? " Normal" : "");
|
||||
|
||||
if (weaponCount >= NUM_WEAPONS)
|
||||
{
|
||||
// prevent printing unknown message from known weapons
|
||||
switch (m_currentWeapon)
|
||||
{
|
||||
case WEAPON_EXPLOSIVE:
|
||||
strcpy (weaponName, "weapon_hegrenade");
|
||||
break;
|
||||
|
||||
case WEAPON_FLASHBANG:
|
||||
strcpy (weaponName, "weapon_flashbang");
|
||||
break;
|
||||
|
||||
case WEAPON_SMOKE:
|
||||
strcpy (weaponName, "weapon_smokegrenade");
|
||||
break;
|
||||
|
||||
case WEAPON_C4:
|
||||
strcpy (weaponName, "weapon_c4");
|
||||
break;
|
||||
|
||||
default:
|
||||
sprintf (weaponName, "Unknown! (%d)", m_currentWeapon);
|
||||
}
|
||||
}
|
||||
else
|
||||
strncpy (weaponName, selectTab->weaponName, SIZEOF_CHAR (weaponName));
|
||||
|
||||
char outputBuffer[512];
|
||||
memset (outputBuffer, 0, sizeof (outputBuffer));
|
||||
|
||||
sprintf (outputBuffer, "\n\n\n\n%s (H:%.1f/A:%.1f)- Task: %d=%s Desire:%.02f\nItem: %s Clip: %d Ammo: %d%s Money: %d AimFlags: %s\nSP=%.02f SSP=%.02f I=%d PG=%d G=%d T: %.02f MT: %d\nEnemy=%s Pickup=%s Type=%s\n", STRING (pev->netname), pev->health, pev->armorvalue, taskID, taskName, GetTask ()->desire, &weaponName[7], GetAmmoInClip (), GetAmmo (), m_isReloading ? " (R)" : "", m_moneyAmount, aimFlags, m_moveSpeed, m_strafeSpeed, index, m_prevGoalIndex, goal, m_navTimeset - GetWorldTime (), pev->movetype, enemyName, pickupName, botType);
|
||||
|
||||
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, g_hostEntity);
|
||||
WRITE_BYTE (TE_TEXTMESSAGE);
|
||||
WRITE_BYTE (1);
|
||||
WRITE_SHORT (FixedSigned16 (-1, 1 << 13));
|
||||
WRITE_SHORT (FixedSigned16 (0, 1 << 13));
|
||||
WRITE_BYTE (0);
|
||||
WRITE_BYTE (m_team == TEAM_CF ? 0 : 255);
|
||||
WRITE_BYTE (100);
|
||||
WRITE_BYTE (m_team != TEAM_CF ? 0 : 255);
|
||||
WRITE_BYTE (0);
|
||||
WRITE_BYTE (255);
|
||||
WRITE_BYTE (255);
|
||||
WRITE_BYTE (255);
|
||||
WRITE_BYTE (0);
|
||||
WRITE_SHORT (FixedUnsigned16 (0, 1 << 8));
|
||||
WRITE_SHORT (FixedUnsigned16 (0, 1 << 8));
|
||||
WRITE_SHORT (FixedUnsigned16 (1.0, 1 << 8));
|
||||
WRITE_STRING (const_cast <const char *> (&outputBuffer[0]));
|
||||
MESSAGE_END ();
|
||||
|
||||
timeDebugUpdate = GetWorldTime () + 1.0;
|
||||
}
|
||||
|
||||
// green = destination origin
|
||||
// blue = ideal angles
|
||||
// red = view angles
|
||||
|
||||
DrawArrow (g_hostEntity, EyePosition (), m_destOrigin, 10, 0, 0, 255, 0, 250, 5, 1);
|
||||
|
||||
MakeVectors (m_idealAngles);
|
||||
DrawArrow (g_hostEntity, EyePosition () - Vector (0.0f, 0.0f, 16.0f), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 0, 0, 255, 250, 5, 1);
|
||||
|
||||
MakeVectors (pev->v_angle);
|
||||
DrawArrow (g_hostEntity, EyePosition () - Vector (0.0f, 0.0f, 32.0f), EyePosition () + g_pGlobals->v_forward * 300.0f, 10, 0, 255, 0, 0, 250, 5, 1);
|
||||
|
||||
// now draw line from source to destination
|
||||
PathNode *node = &m_navNode[0];
|
||||
|
||||
while (node != NULL)
|
||||
{
|
||||
const Vector &srcPath = waypoints.GetPath (node->index)->origin;
|
||||
node = node->next;
|
||||
|
||||
if (node != NULL)
|
||||
{
|
||||
const Vector &dstPath = waypoints.GetPath (node->index)->origin;
|
||||
DrawArrow (g_hostEntity, srcPath, dstPath, 15, 0, 255, 100, 55, 200, 5, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Bot::HasHostage (void)
|
||||
{
|
||||
for (int i = 0; i < MAX_HOSTAGES; i++)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue