tweaked antistuck code
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62a3fa8b80
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2ca5002e45
6 changed files with 106 additions and 104 deletions
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@ -294,15 +294,22 @@ void Bot::ResetCollideState (void)
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m_collisionState = COLLISION_NOTDECICED;
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m_collStateIndex = 0;
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m_isStuck = false;
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for (int i = 0; i < MAX_COLLIDE_MOVES; i++)
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m_collideMoves[i] = 0;
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}
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void Bot::IgnoreCollisionShortly (void)
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{
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ResetCollideState ();
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m_lastCollTime = GetWorldTime () + 0.35f;
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m_isStuck = false;
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m_checkTerrain = false;
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}
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void Bot::CheckCloseAvoidance (const Vector &dirNormal)
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{
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if (m_seeEnemyTime + 1.0f < GetWorldTime () || g_timeRoundStart + 10.0f < GetWorldTime ())
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if (m_seeEnemyTime + 1.5f < GetWorldTime ())
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return;
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edict_t *nearest = NULL;
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@ -327,7 +334,7 @@ void Bot::CheckCloseAvoidance (const Vector &dirNormal)
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}
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}
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if (playerCount < 3 && IsValidPlayer (nearest))
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if (playerCount < 4 && IsValidPlayer (nearest))
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{
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MakeVectors (m_moveAngles); // use our movement angles
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@ -343,16 +350,14 @@ void Bot::CheckCloseAvoidance (const Vector &dirNormal)
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if ((nearest->v.origin - moved).GetLength2D () <= 48.0 || (nearestDistance <= 56.0 && nextFrameDistance < nearestDistance))
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{
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// to start strafing, we have to first figure out if the target is on the left side or right side
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Vector dirToPoint = (pev->origin - nearest->v.origin).Get2D ();
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const Vector &dirToPoint = (pev->origin - nearest->v.origin).Get2D ();
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if ((dirToPoint | g_pGlobals->v_right.Get2D ()) > 0.0)
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if ((dirToPoint | g_pGlobals->v_right.Get2D ()) > 0.0f)
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SetStrafeSpeed (dirNormal, pev->maxspeed);
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else
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SetStrafeSpeed (dirNormal, -pev->maxspeed);
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ResetCollideState ();
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if (nearestDistance < 56.0 && (dirToPoint | g_pGlobals->v_forward.Get2D ()) < 0.0)
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if (nearestDistance < 56.0 && (dirToPoint | g_pGlobals->v_forward.Get2D ()) < 0.0f)
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m_moveSpeed = -pev->maxspeed;
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}
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}
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@ -371,18 +376,18 @@ void Bot::CheckTerrain (float movedDistance, const Vector &dirNormal)
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// Standing still, no need to check?
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// FIXME: doesn't care for ladder movement (handled separately) should be included in some way
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if ((m_moveSpeed >= 10 || m_strafeSpeed >= 10) && m_lastCollTime < GetWorldTime ())
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if ((m_moveSpeed >= 10 || m_strafeSpeed >= 10) && m_lastCollTime < GetWorldTime () && m_seeEnemyTime + 0.8f < GetWorldTime () && GetTaskId () != TASK_ATTACK)
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{
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bool cantMoveForward = false;
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if (movedDistance < 2.0 && m_prevSpeed >= 1.0) // didn't we move enough previously?
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if (movedDistance < 2.0f && m_prevSpeed >= 20.0f) // didn't we move enough previously?
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{
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// Then consider being stuck
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m_prevTime = GetWorldTime ();
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m_isStuck = true;
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if (m_firstCollideTime == 0.0)
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m_firstCollideTime = GetWorldTime () + 0.2;
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m_firstCollideTime = GetWorldTime () + 0.2f;
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}
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else // not stuck yet
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{
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@ -390,7 +395,7 @@ void Bot::CheckTerrain (float movedDistance, const Vector &dirNormal)
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if ((cantMoveForward = CantMoveForward (dirNormal, &tr)) && !IsOnLadder ())
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{
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if (m_firstCollideTime == 0.0)
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m_firstCollideTime = GetWorldTime () + 0.2;
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m_firstCollideTime = GetWorldTime () + 0.2f;
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else if (m_firstCollideTime <= GetWorldTime ())
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m_isStuck = true;
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@ -423,7 +428,7 @@ void Bot::CheckTerrain (float movedDistance, const Vector &dirNormal)
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else if (IsInWater ())
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bits |= (PROBE_JUMP | PROBE_STRAFE);
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else
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bits |= ((Random.Long (0, 20) > (cantMoveForward ? 10 : 7) ? PROBE_JUMP : 0) | PROBE_STRAFE | PROBE_DUCK);
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bits |= (PROBE_STRAFE | (Random.Long (0, 20) > (cantMoveForward ? 8 : 5) ? PROBE_JUMP : 0) | Random.Long (0, 100) > (cantMoveForward ? 20 : 5) ? PROBE_DUCK : 0));
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// collision check allowed if not flying through the air
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if (IsOnFloor () || IsOnLadder () || IsInWater ())
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@ -432,70 +437,10 @@ void Bot::CheckTerrain (float movedDistance, const Vector &dirNormal)
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int i = 0;
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// first 4 entries hold the possible collision states
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state[i++] = COLLISION_JUMP;
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state[i++] = COLLISION_DUCK;
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state[i++] = COLLISION_STRAFELEFT;
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state[i++] = COLLISION_STRAFERIGHT;
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// now weight all possible states
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if (bits & PROBE_JUMP)
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{
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state[i] = 0;
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if (CanJumpUp (dirNormal))
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state[i] += 10;
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if (m_destOrigin.z >= pev->origin.z + 18.0)
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state[i] += 5;
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if (EntityIsVisible (m_destOrigin))
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{
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MakeVectors (m_moveAngles);
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src = EyePosition ();
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src = src + g_pGlobals->v_right * 15;
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TraceLine (src, m_destOrigin, true, true, GetEntity (), &tr);
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if (tr.flFraction >= 1.0)
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{
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src = EyePosition ();
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src = src - g_pGlobals->v_right * 15;
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TraceLine (src, m_destOrigin, true, true, GetEntity (), &tr);
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if (tr.flFraction >= 1.0)
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state[i] += 5;
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}
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}
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if (pev->flags & FL_DUCKING)
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src = pev->origin;
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else
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src = pev->origin + Vector (0, 0, -17);
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dst = src + dirNormal * 30;
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TraceLine (src, dst, true, true, GetEntity (), &tr);
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if (tr.flFraction != 1.0)
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state[i] += 10;
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}
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else
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state[i] = 0;
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i++;
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if (bits & PROBE_DUCK)
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{
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state[i] = 0;
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if (CanDuckUnder (dirNormal))
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state[i] += 10;
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if ((m_destOrigin.z + 36.0 <= pev->origin.z) && EntityIsVisible (m_destOrigin))
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state[i] += 5;
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}
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else
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state[i] = 0;
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i++;
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state[i++] = COLLISION_JUMP;
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state[i++] = COLLISION_DUCK;
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if (bits & PROBE_STRAFE)
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{
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@ -556,6 +501,65 @@ void Bot::CheckTerrain (float movedDistance, const Vector &dirNormal)
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state[i] -= 5;
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}
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// now weight all possible states
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if (bits & PROBE_JUMP)
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{
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state[i] = 0;
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if (CanJumpUp (dirNormal))
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state[i] += 10;
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if (m_destOrigin.z >= pev->origin.z + 18.0)
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state[i] += 5;
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if (EntityIsVisible (m_destOrigin))
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{
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MakeVectors (m_moveAngles);
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src = EyePosition ();
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src = src + g_pGlobals->v_right * 15;
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TraceLine (src, m_destOrigin, true, true, GetEntity (), &tr);
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if (tr.flFraction >= 1.0)
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{
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src = EyePosition ();
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src = src - g_pGlobals->v_right * 15;
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TraceLine (src, m_destOrigin, true, true, GetEntity (), &tr);
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if (tr.flFraction >= 1.0)
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state[i] += 5;
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}
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}
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if (pev->flags & FL_DUCKING)
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src = pev->origin;
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else
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src = pev->origin + Vector (0, 0, -17);
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dst = src + dirNormal * 30;
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TraceLine (src, dst, true, true, GetEntity (), &tr);
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if (tr.flFraction != 1.0)
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state[i] += 10;
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}
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else
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state[i] = 0;
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i++;
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if (bits & PROBE_DUCK)
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{
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state[i] = 0;
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if (CanDuckUnder (dirNormal))
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state[i] += 10;
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if ((m_destOrigin.z + 36.0 <= pev->origin.z) && EntityIsVisible (m_destOrigin))
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state[i] += 5;
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}
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else
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state[i] = 0;
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i++;
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// weighted all possible moves, now sort them to start with most probable
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bool isSorting = false;
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@ -1096,7 +1100,7 @@ bool Bot::DoWaypointNav (void)
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// if the door is near enough...
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if ((GetEntityOrigin (tr.pHit) - pev->origin).GetLengthSquared () < 2500)
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{
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m_lastCollTime = GetWorldTime () + 0.5; // don't consider being stuck
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IgnoreCollisionShortly (); // don't consider being stuck
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if (Random.Long (1, 100) < 50)
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MDLL_Use (tr.pHit, GetEntity ()); // also 'use' the door randomly
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@ -3277,7 +3281,10 @@ bool Bot::IsPointOccupied (int index)
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{
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int occupyId = GetShootingConeDeviation (bot->GetEntity (), &pev->origin) >= 0.7f ? bot->m_prevWptIndex[0] : m_currentWaypointIndex;
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if (occupyId == index || bot->GetTask ()->data == index || (waypoint->GetPath (occupyId)->origin - waypoint->GetPath (index)->origin).GetLengthSquared () < 4096.0f)
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// length check
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float length = (waypoint->GetPath (occupyId)->origin - waypoint->GetPath (index)->origin).GetLength ();
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if (occupyId == index || bot->GetTask ()->data == index || length < 96.0f || length < waypoint->GetPath (occupyId)->radius * 0.5f)
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return true;
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}
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}
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