nav: improve player avoidance once more

nav: try to repath our ways if stuck with other bot
combat: a little improvement in knife usage
control: enable/disable regame's round infinite when editing graph
chatlib: replace say/say_team for older hlds to fix buffer overruns in gamelib
Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
This commit is contained in:
jeefo 2025-02-22 15:46:56 +03:00
commit 30013702c7
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10 changed files with 181 additions and 23 deletions

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@ -313,6 +313,7 @@ private:
bool m_defuseNotified {}; // bot is notified about bomb defusion
bool m_jumpSequence {}; // next path link will be jump link
bool m_checkFall {}; // check bot fall
bool m_botMovement {}; // bot movement allowed ?
PathWalk m_pathWalk {}; // pointer to current node from path
Dodge m_dodgeStrafeDir {}; // direction to strafe
@ -367,6 +368,7 @@ private:
CountdownTimer m_approachingLadderTimer {}; // bot is approaching ladder
CountdownTimer m_lostReachableNodeTimer {}; // bot's issuing next node, probably he's lost
CountdownTimer m_fixFallTimer {}; // timer we're fixed fall last time
CountdownTimer m_repathTimer {}; // bots is going to repath his route
private:
int pickBestWeapon (Array <int> &vec, int moneySave);
@ -747,6 +749,7 @@ public:
void clearTasks ();
void dropWeaponForUser (edict_t *user, bool discardC4);
void sendToChat (StringRef message, bool teamOnly);
void sendToChatLegacy (StringRef message, bool teamOnly);
void pushChatMessage (int type, bool isTeamSay = false);
void pushRadioMessage (int message);
void pushChatterMessage (int message);