bot: add basic support to play as zombie bot

aim: check that we're actually hit the target in body checks
This commit is contained in:
jeefo 2023-05-08 00:44:14 +03:00
commit 3009b4f50a
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GPG key ID: 927BCA0779BEA8ED
8 changed files with 101 additions and 26 deletions

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@ -771,6 +771,7 @@ private:
bool m_grenadeRequested {}; // bot requested change to grenade
bool m_needToSendWelcomeChat {}; // bot needs to greet people on server?
bool m_switchedToKnifeDuringJump {}; // bot needs to revert weapon after jump?
bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
Pickup m_pickupType {}; // type of entity which needs to be used/picked up
PathWalk m_pathWalk {}; // pointer to current node from path
@ -779,6 +780,7 @@ private:
CollisionState m_collisionState {}; // collision State
FindPath m_pathType {}; // which pathfinder to use
uint8_t m_enemyParts {}; // visibility flags
uint16_t m_modelMask {}; // model mask bits
TraceResult m_lastTrace[TraceChannel::Num] {}; // last trace result
UniquePtr <class AStarAlgo> m_planner;
@ -894,6 +896,7 @@ private:
bool canRunHeavyWeight ();
bool isEnemyInSight (Vector &endPos);
bool isEnemyNoticeable (float range);
bool isCreature ();
void doPlayerAvoidance (const Vector &normal);
void selectCampButtons (int index);
@ -953,6 +956,7 @@ private:
void refreshEnemyPredict ();
void syncUpdatePredictedIndex ();
void updatePredictedIndex ();
void refreshModelName (char *infobuffer);
void completeTask ();
void executeTasks ();