bot: add basic support to play as zombie bot
aim: check that we're actually hit the target in body checks
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8 changed files with 101 additions and 26 deletions
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@ -771,6 +771,7 @@ private:
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bool m_grenadeRequested {}; // bot requested change to grenade
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bool m_needToSendWelcomeChat {}; // bot needs to greet people on server?
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bool m_switchedToKnifeDuringJump {}; // bot needs to revert weapon after jump?
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bool m_isCreature {}; // bot is not a player, but something else ? zombie ?
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Pickup m_pickupType {}; // type of entity which needs to be used/picked up
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PathWalk m_pathWalk {}; // pointer to current node from path
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@ -779,6 +780,7 @@ private:
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CollisionState m_collisionState {}; // collision State
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FindPath m_pathType {}; // which pathfinder to use
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uint8_t m_enemyParts {}; // visibility flags
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uint16_t m_modelMask {}; // model mask bits
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TraceResult m_lastTrace[TraceChannel::Num] {}; // last trace result
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UniquePtr <class AStarAlgo> m_planner;
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@ -894,6 +896,7 @@ private:
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bool canRunHeavyWeight ();
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bool isEnemyInSight (Vector &endPos);
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bool isEnemyNoticeable (float range);
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bool isCreature ();
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void doPlayerAvoidance (const Vector &normal);
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void selectCampButtons (int index);
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@ -953,6 +956,7 @@ private:
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void refreshEnemyPredict ();
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void syncUpdatePredictedIndex ();
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void updatePredictedIndex ();
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void refreshModelName (char *infobuffer);
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void completeTask ();
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void executeTasks ();
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