do not compare traceresult fraction directly 1.0
some cosmetic changes bots will spray more logos reduced "cheating" in jumping a little bit optimized checking 3d vector for zero
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cdcf59c76b
commit
36b865abde
14 changed files with 958 additions and 1060 deletions
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@ -819,10 +819,10 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member, c
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m_startAction = GSM_IDLE;
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m_moneyAmount = 0;
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m_logotypeIndex = Random.Long (0, 5);
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m_logotypeIndex = Random.Long (0, 9);
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// assign how talkative this bot will be
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m_sayTextBuffer.chatDelay = Random.Float (3.8, 10.0);
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m_sayTextBuffer.chatDelay = Random.Float (3.8f, 10.0f);
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m_sayTextBuffer.chatProbability = Random.Long (1, 100);
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m_notKilled = false;
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@ -843,20 +843,20 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member, c
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{
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case 1:
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m_personality = PERSONALITY_RUSHER;
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m_baseAgressionLevel = Random.Float (0.7, 1.0);
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m_baseFearLevel = Random.Float (0.0, 0.4);
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m_baseAgressionLevel = Random.Float (0.7f, 1.0f);
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m_baseFearLevel = Random.Float (0.0f, 0.4f);
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break;
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case 2:
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m_personality = PERSONALITY_CAREFUL;
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m_baseAgressionLevel = Random.Float (0.2, 0.5);
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m_baseFearLevel = Random.Float (0.7, 1.0);
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m_baseAgressionLevel = Random.Float (0.2f, 0.5f);
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m_baseFearLevel = Random.Float (0.7f, 1.0f);
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break;
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default:
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m_personality = PERSONALITY_NORMAL;
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m_baseAgressionLevel = Random.Float (0.4, 0.7);
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m_baseFearLevel = Random.Float (0.4, 0.7);
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m_baseAgressionLevel = Random.Float (0.4f, 0.7f);
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m_baseFearLevel = Random.Float (0.4f, 0.7f);
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break;
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}
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@ -869,7 +869,7 @@ Bot::Bot (edict_t *bot, int difficulty, int personality, int team, int member, c
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// copy them over to the temp level variables
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m_agressionLevel = m_baseAgressionLevel;
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m_fearLevel = m_baseFearLevel;
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m_nextEmotionUpdate = GetWorldTime () + 0.5;
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m_nextEmotionUpdate = GetWorldTime () + 0.5f;
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// just to be sure
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m_actMessageIndex = 0;
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@ -962,20 +962,20 @@ void Bot::NewRound (void)
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// delete all allocated path nodes
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DeleteSearchNodes ();
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m_waypointOrigin = nullvec;
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m_destOrigin = nullvec;
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m_waypointOrigin.Zero ();
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m_destOrigin.Zero ();
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m_currentWaypointIndex = -1;
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m_currentPath = NULL;
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m_currentTravelFlags = 0;
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m_goalFailed = 0;
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m_desiredVelocity = nullvec;
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m_desiredVelocity.Zero ();
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m_prevGoalIndex = -1;
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m_chosenGoalIndex = -1;
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m_loosedBombWptIndex = -1;
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m_moveToC4 = false;
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m_duckDefuse = false;
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m_duckDefuseCheckTime = 0.0;
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m_duckDefuseCheckTime = 0.0f;
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m_numFriendsLeft = 0;
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m_numEnemiesLeft = 0;
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@ -1011,26 +1011,26 @@ void Bot::NewRound (void)
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m_canChooseAimDirection = true;
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m_turnAwayFromFlashbang = 0.0f;
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m_timeTeamOrder = 0.0;
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m_askCheckTime = 0.0;
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m_minSpeed = 260.0;
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m_prevSpeed = 0.0;
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m_prevOrigin = Vector (9999.0, 9999.0, 9999.0);
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m_timeTeamOrder = 0.0f;
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m_askCheckTime = 0.0f;
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m_minSpeed = 260.0f;
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m_prevSpeed = 0.0f;
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m_prevOrigin = Vector (9999.0f, 9999.0f, 9999.0f);
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m_prevTime = GetWorldTime ();
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m_blindRecognizeTime = GetWorldTime ();
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m_lookUpdateTime = GetWorldTime ();
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m_viewDistance = 4096.0;
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m_maxViewDistance = 4096.0;
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m_viewDistance = 4096.0f;
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m_maxViewDistance = 4096.0f;
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m_liftEntity = NULL;
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m_pickupItem = NULL;
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m_itemIgnore = NULL;
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m_itemCheckTime = 0.0;
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m_itemCheckTime = 0.0f;
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m_breakableEntity = NULL;
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m_breakable = nullvec;
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m_timeDoorOpen = 0.0;
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m_breakable.Zero ();
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m_timeDoorOpen = 0.0f;
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ResetCollideState ();
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ResetDoubleJumpState ();
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@ -1038,16 +1038,16 @@ void Bot::NewRound (void)
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m_enemy = NULL;
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m_lastVictim = NULL;
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m_lastEnemy = NULL;
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m_lastEnemyOrigin = nullvec;
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m_lastEnemyOrigin.Zero ();
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m_trackingEdict = NULL;
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m_timeNextTracking = 0.0;
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m_timeNextTracking = 0.0f;
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m_buttonPushTime = 0.0;
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m_enemyUpdateTime = 0.0;
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m_seeEnemyTime = 0.0;
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m_shootAtDeadTime = 0.0;
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m_oldCombatDesire = 0.0;
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m_liftUsageTime = 0.0;
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m_buttonPushTime = 0.0f;
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m_enemyUpdateTime = 0.0f;
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m_seeEnemyTime = 0.0f;
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m_shootAtDeadTime = 0.0f;
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m_oldCombatDesire = 0.0f;
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m_liftUsageTime = 0.0f;
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m_avoidGrenade = NULL;
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m_needAvoidGrenade = 0;
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@ -1060,31 +1060,31 @@ void Bot::NewRound (void)
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m_aimFlags = 0;
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m_liftState = 0;
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m_position = nullvec;
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m_liftTravelPos = nullvec;
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m_position.Zero ();
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m_liftTravelPos.Zero ();
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SetIdealReactionTimes (true);
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m_targetEntity = NULL;
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m_tasks = NULL;
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m_followWaitTime = 0.0;
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m_followWaitTime = 0.0f;
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for (i = 0; i < MAX_HOSTAGES; i++)
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m_hostages[i] = NULL;
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for (i = 0; i < Chatter_Total; i++)
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m_voiceTimers[i] = -1.0;
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m_chatterTimes[i] = -1.0f;
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m_isReloading = false;
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m_reloadState = RELOAD_NONE;
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m_reloadCheckTime = 0.0;
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m_reloadCheckTime = 0.0f;
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m_shootTime = GetWorldTime ();
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m_playerTargetTime = GetWorldTime ();
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m_firePause = 0.0;
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m_timeLastFired = 0.0;
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m_firePause = 0.0f;
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m_timeLastFired = 0.0f;
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m_grenadeCheckTime = 0.0;
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m_grenadeCheckTime = 0.0f;
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m_isUsingGrenade = false;
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m_blindButton = 0;
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@ -1116,12 +1116,12 @@ void Bot::NewRound (void)
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m_inBombZone = false;
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m_hasC4 = false;
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m_shieldCheckTime = 0.0;
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m_zoomCheckTime = 0.0;
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m_strafeSetTime = 0.0;
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m_shieldCheckTime = 0.0f;
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m_zoomCheckTime = 0.0f;
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m_strafeSetTime = 0.0f;
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m_combatStrafeDir = 0;
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m_fightStyle = 0;
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m_lastFightStyleCheck = 0.0;
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m_lastFightStyleCheck = 0.0f;
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m_checkWeaponSwitch = true;
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m_checkKnifeSwitch = true;
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@ -1133,7 +1133,7 @@ void Bot::NewRound (void)
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m_defendHostage = false;
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m_headedTime = 0.0f;
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m_timeLogoSpray = GetWorldTime () + Random.Float (0.5, 2.0);
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m_timeLogoSpray = GetWorldTime () + Random.Float (0.5f, 2.0f);
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m_spawnTime = GetWorldTime ();
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m_lastChatTime = GetWorldTime ();
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@ -1142,7 +1142,7 @@ void Bot::NewRound (void)
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m_nextCampDirTime = 0;
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m_campButtons = 0;
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m_soundUpdateTime = 0.0;
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m_soundUpdateTime = 0.0f;
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m_heardSoundTime = GetWorldTime ();
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// clear its message queue
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@ -1154,7 +1154,7 @@ void Bot::NewRound (void)
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// and put buying into its message queue
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PushMessageQueue (GSM_BUY_STUFF);
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PushTask (TASK_NORMAL, TASKPRI_NORMAL, -1, 0.0, true);
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PushTask (TASK_NORMAL, TASKPRI_NORMAL, -1, 0.0f, true);
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if (Random.Long (0, 100) < 50)
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ChatterMessage (Chatter_NewRound);
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